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Re: Rules of Minetest version numbers?

The leading zero is probably because MT decided to vaguely follow a conventional practice where you develop, and then later 'release' with 1.0.0, but of course that isn't particularly relevant to free open source open-ended development. I guess we like to be humble and understated, and not over-conf...
by paramat
Fri Sep 22, 2017 00:31
 
Forum: General Discussion
Topic: Rules of Minetest version numbers?
Replies: 11
Views: 172

Re: [Mod] Sea Plants Redone [0.1.0] [sea_plants]

This method of removing air bubbles is known to be buggy and not work for some players and in some situations. Well yes I Know but there must be a way especially if you have the power to edit the engine Yes it is probably possible, but only with a huge rewrite of how MT works, because currently you ...
by paramat
Fri Sep 22, 2017 00:21
 
Forum: WIP Mods
Topic: [Mod] Sea Plants Redone [0.1.0] [sea_plants]
Replies: 17
Views: 420

Re: Android developer needed

We're still very much in need of a developer to improve the official Android app, or even just contributors who can work on and test the code. Servers are increasingly having problems with often troublesome unofficial apps, but Android players are choosing the unofficial ones because the official on...
by paramat
Thu Sep 21, 2017 23:35
 
Forum: News
Topic: Android developer needed
Replies: 23
Views: 2511

Re: Character is too tall or high

MTGame also had related changes so needs to be the version with the exact same date as the engine.
by paramat
Sat Sep 16, 2017 18:48
 
Forum: Bugs and Problems
Topic: Character is too tall or high
Replies: 9
Views: 137

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

> What is the rationale for this behaviour? I mean that node_stone can exceed way beyond y_min. Speed and simplicity. > “Because biome is not recalculated for every node in a node column” → Is this important? Yes, if biome was calaculated per node (which is unnecessary) it would have to do so 512000...
by paramat
Fri Sep 15, 2017 23:44
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

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

> I did a quick test by teleporting to X, -20000, Z in the minimal subgame. The wieldhand immediately indicated I am in darkness. I teleported deep and it works for me, the wield does go dark for a second because you are in ignore nodes before the chunk is generated. > Also, your code doesn't make s...
by paramat
Fri Sep 15, 2017 23:29
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

Re: [Mod] Sea Plants Redone [0.1.0] [sea_plants]

toby109tt there's no other way, it's this method or nothing. If the plantlike extension was 'actual' then water cannot occupy that space.
by paramat
Fri Sep 15, 2017 22:44
 
Forum: WIP Mods
Topic: [Mod] Sea Plants Redone [0.1.0] [sea_plants]
Replies: 17
Views: 420

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

Wuzzy, this works, note the specified volumes in 'set lighting' and 'calc lighting'. -- Constants local c_air = minetest.CONTENT_AIR -- Localise data buffer local dbuf -- On generated function minetest.register_on_generated(function(minp, maxp, seed) local y0 = minp.y if y0 > -512 then return end lo...
by paramat
Fri Sep 08, 2017 02:28
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

Re: A Creative Sky World for Class?

Create a mod that uses the 'singlenode' core mapgen (completely air by default) and places the platforms using a lua voxelmanip runing in an 'on_generated' function. See lua mapgens for examples.
by paramat
Fri Sep 08, 2017 02:27
 
Forum: Minetest-related projects
Topic: A Creative Sky World for Class?
Replies: 3
Views: 114

Re: [Mod] Sea Plants Redone [0.1.0] [sea_plants]

In latest dev version we now have a new drawtype "plantlike_rooted" that passes through water without creating air bubbles, so next version use that method instead.
by paramat
Fri Sep 08, 2017 02:24
 
Forum: WIP Mods
Topic: [Mod] Sea Plants Redone [0.1.0] [sea_plants]
Replies: 17
Views: 420

Re: [register_on_generated] Simple node(s) replacer

Weird, no idea why it's slower. Dungeons 'overgenerate', which means they will generate beyond the border of a mapchunk by up to 16 nodes (into a neighbouring mapchunk) so you need to process the volume between emin and emax instead of minp and maxp. emin-emax is the central mapchunk (80^3 nodes) pl...
by paramat
Fri Sep 08, 2017 02:10
 
Forum: Modding Discussion
Topic: [register_on_generated] Simple node(s) replacer
Replies: 9
Views: 157

Re: Rename mapgens

> This explanation behind the name is far-fetched Erm, no, players know what nodes are, and this mapgen consists entirely of a 'single node'. > The user can't even change the node type with any setting (you need a mod for that) There are many possibilities in MT that are only possible through using ...
by paramat
Fri Sep 08, 2017 02:03
 
Forum: Feature Discussion
Topic: Rename mapgens
Replies: 33
Views: 608

Re: Land generation bug

The projecting dungeons are intentional, they are good for converting into player bases. But some players don't like them so in latest dev version i added a setting for an option to stop those happening.

Floating flora sometimes happens in mgv6, is that screenshot of mgv6?
by paramat
Fri Sep 08, 2017 01:54
 
Forum: Bugs and Problems
Topic: Land generation bug
Replies: 13
Views: 311

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

Is it possible to generate desertstone instead of stone only above -10 and replace all dirt to dry_dirt, using valley mapgen? Oh and remove acacia tree (or better remove savanna). how to force mapgen to generate mese instead of dirt without using minetest.register_alias_force("dirt", &quo...
by paramat
Wed Sep 06, 2017 05:47
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

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

How do I place schematic-based decorations which have a “base” (i.e. nodes which must touch ground level) larger than 1×1 and all “ground-level” nodes have to touch the ground, i.e. it must not “hang” over anywhere. Yeah this is a problem we encountered with fallen logs (which is why they're so sho...
by paramat
Wed Sep 06, 2017 05:36
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

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

then generate clear, unbreakable nodes somewhat below the new realm. (It could be ignore if you can generate it. If it isn't ignore, then you should make it unplaceable to prevent people from ruining a world with them.) Like this: Realm----------------------------- ` Invisible nodes----------------...
by paramat
Wed Sep 06, 2017 05:30
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

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

As I recall, the game doesn't light anything below a certain altitude automatically. You can make lots of levels above altitude zero, and as long as they're far enough apart, shadow won't propagate. No, shadows are always propagated downwards, but you need to start at the top and travel downwards g...
by paramat
Wed Sep 06, 2017 05:27
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

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

- Do I have to call update_liquids before or after I call write_to_map? - How to I make giant v5/v7 caverns more common? I want to make them so common that they hard to miss. With current default settings you often need a lot of time. Here's what i do, are you adding lua voxelmanip stuff to a core ...
by paramat
Wed Sep 06, 2017 05:21
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

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

How can I use VoxelManip or whatever to make sure this realm acts like as if it were under sunlight, meaning the Overworld does not cast a shadow on anything below? I already tried to set propagate_shadow=false in all of the realm's chunks but it didn't do anything. I need to try this myself to che...
by paramat
Wed Sep 06, 2017 05:10
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

Re: Multiple Processors and Singlenode

Am I correct in these assumptions? I should probably work my way through the game code, but I'm too tired at the moment, so I thought I'd ask. If I am correct, is there any way to tell what portion of the data is being used from each iteration of my on_generated, so I don't waste time on unused dat...
by paramat
Wed Sep 06, 2017 05:04
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 384
Views: 9479

Re: WorldEdit huge mods and Mapgen v7

'Huge' is the problem. WE uses a lua voxel manipulator which will fail for very large processed volumes (and will use huge amounts of RAM too).
by paramat
Wed Sep 06, 2017 04:58
 
Forum: Bugs and Problems
Topic: WorldEdit huge mods and Mapgen v7
Replies: 4
Views: 144

Re: [register_on_generated] Simple node(s) replacer

This will be very very slow and cause lots of server lag, you should use a lua voxel manipulator instead.
by paramat
Wed Sep 06, 2017 04:53
 
Forum: Modding Discussion
Topic: [register_on_generated] Simple node(s) replacer
Replies: 9
Views: 157

Re: Set a node property for suffocation?

The 'drowning' parameter works for any node, i use it in my space mods for vacuum nodes.
by paramat
Wed Sep 06, 2017 04:49
 
Forum: Modding Discussion
Topic: Set a node property for suffocation?
Replies: 4
Views: 69

Re: Sneak news and a temporary option for old move code

Yes I know this option but paramat wrote it is only a temporary option--> they will remove this option in 0.5.0 And I would like this option also in 0.5.0. Actually we've decided that option will stay as long as it is wanted (and it is very much wanted) so don't worry. The option code is harmless t...
by paramat
Tue Sep 05, 2017 05:02
 
Forum: News
Topic: Sneak news and a temporary option for old move code
Replies: 20
Views: 1593

Re: Minetest setting warnings

So my map is having serious loading issues. I mean - it seems like huge chunks will delay in loading several seconds (as long as 10-15). This obviously destroys game play. I went into settings and turned OFF legacy and went to LOG, hoping to find out why... Deprecated Lua code will not cause your i...
by paramat
Tue Sep 05, 2017 04:45
 
Forum: Bugs and Problems
Topic: Minetest setting warnings
Replies: 14
Views: 478
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