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Re: [Mod] Experimental mapgen [mg]

Nore wrote: It has been fixed in the latest version.
It still a little buggy
by wcwyes
Sat Jul 04, 2015 06:43
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 46826

Re: [Mod] [in progress] random buildings / homes for lumberj

I tried loading traderf and it errors because you have mobf in the depends file. I tried making mobf a soft dependency, but then it crashes. Think I can reconfigure the traders to use mobs instead of mobf? The new traders are a replacement for those found in random_buildings. They still carry the mo...
by wcwyes
Sun Jun 21, 2015 23:58
 
Forum: WIP Mods
Topic: [Mod] [in progress] random buildings / homes for lumberjacks
Replies: 29
Views: 11991

Re: [Mod] Skylands [4.2.1] [skylands]

there are 4 missing png files
skylands_tool_airsword.png
skylands_cavorite_jar.png
skylands_hallowed_air.png
skylands_holyhilt.png
by wcwyes
Thu Jun 11, 2015 01:01
 
Forum: Mod Releases
Topic: [Mod] Skylands [4.2.1] [skylands]
Replies: 72
Views: 20045

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Where did the shingles_glass go? It's needed for shingle_side_glass
by wcwyes
Thu Jun 04, 2015 06:04
 
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 952
Views: 330941

Re: [Mod] Steel [0.2] [steel]

where did the sheet metal go or is that a different mod by the same name
by wcwyes
Wed Jun 03, 2015 02:51
 
Forum: Mod Releases
Topic: [Mod] Steel [0.2] [steel]
Replies: 29
Views: 21836

Re: [Mod] [in progress] random buildings / homes for lumberj

Thanks for the info. The new traders are a replacement for those found in random_buildings. They still carry the mobf_ part of the name for compatibilty reasons but are no longer based on mobf. I recommend that you use those. They don't have dependencies either and are very lightweight. Or is your i...
by wcwyes
Tue Jun 02, 2015 17:08
 
Forum: WIP Mods
Topic: [Mod] [in progress] random buildings / homes for lumberjacks
Replies: 29
Views: 11991

Re: [ModPack][0.0.4] GloopTest Pack! [glooptest]

I can't find any ore spawning, any idea why? Everything else seems to work fine. To make sure how/where do I adjust the rarity?
by wcwyes
Tue Jun 02, 2015 03:17
 
Forum: Mod Releases
Topic: [ModPack][0.0.4] GloopTest Pack! [glooptest]
Replies: 40
Views: 18194

Re: [Mod] [in progress] random buildings / homes for lumberj

Think I can reconfigure the traders to use mobs instead of mobf?
by wcwyes
Thu May 21, 2015 18:52
 
Forum: WIP Mods
Topic: [Mod] [in progress] random buildings / homes for lumberjacks
Replies: 29
Views: 11991

Re: [Mod] Experimental mapgen [mg]

I'm having what seems to be a bug in the mapgen code farming:cotton_seed seems to be referenced as farming:seed_cotton when placed in a chest I can't seem to find the reference though
by wcwyes
Mon May 04, 2015 01:41
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 144
Views: 46826

Re: fixed size world

Any limit that's not the result of a program failure is programmed that way.... You make it sound like the entire game was developed very consciously, with a single set of completely consistent intentions, by a single neigh-omniscient programmer. Hell, even relatively small projects by a single dev...
by wcwyes
Fri Apr 17, 2015 03:20
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: fixed size world

It's due to there being different technical limits, the 31000 stops this being an issue. The teleport command not validating input is an issue in terms of a user interface - it shouldn't be possible to teleport outside of the map. The sun and moon don't move except across the sky, they're relative ...
by wcwyes
Thu Apr 16, 2015 05:30
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: fixed size world

Players are entities. And I was talking about being able to teleport outside of the map range. The maximum possible limits of the map are 2^16 / 2 = 32,768 due to chunks using 16 bit positions per axis (it's slightly more complicated than that, because they use serials rather than x, y, z). The map...
by wcwyes
Wed Apr 15, 2015 19:39
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: fixed size world

The player position is stored using floating point numbers. It's like scientific notation: 1.12345 * 10^3. Floats can handle larger ranges, but when the number is too big then errors begin to occur due to precision. For example, it might be able to store 5 decimal places like 1.12345 * 10^3. If 0.0...
by wcwyes
Wed Apr 15, 2015 05:17
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: fixed size world

I'm mainly hoping to use the area for Pocket realms, which already proves slightly promising, but not very with the program removing things shortly after
by wcwyes
Tue Apr 14, 2015 07:19
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: fixed size world

I noticed that the world is fixed to -30912 to 30927, but you can teleport anywhere from -214748 to 214748. is there a way to utilize this extra space via realms or something else? All worlds are limited to that size, the type s16 (16-bit signed integer) used in the database does not allow bigger d...
by wcwyes
Tue Apr 14, 2015 07:15
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: fixed size world

I noticed that the world is fixed to -30912 to 30927, but you can teleport anywhere from -214748 to 214748. is there a way to utilize this extra space via realms or something else?
by wcwyes
Mon Apr 13, 2015 23:26
 
Forum: General Discussion
Topic: fixed size world
Replies: 30
Views: 2614

Re: LUA code questions

what's the best way to attack making locked versions of several items in a mod?
by wcwyes
Thu Jan 29, 2015 05:18
 
Forum: WIP Mods
Topic: LUA code questions
Replies: 74
Views: 9468

Re: [Frequently Asked Questions] - Read before asking for he

I think a tutorial about "How to connect to a public or private server in the various versions" might be important. I bring this up because I came across the ios version and can't seem to figure it out. I've worked on every other version and figured it out. If any could even just help me i...
by wcwyes
Fri Sep 05, 2014 04:21
 
Forum: Problems
Topic: [Frequently Asked Questions] - Read before asking for help!
Replies: 103
Views: 47301

thanks all
by wcwyes
Tue Mar 11, 2014 07:23
 
Forum: General Discussion
Topic: Lime Minetest for Andriod
Replies: 5
Views: 953

Lime Minetest for Andriod

anyone hear about this and how well it works?
by wcwyes
Sat Mar 08, 2014 19:57
 
Forum: General Discussion
Topic: Lime Minetest for Andriod
Replies: 5
Views: 953

I'm trying to connect 2 worlds that you can't go back and forth without the portals without decreasing the expansion of the main world. Preferably on the same server. Question is: What are you exactly aiming at? Do you want to cross-connect several servers by portals? If you just want to give the pl...
by wcwyes
Mon Feb 10, 2014 02:18
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 324041

mod doesn't work anymore

I was working on this mod in 0.4.7 but it doesn't seem to work anymore minetest.register_chatcommand("spawn", { params = "", description = "respawn", func = function(name) local spawn_point = minetest.string_to_pos(minetest.setting_get("static_spawnpoint")) local player = minetest.get_player_by_name...
by wcwyes
Sat Feb 01, 2014 02:16
 
Forum: WIP Mods
Topic: mod doesn't work anymore
Replies: 2
Views: 482

sweet thnx how would I add an extra function to a special pick axe? like if I mine something from pos then do function? Oddly, there's not a lot of customization you can do for the behavior from the tool's end. You can either completely override what it does by adding an on_use() callback (same for ...
by wcwyes
Thu Jan 02, 2014 14:24
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 324041

how would I add an extra function to a special pick axe? like if I mine something from pos then do function?
by wcwyes
Wed Jan 01, 2014 23:52
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 324041

Depending on what you want, there are two things I can think of. Both would be possible in Lua. 1. With some portal thing when entered the player file is copied to the second world, in one file there is saved that the player left the world. Then the player is kicked out of the server and can not co...
by wcwyes
Sun Dec 22, 2013 20:36
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 324041
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