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Re: [Mod] Carts [carts]

https://github.com/PilzAdam/carts/pull/19

Added a patch which makes the player "sit" in carts. Please pull if you like, I think this is quite reasonable.

Image
by sofar
Thu Feb 05, 2015 07:15
 
Forum: Mod Releases
Topic: [Mod] Carts [carts]
Replies: 597
Views: 247283

Re: [Map] Karsthafen (now in google-translator-english too)

No matter what I do, the mapgen overwrites existing blocks in the map with newly generated terrain.... roads are mostly destroyed, buildings get holes in them, it's a disaster. 0.4.11+ git build (as of 1/30/15). Any ideas how to fix this? I can load with "singlenode" but that leaves nasty ...
by sofar
Sun Feb 01, 2015 21:41
 
Forum: Maps
Topic: [Map] Karsthafen
Replies: 307
Views: 60946

Re: [Mod] Sedimentology [sedimentology-mt]

I just want to report that sedimentology is working rather nicely with my game. I found it easy to modify to suit my custom soil types. I'd push these changes but afaik no-one else is using the same soil types in quite the same way. Check out what I've done in git: https://github.com/sofar/sediment...
by sofar
Tue Jan 27, 2015 18:54
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: [Mod] Sedimentology [sedimentology-mt]

I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt...
by sofar
Tue Jan 27, 2015 01:12
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: [Mod] Sedimentology [sedimentology-mt]

I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt/...
by sofar
Mon Jan 26, 2015 20:29
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: mailing list

As a professional Open Source developer, I'm all for it. Forums are absolutely the wrong place to discuss code development and more complex issues. Mailing lists are not ideal, but far better suited. It's not for nothing that most serious open source projects entirely work by mailing lists. Try find...
by sofar
Thu Jan 22, 2015 16:48
 
Forum: Partly official engine development
Topic: mailing list
Replies: 7
Views: 1125

Re: [Mod] Sedimentology [sedimentology-mt]

I love the idea. However I would want to use it with some rather non-standard mapgen, so I'm going to have to modify it. Nevertheless I really like the idea of the landscape dynamically changing. I also want to be able to create ecological consequences, particularly relating to flora and fauna. Kee...
by sofar
Sat Jan 17, 2015 02:10
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: [Mod] Sedimentology [sedimentology-mt]

20 blocks a second probaly doesn't justify VoxelManip. It is best when you are changing more then 5*5*5. So the way that the plugin works is that it selects 20 random blocks to attempt modification (either move or change) per second tops. In actual normal server terrain, maybe 1 or 2 blocks per sec...
by sofar
Fri Jan 16, 2015 20:43
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: [Mod] Sedimentology [sedimentology-mt]

Rather coincidentally, I happen to have been a user of your Botany plugin back when I ran a 1.7.2 Cauldron server. I loved the idea but eventually dropped it because of some compatibility issues for mods. FYI I intend to port over Botany as well at some point, but due to the lack of Biome informati...
by sofar
Fri Jan 16, 2015 17:16
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: [Mod] Sedimentology [sedimentology-mt]

Woah! This looks exciting! It looks like you use place node and set node a lot. Have you looked at the lua voxel manipulator for this? It is usually faster when reading or writing lots of blocks in an area. Block moves only happen around once a second or so with default settings, and using the bloc...
by sofar
Fri Jan 16, 2015 15:34
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

Re: [Mod] Sedimentology [sedimentology-mt]

Hey sofar! Welcome to the Minetest forums! Anyways, thanks for porting your sedimentology plugin! I just downloaded and played around with it a bit. The idea is quite interesting and original. I like the slow and almost unnoticeable erosion, would be quite fun to have on a server. Have you tested i...
by sofar
Fri Jan 16, 2015 15:32
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937

[Mod] Sedimentology [sedimentology]

Sedimentology -- a minetest mod that simulates erosion and sedimentation. (Ported from my Sedimentology Bukkit Plugin) Mod dependencies: none License: LGPLv2.1 (same as the original plugin) Download: https://github.com/minetest-mods/sedimentology/archive/master.zip ~~~~ This plugin attempts to creat...
by sofar
Fri Jan 16, 2015 07:56
 
Forum: Mod Releases
Topic: [Mod] Sedimentology [sedimentology]
Replies: 35
Views: 7937
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