Search found 22 matches
- Wed Jan 20, 2016 21:41
- Forum: Modding Discussion
- Topic: how to change the orientation of a door
- Replies: 2
- Views: 796
Re: how to change the orientation of a door
Hi Krock, Thanks for your reply, I'm testing it on a sign first. It works but I don't fully understand the results. The sign has paramtype2 set to "wallmounted" I've tried the following direction with the results listed. -- local rotation = minetest.dir_to_facedir({x=1,y=0,z=0}) --sign fac...
- Sun Jan 17, 2016 13:48
- Forum: Modding Discussion
- Topic: how to change the orientation of a door
- Replies: 2
- Views: 796
how to change the orientation of a door
I found i can place a door with something like: ... local vi = area:index(locx, starty, locz) data[vi] = minetest.get_content_id("doors:door_wood_b_1") local vi = area:index(locx, starty+i -1, locz) data[vi] = minetest.get_content_id("doors:door_wood_t_1") ... But how do I change...
- Fri Jan 08, 2016 22:31
- Forum: Modding Discussion
- Topic: biome index
- Replies: 1
- Views: 502
biome index
Thanks for all the help so far, just a short question today: I'm using mapgen V7 inside minetest.register_on_generated(function(minp, maxp, seed) bmap = minetest.get_mapgen_object("biomemap") returns an index (actually a list of indices). Where can I find what biome is linked to what index...
- Thu Jan 07, 2016 21:52
- Forum: Modding Discussion
- Topic: [SOLVED]Can a mod be enabled by default?
- Replies: 2
- Views: 533
Re: Can a mod be enabled by default?
That sounds perfect, i will try tomorrow. Thanks
And it works.
I did have to copy the minetest_game folder from usr/share/minetest/games/ to home/.../.minetest/games/
having just the mods folder in there did not work.
Cheers
And it works.
I did have to copy the minetest_game folder from usr/share/minetest/games/ to home/.../.minetest/games/
having just the mods folder in there did not work.
Cheers
- Wed Jan 06, 2016 21:53
- Forum: Modding Discussion
- Topic: [SOLVED]Can a mod be enabled by default?
- Replies: 2
- Views: 533
[SOLVED]Can a mod be enabled by default?
Can a mod be enabled by default? I would like to enable my mod by default for new worlds. Is there a way to do this in conf? Like the default privs for new players. I am hacking and testing my mod but it creates a lot of garbage, so I keep deleting the test world and creating a new one. But each tim...
- Tue Jan 05, 2016 21:58
- Forum: Modding Discussion
- Topic: [SOLVED]place sign inside "minetest.register_on_generated"
- Replies: 3
- Views: 663
Re: [SOLVED]place sign inside "minetest.register_on_generate
Not quite generic or elegant but useful in my case: x and z are coordinates in the block or chunk or what is it called (1-80) function setsign(x, z, x0, z0, area, data, text) local h = citygen_get_h(x, z, x0, z0)+1 local vi = area:index(x, h, z) data[vi] = minetest.get_content_id("default:sign_...
- Mon Jan 04, 2016 21:20
- Forum: Modding Discussion
- Topic: [SOLVED]place sign inside "minetest.register_on_generated"
- Replies: 3
- Views: 663
Re: place sign inside "minetest.register_on_generated"
Thanks! I used it like this and that works: I think using the table as suggested would put the same text on all signs. local vi = area:index(ch_seedx, h02+4, ch_seedz) data[vi] = minetest.get_content_id("default:sign_wall") local text = dump(area:position(vi)).." seed "..ch_seedx...
- Sun Jan 03, 2016 20:57
- Forum: Modding Discussion
- Topic: [SOLVED]place sign inside "minetest.register_on_generated"
- Replies: 3
- Views: 663
[SOLVED]place sign inside "minetest.register_on_generated"
Hi all, Happy new year! Im looking to place a sign from inside "minetest.register_on_generated(..." larger snippet below I can place sand using: ...minetest.get_content_id("default:sand")... but signs using:...minetest.get_content_id("default:sign")... don't show. There...
- Thu Sep 24, 2015 19:25
- Forum: Old Games
- Topic: [Game] Carbone NG [carbone-ng]
- Replies: 62
- Views: 75087
Re: [Game] Carbone NG [carbone-ng]
lol,
you got me! Guess you see what you expect to see.
Thanks
you got me! Guess you see what you expect to see.
Thanks
- Wed Sep 23, 2015 21:15
- Forum: Old Games
- Topic: [Game] Carbone NG [carbone-ng]
- Replies: 62
- Views: 75087
Re: [Game] Carbone NG [carbone-ng]
Hi all,
I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?
cheers,
Smitje
I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?
cheers,
Smitje
- Sun May 31, 2015 19:00
- Forum: News
- Topic: [0.4.12-dev] Mapgen news
- Replies: 30
- Views: 13416
Re: Mapgen news
Hi biomates. @Paramat, I did not say I didn't like it. It is by far the best yet! Im a big fan. I tried adding a 'lite rainforest' with identical parameters except humidity 90 and a jungle tree decoration with a density of 0.2 (compared to 100 and 0.8 for the regular rainforest) but it was not worki...
- Tue May 26, 2015 19:21
- Forum: News
- Topic: [0.4.12-dev] Mapgen news
- Replies: 30
- Views: 13416
Re: Mapgen news
Thanks,
Just downloaded and it works now.
That's beautiful! I love the noise settings the biomes are vast! finally a jungle you could actually get lost in.
Only the edges are very straight, I might try adding some blend biomes to ease the transitions later as an exercise.
Cheers Smitje
Just downloaded and it works now.
That's beautiful! I love the noise settings the biomes are vast! finally a jungle you could actually get lost in.
Only the edges are very straight, I might try adding some blend biomes to ease the transitions later as an exercise.
Cheers Smitje
- Wed May 20, 2015 18:40
- Forum: News
- Topic: [0.4.12-dev] Mapgen news
- Replies: 30
- Views: 13416
Re: Mapgen news
Sorry for bumping an old thread, I'm a builder I like a basic set of biomes like this, as long as nothing better is there this should be the default for mgv7 imho. This mod looks good for v5 and v7 (I love the frozen oceans etc.) but I am not getting any trees. I'm using minetest 0.4.12 Is there a s...
- Sun Sep 07, 2014 18:55
- Forum: Partly official engine development
- Topic: ground level
- Replies: 8
- Views: 3015
Re: ground level
Thanks, Jin_xi,
That sounds like a quick and easy alternative, Ill have a look.
Cheers,
Smitje
That sounds like a quick and easy alternative, Ill have a look.
Cheers,
Smitje
- Sat Sep 06, 2014 21:25
- Forum: WIP Mods
- Topic: How to identify ground level (or treetop level)
- Replies: 18
- Views: 4868
Re: How to identify ground level (or treetop level)
Hi all,
I did a little hacking to make the groundlevel available in my own mod it may be usefull. see this thread:
viewtopic.php?f=7&t=9940
Cheers,
Smitje
I did a little hacking to make the groundlevel available in my own mod it may be usefull. see this thread:
viewtopic.php?f=7&t=9940
Cheers,
Smitje
- Sat Sep 06, 2014 21:11
- Forum: Partly official engine development
- Topic: ground level
- Replies: 8
- Views: 3015
Re: ground level (possible bug)
Hi all I have been mucking around a bit and could not find a ready made sollution so i came up with the following: It's a small mod that logs the hight as each chunck gets initiated. I called it hfind you can get the groundlevel or treetop level by adding or removing tree-stuff from: local not_surfa...
- Mon Aug 18, 2014 18:45
- Forum: WIP Mods
- Topic: How to identify ground level (or treetop level)
- Replies: 18
- Views: 4868
Re: How to identify ground level (or treetop level)
It depeds if you are using mapgen v6 or v7. This is what I just learned from paramat: by paramat » Mon Aug 18, 2014 6:49 am https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2126 line 2126 Not sure if all of these are available within mapgen v6, some may be v7 only. I checked and the...
- Mon Aug 18, 2014 18:33
- Forum: Partly official engine development
- Topic: ground level
- Replies: 8
- Views: 3015
Re: ground level (possible bug)
Thanks once again. I just tested it and: lastheightmap = minetest.get_mapgen_object("heightmap") returns a table in v7 but nil in v6. :( So height will have to be recalculated or I need to get v7 working with something more usefull than stone. Is this a matter of the right conf settings or...
- Sun Aug 17, 2014 19:32
- Forum: Partly official engine development
- Topic: ground level
- Replies: 8
- Views: 3015
Re: ground level (possible bug)
@paramat, Thanks, I should have checked the rest of the module sorry. I got confused because of the world coordinates having y as vertical axis, and assumed the same convention was used here , but for 2d coordinates I guess x, y makes more sense. @all Anyone know if any of these functions are availa...
- Sat Aug 16, 2014 21:31
- Forum: Partly official engine development
- Topic: ground level
- Replies: 8
- Views: 3015
ground level
@admin: since it turned out not to be a bug, but the answers may be helpfull to moders, could this be moved to "Modding general" please? Sorry for the inrtusion, As I am not a c++ coder Im not sure this is the right place to put this but because I found something odd that I suspect may be ...
- Fri Nov 16, 2012 20:24
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370356
Did some experiments. I think the code below is correct now, however I am not sure the rotations still go in the right direction. As far as I can tell objects are not broken up any more no mater if the length or the width is larger. only some minor changes to rotate and transpose are required (they ...
- Wed Nov 14, 2012 21:36
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 370356
O no rotate messed up my lovely tower. //rotate y 90 http://farm9.staticflickr.com/8067/8186294008_494830ce9f_b.jpg http://farm9.staticflickr.com/8485/8186297446_1b5a262a47_b.jpg It looks like random blocks were moved, blocks allso ended up completely outside the region i selected. Dont worry about ...