Search found 2363 matches

Return to advanced search

Re: Contrast crosshair

The crosshair can be customised by using a crosshair texture in a texture pack, see https://github.com/minetest/minetest/blob/master/doc/texture_packs.txt#L60
by paramat
Fri Feb 17, 2017 19:33
 
Forum: Feature Discussion
Topic: Contrast crosshair
Replies: 7
Views: 114

Re: Make water and reviens spawn underground?

Mgv7 and all non-mgv6 mapgens have large and dense forests, especially if it is a rainforest, a forest biome can occasionally be as large as 1000 nodes. mgv6 is small-scale, the others are more of an adventure, you need to travel. In non-mgv6 mapgens there are water caves underground, where these me...
by paramat
Fri Feb 17, 2017 19:30
 
Forum: General Discussion
Topic: Make water and reviens spawn underground?
Replies: 8
Views: 88

Re: Why doesn't fill this code the air?

Now solved.
by paramat
Fri Feb 17, 2017 19:23
 
Forum: Modding Discussion
Topic: Why doesn't fill this code the air?
Replies: 3
Views: 55

Re: Automatic, random texture placement

Since you're exchanging stone for stone you probably don't need to recalculate lighting either, so try without vm:set lighting, vm:calc lighting.
by paramat
Fri Feb 17, 2017 19:17
 
Forum: Modding Discussion
Topic: Automatic, random texture placement
Replies: 10
Views: 135

Re: Automatic, random texture placement

It's quite simple, just simplify and alter this code https://github.com/PilzAdam/nether/blob/d6d388b1c78edbe63c337c64b4919efabf3078b7/init.lua#L424
Line 424 onwards.
You can remove 'vm:update_liquids()' from the end.
by paramat
Wed Feb 15, 2017 03:55
 
Forum: Modding Discussion
Topic: Automatic, random texture placement
Replies: 10
Views: 135

Re: Request for donations for my development work

crazy_baboon The PayPal link is still valid yes. sorcerykid Without going into personal details i can say that the welfare system in the UK used to be generous. But since the economic collapse of 2008 and a right-wing government since 2010 it has changed a lot and a lot of people (especially those w...
by paramat
Wed Feb 15, 2017 03:49
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 25
Views: 2692

Re: Sea Water (salt water)

It would be too much disruption to change the name of 'default:water_ ..' to 'default:salt_water_ ..', instead we would just change the description to 'Salt Water', but as explained this is unlikely. Correct it's impossible during mapgen to quickly detect whether a water node at y = 1 belongs to a s...
by paramat
Wed Feb 15, 2017 03:25
 
Forum: Feature Discussion
Topic: Sea Water (salt water)
Replies: 11
Views: 240

Re: Warning! Maps opened in 0.4.15-dev will not work in olde

Correct, no problems with that.
by paramat
Wed Feb 15, 2017 03:16
 
Forum: News
Topic: Warning! Maps opened in 0.4.15-dev will not work in older MT
Replies: 5
Views: 230

Re: Automatic, random texture placement

To change nodes on mapgen you would use a 'mapgen object' lua voxelmanipulator in an 'on generated' function to process all stone nodes and replace each with a random variant. If you study the code of a lua mapgen that will show how to do this.
by paramat
Wed Feb 15, 2017 03:14
 
Forum: Modding Discussion
Topic: Automatic, random texture placement
Replies: 10
Views: 135

Re: WorldPainter support?

In MT X is Eastwards, Z is Northwards and Y is up. (0,0,0) is world centre and the world extends 32000 nodes (we call the basic unit-cubes in the world 'nodes') in all 6 directions. Sea level is at Y = 1. Our 'mapblocks' are cubic, 16 * 16 * 16 nodes in size. World is generated in a cube around the ...
by paramat
Wed Feb 15, 2017 03:09
 
Forum: Minetest-related projects
Topic: WorldPainter support?
Replies: 36
Views: 385

Re: Sea Water (salt water)

When river_water was added we considered calling it fresh_water instead, which would imply blue water was salty. But we decided to not force these aspects, for example there are many water pools at y = 1 with blue water which could be considered to be fresh water. Many worlds and mods use blue water...
by paramat
Sun Feb 12, 2017 23:55
 
Forum: Feature Discussion
Topic: Sea Water (salt water)
Replies: 11
Views: 240

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

TumeniNodes

> Are we able to set more than one material for mapgen nodes? Or is there a magical way to use a string of nodes?

Nope. As you found out those aliases only setup the node used per-session.
This would need an engine mapgen change to select a random node for every stone node placed.
by paramat
Sun Feb 12, 2017 23:47
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

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

Sergey

> I don't understand what blocks need to be regenerated.

The areas with grey desert, sandstone desert, coral reefs or bushes, are the new biomes.
by paramat
Sun Feb 12, 2017 23:40
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

Warning! Maps opened in 0.4.15-dev will not work in older MT

See https://forum.minetest.net/viewtopic.php?f=18&t=16595 for more details. This PR is now being merged. "To introduce the new flags I had to increase the map block serialization version, this is why you can not play on your maps on other versions of Minetest after you opened them in this v...
by paramat
Sun Feb 12, 2017 23:29
 
Forum: News
Topic: Warning! Maps opened in 0.4.15-dev will not work in older MT
Replies: 5
Views: 230

Re: Opinons needed: Possible change in map block serializati

This PR is now being merged.
by paramat
Sun Feb 12, 2017 23:09
 
Forum: News
Topic: Opinons needed: Possible change in map block serialization
Replies: 8
Views: 320

Re: mod base experiment

I like those palm trees.
by paramat
Wed Feb 08, 2017 18:20
 
Forum: General Discussion
Topic: mod base experiment
Replies: 32
Views: 488

Re: how can I edit schematics?

Hmm of course, sorry i misunderstood, you both mean storing them in a subgame as a Lua table as opposed to an mts file. So once a Lua table is converted to mts it will be just as fast in mapgen. Maybe the saveschems mod should be included in the MTGame repo somehow. TumeniNodes, no problem :] Indeed...
by paramat
Wed Feb 08, 2017 18:16
 
Forum: General Discussion
Topic: how can I edit schematics?
Replies: 19
Views: 223

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

All mapgen use nodes like "mapgen_stone" so you need to alias your subgame nodes to those for the mapgen to use them.
by paramat
Wed Feb 08, 2017 18:03
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

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

Sergey > Can this map be fixed? Or it is irreversibly? You could revert the mapgen code in MTGame to how it was before (difficult), or, only use that world in MT / MTG 0.4.14. Then do /deleteblocks for the affected volume, that will re-generate the volume of world. We're sorry for the biomes breakag...
by paramat
Wed Feb 08, 2017 18:01
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

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

the_raven_262
Have you set the mapgen aliases for the map generators? As here https://github.com/minetest/minetest_game/blob/master/mods/default/mapgen.lua#L5 set those to your subgame's nodes.
by paramat
Wed Feb 08, 2017 17:56
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

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

burli
Tree trunk nodes should be force-placed. Per-node force-place was actually added to schematics to allow tree trunks to replace leaves of other overlapping trees without leaves replacing the trunks of other overlapping trees.
by paramat
Wed Feb 08, 2017 17:40
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

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

burli, > Works fine so far except that the trunk base is often removed by other decoration See default/mapgen.lua, the taller decorations (trees, cacti, papyrus) are registered before the smaller (grass, flowers) to avoid this happening. > But I have to find a solution to load the tree registration ...
by paramat
Tue Feb 07, 2017 23:33
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

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

Sergey, those straight-edged biomes are likely due to the change to the registered biomes in 0.4.15, see https://forum.minetest.net/viewtopic.php?f=18&t=15939
by paramat
Tue Feb 07, 2017 23:29
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 233
Views: 3478

Re: how can I edit schematics?

See https://github.com/minetest-mods/saveschems for the latest and maintained version of this mod. > This is why I don't use binary schematics. You're saving a trivial amount of space in exchange for making them very difficult to edit. > But why using the binary format? Just because file size? The p...
by paramat
Tue Feb 07, 2017 23:26
 
Forum: General Discussion
Topic: how can I edit schematics?
Replies: 19
Views: 223
Next

Return to advanced search