Search found 747 matches

by Kilarin
Fri Jul 24, 2020 20:31
Forum: Servers
Topic: [Server] Xanadu
Replies: 3764
Views: 374411

Re: [Server] Xanadu

The asteroids are VERY cool!
by Kilarin
Mon Nov 04, 2019 20:02
Forum: Game Releases
Topic: [Game] Repixture [1.3.4]
Replies: 111
Views: 14914

Re: [Game] Repixture [1.1.2]

I give you a hint: Show villagers a random item and they might tell you something about it … Ok, that is COOL! Going to have to play with that! I don't think that guidebook is good idea. If you designed a game in MT and have to write text to explain how to play it, then you fail at design. It depen...
by Kilarin
Mon Nov 04, 2019 03:36
Forum: Game Releases
Topic: [Game] Repixture [1.3.4]
Replies: 111
Views: 14914

Re: [Game] Repixture [1.1.2]

I've been playing repixture a bit, and having a lot of fun! Thank you to everyone involved in the project. Some observations: I found it challenging at the beginning to gather the iron I needed. But that isn't a bad thing, I like a challenge. For MY preferences, there could be more hostile mobs. But...
by Kilarin
Thu Oct 31, 2019 13:53
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

hello folks.
Life and work are still keeping me running ragged. Sorry for the long gap in development. I DO hope to get back to this project sometime. Hopefully sometimes soon.
by Kilarin
Thu Oct 31, 2019 13:12
Forum: Mod Releases
Topic: [Mod] Real Compass [realcompass]
Replies: 13
Views: 1552

Re: [Mod] Real Compass [realcompass]

avoids the whole wield image problem.
ChimneySwift wrote:with the wield image constantly changing it does that item swapping animation thing a whole lot, which looks a bit silly.
If anyone ever finds a solution to this, please let me know!
by Kilarin
Sun Aug 25, 2019 20:22
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

hey folks.
Yet another quick update and apology. Work, family, and other obligations are still keeping me very busy. My apologies. I haven't abandoned the project, and I'll get back to my open source obligations just as soon as the other more important obligations get under control
by Kilarin
Fri Aug 09, 2019 22:22
Forum: WIP Mods
Topic: [Mod] Duane's Experimental Mapgen [mapgen]
Replies: 38
Views: 3584

Re: [Mod] Duane's Experimental Mapgen [mapgen]

This looks absolutely awesome! I hope to get time to look through it and experiment with it soon.
by Kilarin
Fri Aug 09, 2019 22:21
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

Wow! Lots of cool stuff here Duane!
I apologize most profusely for my lack of response here folks. I am still buried under and simply have not had time to get back to this. Things should quiet down by next week, I hope. In the meantime, I thank you for your patience.
by Kilarin
Fri Aug 02, 2019 02:23
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

Kilarin wrote:You have a lot of work to get through, so you can take your time to respond to my questions.
Thank you for your patience! Hopefully I'll be able to get to you on this early next week.
by Kilarin
Wed Jul 31, 2019 14:12
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

but a lot of the code is made for the normal realms... there are many nodes that depend on the mod name being "realms". Just create your own bd_ (biome definition) and bm_ (biome map) files, and have them refer to your own nodes (or feel free to use the nodes that are defined in realms if you wish)...
by Kilarin
Wed Jul 31, 2019 02:06
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 28215

Re: [Game] Fractured [0.01] [WIP]

I have tested out this game, and it looks very promising. Thank you for checking it out! I could not find a beanstalk, though, They are meant to be hard to find. But at this stage, I have put in chat commands to make it easier to explore ane test. If you want to see some beanstalks, just use the fo...
by Kilarin
Sun Jul 28, 2019 21:39
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 709
Views: 74313

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

So -37.5 to 137.5, and since it goes negative as well as positive, its an equal distribution around the diagram. heat/humidity points who's voronoi region (is that the correct term?) do not touch the edge of the diagram are the only ones that don't get extended. thank you, and thank you for the very...
by Kilarin
Sun Jul 28, 2019 21:13
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 709
Views: 74313

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

the api says about biomes heat and humidity points: -- Heat and humidity have average values of 50, vary mostly between -- 0 and 100 but can exceed these values. Does anyone know by about how much it exceeds it? Just trying to figure out how much extra coverage the biomes on the outer edges of the 0...
by Kilarin
Wed Jul 17, 2019 02:07
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

Sokomine wrote:Perhaps there could be more than one model
excellent idea!
by Kilarin
Wed Jul 17, 2019 01:06
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2387

Re: Realms (multiple layers with different landscape generat

They are welcome to it! But you really might want someone with more skill to design a better looking skull. :)
by Kilarin
Mon Jul 08, 2019 22:12
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

DUH! It was me being an idiot again. I just copied my setting over from settingtypes.txt to minetest.conf. minetest.conf cant use that format, it just uses variablename=value. Thank you very much! One warning for other people playing with this. Once you have set a variable using the settings menu, i...
by Kilarin
Mon Jul 08, 2019 21:55
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

thank you for the example. I'll dig through it and see what I'm doing wrong.
by Kilarin
Mon Jul 08, 2019 21:31
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

You can use a minetest.conf file in the game's root to provide settings got a few minutes to test this today. Even when using minetest.conf to set a variable, I still run into <this bug> A variable set in minetest.conf or settingstypes.txt like this: realms_configpathmod (Realms Config Path) string...
by Kilarin
Fri Jul 05, 2019 03:54
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

Thanks for all the input folks, I'll hopefully get some time to play with this again soon!
by Kilarin
Thu Jul 04, 2019 21:39
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

specify the full path to the default value of "realms.conf". You just supply the file name. I can specify the full path using minetest.get_modpath(), or minetest.get_worldpath() (which isn't helpful to me) Is there a minetest funciton that will return the game folder path? I haven't been able to fi...
by Kilarin
Thu Jul 04, 2019 21:23
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

Unless I've misunderstood you, I'm doing exactly that: fractured game folder settingtypes.txt realms_config (Realms Config File) string realmsfrac.conf realms code: local filename = minetest.settings:get("realms_config") or "realms.conf" And the result is EXACTLY as described in the minetest develop...
by Kilarin
Thu Jul 04, 2019 15:02
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

https://dev.minetest.net/Settings As of 5.0.0, while option value is not set by player manually, settings interface will show default value from settingtypes.txt but minetest.settings:get will return nil. [/b] <sigh> Argh, ran into this. Well, hopefully this bug will be fixed soon. AND, even after ...
by Kilarin
Thu Jul 04, 2019 14:01
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 501

Re: minetest.settings

ShadMOrdre wrote:First, the settingtypes.txt file in the game folder, can set the value, via the main menu game settings.
Huzzah! I didn't realize I could have a settingtypes.txt in the game folder. Wonderful, that is EXACTLY what I needed. Will test, thank you.