Search found 802 matches

by neko259
Thu Nov 16, 2017 19:29
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 40
Views: 5405

Re: [Mod] Nature [nature_pack] 1.3.0

azekill_DIABLO wrote:Still workin' on it? that cool! i will look into it!
I don't need to work on it, it just works :)
I have no ideas what else could be added.
by neko259
Wed Nov 15, 2017 21:44
Forum: Servers
Topic: [Server] minetest@ttyh
Replies: 3
Views: 470

Re: [Server] minetest@ttyh

Chem871 wrote:What does ttyh stand for?
It does not mean anything. I don't know the history of the world because the domain was created before me.
by neko259
Wed Nov 15, 2017 20:13
Forum: Servers
Topic: [Server] minetest@ttyh
Replies: 3
Views: 470

Re: [Server] minetest@ttyh

P.S. For those wondering, ttyh is a name of a minecraft server I was involved in hosting before I was aware of minecraft. It is still running at http://ttyh.ru/ but I am not in the project anymore, and only use the domain name I inherited from that times :)
by neko259
Wed Nov 15, 2017 20:10
Forum: Servers
Topic: [Server] minetest@ttyh
Replies: 3
Views: 470

[Server] minetest@ttyh

This is a server I started hosting somewhere before minetest 0.4 development was started. AFAIR there was only wipe somewhere near 0.4, and no removals after that. The server is running again after a year or two of downtime, with few mod changes. Link: minetest.neboard.me:30000 Online map with marks...
by neko259
Tue Nov 14, 2017 11:20
Forum: General Discussion
Topic: World size
Replies: 63
Views: 5741

Re: World size

space around zero is already explored and not many players would go far enough to hit the mapgen. it is not very good for the new players that cannot even find wood to build a single tool. Install travelnet, and install a few stations at nice places. For now I don't even know there are nice places....
by neko259
Tue Nov 14, 2017 09:00
Forum: General Discussion
Topic: World size
Replies: 63
Views: 5741

Re: World size

I didn't know that you was still around, neko259. Well, you came back at a good time, because Minetest 0.5 is in the works. In the meantime, check out the great new mapgen project that Duane is working on, since it makes sufficient use of every single bit of those 238'328'000'000'000 nodes. If you ...
by neko259
Sat Nov 04, 2017 20:01
Forum: General Discussion
Topic: World size
Replies: 63
Views: 5741

Re: World size

But both have in common that a fully generated world would not fit on a single harddrive. Why not? The database should compress the data good enough to fit several tebibytes of a hard drive. And, thanks for the answer. I was searching for a parameter in minetest.conf but did not expect it to be cal...
by neko259
Sat Nov 04, 2017 12:19
Forum: General Discussion
Topic: World size
Replies: 63
Views: 5741

World size

What is the size of minetest world? AFAIK for minecraft it is around 2,147,483,648 nodes or more.
by neko259
Tue Oct 31, 2017 21:00
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1587
Views: 646027

Re: [Modpack] Animals Modpack [2.5] -- 2.6 approaching

I've currently trying to get animals working on a very old map, and I've got 2 questions: 1) Settings allow to set the secondary spawning, but it does nothing for me (visually) and I've found to references to this settings in the code. Is secondary spawning removed? 2) Could you add a command to ini...
by neko259
Tue Oct 31, 2017 13:40
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 40
Views: 5405

Re: [Mod] Nature [nature_pack] 1.3.0

Still here. Added a setting to disable _very_ verbose logging by default. Also will think about what more can be done in this modpack, since I started to host a server again :)
by neko259
Tue Oct 31, 2017 10:17
Forum: Feature Discussion
Topic: Database usage
Replies: 0
Views: 397

Database usage

Suddenly I decided to run a minetest server after a years I stopped it. Meanwhile I've seen that minetest supports putting player data to the database. I've looked into the DB and now I'm very curious about how it works. As I can see, minetest uses an sqlite database like it is still plain files. Ad...
by neko259
Wed Mar 25, 2015 21:21
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 6991

Re: [Mod] Flyingships

Done&pushed VoxelManip. Can't say they are faster because I have a constant 3-10 second lag on the server (not sure why though, minetest was always super-slow for me since 0.4 was introduced).
by neko259
Tue Mar 24, 2015 22:18
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

There are 2 types of voxelmanip, one is for mapgen and worlks on a whole 80^3 mapchunk.
I use this one. I'm only interested if I need to run update_map or just calc_lighting. What's the difference?
by neko259
Tue Mar 24, 2015 22:06
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

> set_node_at and get_node_at [...] And does it "move" the metadata? No, as far as i know. > Wiki says these 2 methods are to be used only when implementing a map generator. Ignore that, you can use anything for anything as long as it works. > I need to move a structure of nodes along with their fa...
by neko259
Mon Mar 23, 2015 21:41
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

There isn't a default value for light level, it's best to leave that alone because light level for each node is calculated at the end in 'vm:calc_lighting()' or 'vm:update_map()'. Wiki says these 2 methods are to be used only when implementing a map generator. But I need to move a structure of node...
by neko259
Sun Mar 22, 2015 21:58
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

There also is set_node_at and get_node_at. Can I use these to move nodes, or it won't be faster than set_node? And does it "move" the metadata?
by neko259
Sun Mar 22, 2015 21:53
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

paramat wrote:Note you can also do this with param1 (light) data also.
How do I set a "default" one as remove_node does?
by neko259
Sun Mar 22, 2015 21:44
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

1. Yes you can get and set a big chunk of param2 (rotation) data, i'm now doing this in flexrealm to rotate nodes properly https://github.com/paramat/flexrealm/blob/master/init.lua Note you can also do this with param1 (light) data also. 2. Voxelmanip is exactly that, a way to get, process and writ...
by neko259
Sun Mar 22, 2015 17:36
Forum: News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 74
Views: 46859

Re: [0.4.8] LuaVoxelManipulator

1. Can I rotate node with VoxelManip? I tried to use it to speedup moving many nodes at once, but it just forgets the facedir. 2. Why is it implemented as a completely different interface? Was it harder to implement just a way to get the node area and work inside it with the old set_node and get_nod...
by neko259
Sun Mar 22, 2015 16:51
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 6991

Re: [Mod] Flyingships

neko259 wrote:Added voxel manip. Now I'll test it on a live server and then commit and push to the repo.
Nope, it does not work. Lighting breaks, node facedirs break too.
by neko259
Sun Mar 22, 2015 16:41
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 6991

Re: [Mod] Flyingships

Added voxel manip. Now I'll test it on a live server and then commit and push to the repo.
by neko259
Sun Mar 22, 2015 11:46
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 6991

Re: [Mod] Flyingships

Krock wrote:Okay, it works now but it ould be better to use VManip instead of removing/placing each node on another place.
I could not understand the wiki page about voxel manipulation, and don't see any other tutorial. If anyone can work with it, pull requests are welcome. There is not so many code :)
by neko259
Sun Mar 22, 2015 11:05
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 6991

Re: [Mod] Flyingships

12:00:09: ACTION[ServerThread]: singleplayer uses flyingships:key, pointing at [node under=-429,21,- 213 above=-429,22,-213] 12:00:09: ERROR[main]: ServerError: E:\Programme\minetest\bin\..\mods\flyingships/functions.lua:140: bad argument #1 to 'ipairs' (table expected, got nil) 12:00:09: ERROR[mai...
by neko259
Sat Mar 21, 2015 21:19
Forum: Modding Discussion
Topic: set_pos or move_node
Replies: 4
Views: 447

Re: set_pos or move_node

Nodes are stored in MapBlocks. Each MapBlock is a row which contains a "blob" of binary data to store the nodes within it. Therefore, nodes are not stored in their own rows. I'm not sure how meta data is stored, however. Oh gosh. Then I think this structure should be first rewritten to normal "1 no...
by neko259
Sat Mar 21, 2015 21:09
Forum: WIP Mods
Topic: [Mod] Flyingships
Replies: 18
Views: 6991

Re: [Mod] Flyingships

Version 1.0 seems to be stable but I've tested it only for several minutes. So feel free to write about any bugs.