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Re: How to remove biomes?

Use a mod that depends on 'default'.
Then in the init.lua file use 'minetest.unregister_biome(name)'
See https://github.com/minetest/minetest/blob/d5d248ccbd90701db6ee633ad1057d8dd290b2ba/doc/lua_api.txt#L821
by paramat
Sun May 13, 2018 00:40
 
Forum: Problems
Topic: How to remove biomes?
Replies: 3
Views: 114

Re: [Tool] for accurate tuning of biomes

Wow very impressive.
by paramat
Sun May 13, 2018 00:33
 
Forum: Minetest-related projects
Topic: [Tool] for accurate tuning of biomes
Replies: 3
Views: 222

Re: Disable infinity water sources.

Add 'liquid_renewable = false,' to the flowing node too? That is what MTGame does.
by paramat
Sun May 13, 2018 00:30
 
Forum: Problems
Topic: Disable infinity water sources.
Replies: 3
Views: 175

Re: Dealing with lag

> i am a mod heavy server

It's most likely mods causing this. For example do you have moretrees, technic, mesecons, darkage? There are many mods that are very intensive or and/not well coded.
by paramat
Sun May 13, 2018 00:22
 
Forum: Problems
Topic: Dealing with lag
Replies: 5
Views: 216

Re: Photobucket (preserving the past)

Best just use the forum's own image hosting feature.
by paramat
Sat May 05, 2018 00:15
 
Forum: General Discussion
Topic: Photobucket (preserving the past)
Replies: 10
Views: 379

Re: [Mod] Homtcommands

Just to clarify this point: > But the thing you specifically mentioned is absolutely fine with the license it is released under. > Dirk, my spill mod was NOT included in that TPS repo, but in another, where the readme specifically states the mod "is not to be distributed outside Cat5TV/tps_spil...
by paramat
Sat May 05, 2018 00:10
 
Forum: WIP Mods
Topic: [Mod] Homtcommands
Replies: 19
Views: 686

Re: unable to enter world - animated node causes crash?

Don't use the 'liquid' drawtype for this if you want a solid block that does not flow.
If you do want a flowing liquid you need more in your definition, see the lava node in MTGame as an example to edit.
by paramat
Fri May 04, 2018 00:50
 
Forum: Problems
Topic: [SOLVED]unable to enter world - animated node causes crash?
Replies: 4
Views: 247

Re: Post your mapgen questions here (modding or engine)

Yes changing 'water_level' doesn't have the expected result. We considered making all biomes relative to 'water_level' but it caused too much complexity and too many problems. You *could* use a mod that clears all biome, ore and decoration registrations and re-registers them with altered y-limits to...
by paramat
Fri May 04, 2018 00:36
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 473
Views: 20070

Re: Stability of each mapgen

For mgv5: Terrain surface shape is identical or as close as it can be. The eased 3D noise new mgv5 uses may create a slightly different shape to the original 3D noise implementation. The 3D noise tunnels are identical in shape. Old mgv5 only had these tunnels and had random water and lava sources ad...
by paramat
Fri May 04, 2018 00:28
 
Forum: News
Topic: Stability of each mapgen
Replies: 8
Views: 1150

Re: How long does it take for mushrooms to grow?

Light level 3 is very dark, so best use a completely dark location.
by paramat
Fri May 04, 2018 00:16
 
Forum: Feature Discussion
Topic: How long does it take for mushrooms to grow?
Replies: 3
Views: 285

Re: Stability of each mapgen

Updated to clarify that only 3 mapgens are officially stable.
by paramat
Mon Apr 16, 2018 19:20
 
Forum: News
Topic: Stability of each mapgen
Replies: 8
Views: 1150

MTGame: 3 hoe types deprecated for eventual removal

Details https://github.com/minetest/minetest_game/pull/2103 Bronze, mese and diamond hoes have been deprecated in MTGame 0.5.0dev. These hoe types that are existing in worlds will still be usable in MTGame 0.5.0 stable as only the crafting recipes have been removed for now. The intention is that the...
by paramat
Wed Apr 11, 2018 01:51
 
Forum: News
Topic: MTGame: 3 hoe types deprecated for eventual removal
Replies: 19
Views: 966

Re: [Server] IFS (IhrFussel's Server)

So you're being less 'fair' it seems, and learning to do what you criticise others for ;)
by paramat
Tue Apr 10, 2018 17:05
 
Forum: Servers
Topic: [Server] IFS (IhrFussel's Server)
Replies: 73
Views: 5957

Re: How to actually get 1024 nodes(?) viewing range?

At 4:10 in your video you indicate an unloaded area but there's no bug here, you didn't get close enough to that area to generate it, you only flew around it at a distance. By default a mapblock is only generated if within 7 mapblocks (7 * 16 nodes) of a player, or, a generated mapblock is only load...
by paramat
Tue Apr 10, 2018 16:09
 
Forum: Problems
Topic: How to actually get 1024 nodes(?) viewing range?
Replies: 13
Views: 629

Re: LuaVoxelManipulator / Lua mapgen: New example code

As Lua mapgens go yes, the code is optimised and well written and it is a very simple terrain. However it is a Lua mapgen, so even though simple it will take around 100ms per mapchunk to generate on a mid-power desktop, and cause that amount of server lag on each mapchunk generation. More complex Lu...
by paramat
Wed Mar 28, 2018 13:56
 
Forum: News
Topic: LuaVoxelManipulator / Lua mapgen: New example code
Replies: 4
Views: 489

Re: [Poll] MTG Tool Rebalance

Linuxdirk, a new system would possibly be good, however this issue is about tool balance in MTG, your suggestion is about the engne code. Because so many mods rely on MTG being the way it is we are limited in the changes we can make in MTG. For the poll, it's not only a case of 'fixing your mods' wh...
by paramat
Wed Mar 28, 2018 13:45
 
Forum: General Discussion
Topic: [Poll] MTG Tool Rebalance
Replies: 7
Views: 270

Re: collision box 1m to high

I had a look at the commits included in MTE and MTG 0.4 backport branches and can't yet see anything wrong. For 0.5.0 there was a compat-breaking change that changed player vertical offset by 1 node but these commits are not in the backports branches. Mods that provide player models, like armour mod...
by paramat
Tue Mar 27, 2018 17:02
 
Forum: Problems
Topic: collision box 1m too high
Replies: 6
Views: 211

Re: Post your screenshots!

Working on a new core mapgen (as always), found a nice mountain in 3D map mode (scale 1:10): https://forum.minetest.net/download/file.php?mode=view&id=14539&sid=6a8b0766f7fc02103bcfe4e3cbcaddac Multiply co-ordinates by 10 to find it in a normal scale world. It's 1598 nodes high. Here's the s...
by paramat
Tue Mar 27, 2018 16:55
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7531
Views: 743874

Re: collision box 1m to high

Possibly a bug in MTG 0.4 backport branch, which may not be correct, i'll investigate this.
by paramat
Mon Mar 26, 2018 06:23
 
Forum: Problems
Topic: collision box 1m too high
Replies: 6
Views: 211

Re: Rare biome in mgv6

When tuning biomes i divide the 'spread' of heat and humidity noises by 10, then use a flat world (no water) and do '/emergeblocks (-2000, -32, -2000) (2000, 47, 2000)' to autogenerate a large area, then use the mapper and look at the biome distribution. Due to the scaling by 10 the map will simulat...
by paramat
Mon Mar 26, 2018 06:18
 
Forum: Modding Discussion
Topic: Rare biome in mgv6
Replies: 4
Views: 174

Re: 3 Memory use optimisations for Lua mapgens

Yes Lua garbage collection does happen but as far as i know not very quickly, Duane is the expert on that. So reusing a table is always better.
by paramat
Mon Mar 19, 2018 01:13
 
Forum: News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 21
Views: 3926

Re: [0.4.8] LuaVoxelManipulator

by paramat
Sun Mar 18, 2018 03:49
 
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 30223

LuaVoxelManipulator / Lua mapgen: New example code

The example code in this news topic https://forum.minetest.net/viewtopic.php?f=18&t=6396 is out of date and missing the memory use optimisations i have detailed in another news topic https://forum.minetest.net/viewtopic.php?f=18&t=16043 I have written a new simple example mod with many code ...
by paramat
Sun Mar 18, 2018 03:47
 
Forum: News
Topic: LuaVoxelManipulator / Lua mapgen: New example code
Replies: 4
Views: 489

Re: 3 Memory use optimisations for Lua mapgens

Just realised i still have two of these optimisations wrong, points 2 and 3.
EDIT: Now corrected above.
I will soon make a news post with a new LVM example mod that shows the correct optimisations in use.
by paramat
Sat Mar 17, 2018 05:42
 
Forum: News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 21
Views: 3926

Re: [Game] Minetest Game [minetest_game]

Current Minetest Game devs:

celeron55
sfan5
SmallJoker (Krock)
sofar
rubenwardy
Ekdohibs (nore)
ShadowNinja
paramat
Ezhh (Shara)
by paramat
Sat Mar 17, 2018 02:49
 
Forum: Game Releases
Topic: [Game] Minetest Game [minetest_game] - Contributors needed!
Replies: 57
Views: 8791
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