Search found 69 matches
- Fri Feb 07, 2020 14:45
- Forum: Feature Discussion
- Topic: What features do you most associate with Minetest?
- Replies: 34
- Views: 8558
Re: What features do you most associate with Minetest?
Adding games to get completely different experiences out of it.
- Fri Feb 07, 2020 14:40
- Forum: General Discussion
- Topic: User-preference based landscape generation + data collection
- Replies: 14
- Views: 1662
Re: User-preference based landscape generation + data collec
So, about the "generating maps from user behaviour" part: if I'm stuck in a valley with no way out (+2 height difference on all sides, no tools and only nodes made from a material which can not be dug by hand) and I go on a vacation (irl) for a month and accidentally leave the computer run...
- Wed May 15, 2019 13:14
- Forum: Modding Discussion
- Topic: [question] items and naming conventions
- Replies: 5
- Views: 930
Re: [question] items and naming conventions
What I would like to do is use a crafting material from another mod and supply a replacement if that mod is not installed, so players can still create the recipe.
But, if [someothermod] is not installed, ':someothermod:someitem' does not exist and thus there's no way to craft?
But, if [someothermod] is not installed, ':someothermod:someitem' does not exist and thus there's no way to craft?
- Mon May 13, 2019 21:33
- Forum: Modding Discussion
- Topic: [question] items and naming conventions
- Replies: 5
- Views: 930
[question] items and naming conventions
So, after updating from 4.?.? to 5.0.1, I'm having a problem with naming conventions with my mod. I would like to depend on some item from another mod, but also provide a replacement in case that mod is not installed (e.g. only have an optional dependency on that mod). What I'm currently doing is: I...
- Mon May 13, 2019 14:10
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 826312
Re: [Game] MineClone 2 [0.53.2]
Indeed, there is a "mobs can change blocks" setting for mineclone2, which is probably the non-technical name for 'mobs_griefing'.
The thing about the spawn rate is good to know too, especially that it counterintuitively spawns less stuff with a higher number.
Thank you.
The thing about the spawn rate is good to know too, especially that it counterintuitively spawns less stuff with a higher number.
Thank you.
- Sun May 12, 2019 22:26
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 826312
Re: [Game] MineClone 2 [0.53.2]
So, after trying out mineclone2 yesterday I'm on my second try now. First time I spawned in a mushroom biome. Couldn't really do anything as I was busy sitting on a mushroomtree surrounded by wolves. And horses. Lots of horses. By the time I could move out and look for resources, the day was almost ...
- Sun May 12, 2019 15:18
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 150273
Re: Post your mapgen questions here (modding or engine)
Thank you.Skamiz Kazzarch wrote:https://wiki.minetest.net/Mapgen
This is the closest I know of.
That's nice. Not as extensive as I would have liked, but great nonetheless.
- Sat May 11, 2019 16:39
- Forum: Feature Discussion
- Topic: Let's talk about combat
- Replies: 38
- Views: 7475
Re: Let's talk about combat
Imho there's not a lot of feedback during combat, e.g. many mobs lack attack animations and injury states. Just moving the mob a little closer before triggering the attack/damage would go a long way in this regard. Without a healthbar, hp number or floating damage text on/near mobs, it's hard to tel...
- Sat May 11, 2019 12:39
- Forum: Modding Discussion
- Topic: Sandboxing Lua Code
- Replies: 3
- Views: 1000
Re: Sandboxing Lua Code
The lua users wiki is not minetest specific, but has an article on sandboxing which may help:
http://lua-users.org/wiki/SandBoxes
But tbh you're probably better off learning from other mods doing sandboxing.
http://lua-users.org/wiki/SandBoxes
But tbh you're probably better off learning from other mods doing sandboxing.
- Sat May 11, 2019 12:31
- Forum: Modding Discussion
- Topic: WTFPL to be banned from Content DB soon (or not?)
- Replies: 13
- Views: 1841
Re: WTFPL to be banned from Content DB soon (or not?)
CC0 serves a similar purpose as WTFPL, but is much more sane.
- Sat May 11, 2019 11:03
- Forum: Modding Discussion
- Topic: Post your mapgen questions here (modding or engine)
- Replies: 834
- Views: 150273
Re: Post your mapgen questions here (modding or engine)
Is there a visual guide to the different mapgens and their settings?
- Sat May 11, 2019 10:34
- Forum: Feature Discussion
- Topic: Truly infinite worlds (poll)
- Replies: 98
- Views: 20186
Re: Truly infinite worlds (poll)
[x] depends/difficult to say Allowing users to set the map size for new worlds would be nice to have and would benefit all kinds of people: older hardware could run smaller maps and hightech research clusters could use their petaflops to simulate the whole globe. The option for using a large datatyp...
- Sat May 11, 2019 10:21
- Forum: Feature Discussion
- Topic: Are player attributes getting removed in 5.0.0 ?
- Replies: 6
- Views: 1651
Re: Are player attributes getting removed in 5.0.0 ?
That's good to know. What's the new mechanism for mod/game dependencies then?rubenwardy wrote:It's worth noting that depends.txt and description.txt are also deprecated in 5.0.0, but we probably won't ever remove support for them.
- Fri Sep 25, 2015 22:16
- Forum: Modding Discussion
- Topic: Rotation of place_schematics
- Replies: 5
- Views: 1167
Re: Rotation of place_schematics
I know that rotation is only about +Y, but around which point of the schematic? e.g. if I have a schematic which looks like this from above (let X = default:dirt or something): 1XXXXXX XXX2XXX XXXXXX3 What would the schematic look like when placed with a rotation of "0", "90", &q...
- Sun Sep 20, 2015 23:46
- Forum: Modding Discussion
- Topic: Rotation of place_schematics
- Replies: 5
- Views: 1167
Rotation of place_schematics
Hi. When the rotation parameter of minetest.place_schematic(...) is not "0", what point is the schematic rotated around? The dev wiki is a bit quiet on the topic: http://dev.minetest.net/minetest.place_schematic I've got the rotation working so that the schematic points in the direction th...
- Sun Sep 20, 2015 10:05
- Forum: Modding Discussion
- Topic: Chat command history
- Replies: 5
- Views: 834
Re: Chat command history
Mhh... I see. World Edit v1.0 doesn't have the gui, but the development version from github does.
Anyway, I searched some and found that according to this thead
viewtopic.php?f=5&t=13106
pressing F10 gives a proper console with command completion and history.
Anyway, I searched some and found that according to this thead
viewtopic.php?f=5&t=13106
pressing F10 gives a proper console with command completion and history.
- Sun Sep 20, 2015 00:57
- Forum: Mod Releases
- Topic: [Modpack] WorldEdit [worldedit]
- Replies: 862
- Views: 369650
Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}
Great mod. Setting everything through the command line is a bit tedious for large/complex structures though. How about adding some tools? one tool: p sets position one when used two tool: p sets position two when used fill tool: fills the region/volume between position one and two with the block in ...
- Sun Sep 20, 2015 00:47
- Forum: Modding Discussion
- Topic: Chat command history
- Replies: 5
- Views: 834
Chat command history
Today I built some structures, using [WorldEdit] to help speed up the process. Still, progress was a bit slow because I had to type the chat commands over and over again. Being able to press a button to go through a chat command history would have helped a lot. I think remembering what a player said...
- Sat Sep 19, 2015 21:14
- Forum: Game Releases
- Topic: Vote for games to be bundled with Minetest
- Replies: 88
- Views: 35697
Re: Vote for games to be bundled with Minetest
Since [technic_game] is not ready yet, so my vote goes to [tutorial].
Every game needs a good tutorial and [tutorial] is a lot better than what some AAA titles offer for introducing players to game mechanics.
Every game needs a good tutorial and [tutorial] is a lot better than what some AAA titles offer for introducing players to game mechanics.
- Sat Sep 19, 2015 20:49
- Forum: General Discussion
- Topic: How do I make an all TNT world?
- Replies: 31
- Views: 3665
Re: How do I make an all TNT world?
You could use [world_edit] - https://forum.minetest.net/viewtopic.php?id=572 The command //p set enables you to set pos1 and pos2 by punching two blocks The command //replaceinverse air tnt:tnt should replace all blocks between pos1 and pos2 which are not air with tnt Note: you will need the worlded...
- Fri Sep 18, 2015 16:21
- Forum: Mod Releases
- Topic: [Mod] Firearms [0.2.0] [firearms]
- Replies: 224
- Views: 98032
Re: [Mod] Firearms [0.2.0] [firearms]
Can a gun be made to switch between different fire modes, e.g. single shot, semi automatic, burst, automatic? Slightly related: what about modifications installed on a gun like e.g. an assault rifle with underbarrel grenadelauncher/shotgun/flamethrower? (modifications could be just a different fire ...
- Fri Sep 18, 2015 00:35
- Forum: General Discussion
- Topic: Do we have map recovery/repair tool?
- Replies: 8
- Views: 2004
Re: Do we have map recovery/repair tool?
I've got an idea for a map restore tool: saving a world in a working directory of a git repository and performing a commit whenever the server shuts down (or in regular intervals) might work. This would enable restoring the world to a certain commited state, but would require being setup just after ...
- Fri Sep 18, 2015 00:26
- Forum: General Discussion
- Topic: 0.5.0
- Replies: 52
- Views: 8773
Re: 0.5.0
let's see - I wish for minetest 0.5.0. to contain: - cpp mobs : complete with steering behaviours, navigation helper functions and scriptable behaviour. Disabled by default, would come with a mod containing hostile and friendly mobs demonstrating complex behaviours (tameable animals which provide re...
- Thu Sep 17, 2015 23:52
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2324
- Views: 441744
Re: Post your mod requests/ideas here
unicode: place a special block, open a formspec on the block, input a unicode codepoint, press a button and the block displays a texture of the unicode symbol for that code point. Full unicode support requires a HUGE amount of textures (or unicode support in the text rendering engine subsystem). res...
- Thu Sep 17, 2015 22:55
- Forum: Partly official engine development
- Topic: Change licensing to minetest?
- Replies: 45
- Views: 8793
Re: Change licensing to minetest?
A bazaar and a cathedral are completely different things. If you do not know the analogy, go read http://www.catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/ Just to let everyone know, this is not an advertisement. The link that is here leads to a writing about open-source software, namely...