Search found 1759 matches

by texmex
Mon Feb 03, 2020 18:42
Forum: Servers
Topic: [Server] Pandorabox
Replies: 199
Views: 26591

Re: [Server] Pandorabox

Why not ditch pipeworks altogether in favor of something leaner?
by texmex
Mon Feb 03, 2020 18:41
Forum: Feature Discussion
Topic: New, less moddable minetest game?
Replies: 51
Views: 4586

Re: New, less moddable minetest game?

runs wrote:Minecraft has not story, well to kill the dragon hahaha.
This is a very narrow idea of what storytelling is.
by texmex
Sat Feb 01, 2020 18:06
Forum: WIP Mods
Topic: [Mod] Sleeping Mat [sleeping_mat]
Replies: 4
Views: 533

Re: [Mod] Sleeping Mat [sleeping_mat]

Good idea! I like simple crafts like this, suddenly making grass important.

Also, what’s that mod with those nice derivatives of my compass textures down to the right? =)
by texmex
Sat Feb 01, 2020 07:49
Forum: Servers
Topic: [Server] Pandorabox
Replies: 199
Views: 26591

Re: [Server] Pandorabox

Telemosaic <3
by texmex
Fri Jan 31, 2020 16:03
Forum: Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 71
Views: 40162

Re: Convert MC resource/texture packs to Minetest!

Could you also convert a ".mcpack" to a minetest texture pack?? An MCPACK file contains resource files that modify Minecraft (Bedrock Edition), a popular block-building game. It stores multiple resource files, such as . PNG and . JSON files compressed with ZIP compression. It's just a zip, so proba...
by texmex
Fri Jan 31, 2020 10:44
Forum: Minetest-related projects
Topic: Web-based formspec editor (beta)
Replies: 7
Views: 876

Re: Web-based formspec editor (beta)

This is a game changer! Pun intended!
by texmex
Thu Jan 30, 2020 14:06
Forum: General Discussion
Topic: minetest vr
Replies: 10
Views: 815

Re: minetest vr

Yes, it looks crazy slick. I was looking around for a non-VR version but that doesn't seem to exist and the source code isn't public (yet) at all.
by texmex
Wed Jan 29, 2020 21:50
Forum: Problems
Topic: Screwdriver Mechanics
Replies: 5
Views: 419

Re: Screwdriver Mechanics

Let me plug screwdriver2 real quick, which uses the player's relative POV instead of absolute world directions.
by texmex
Wed Jan 29, 2020 18:35
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2106
Views: 292967

Re: Post your mod requests/ideas here

I wish to use my Scuttlebot account in minetest. https://scuttlebot.io/ Anyone thinks it is possible? I am contacting you as "Axiom-Team" member. This french association is engaged into Libre Currencies and Open Source softwares promotion. We are preparing a "Libre and Freedom #0 Festival" from Jun...
by texmex
Wed Jan 29, 2020 18:28
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 16361

Re: Other, Superior Open Source Game Engines Exist Now... :D

But an engine "switch" for the project won't, I think, happen within this same project but as a newly incepted one. There were already several concept of voxel worlds in other engines with Lua support but as far as I know none of the concepts were really made into something. I’ve seen some too, and...
by texmex
Wed Jan 29, 2020 12:01
Forum: General Discussion
Topic: Other, Superior Open Source Game Engines Exist Now... :D
Replies: 109
Views: 16361

Re: Other, Superior Open Source Game Engines Exist Now... :D

I think that every code project will run its course. Throughout its lifespan it will see several phases with prototype in at the early stages and maintenance at the end. I think that Minetest is at least on that second half of such a timeline. That in and of itself is not a bad thing at all and we e...
by texmex
Sat Jan 25, 2020 22:42
Forum: WIP Mods
Topic: [Mod] Clump Fall Nodes [clumpfall]
Replies: 17
Views: 1921

Re: [Mod] Clump Fall Nodes [clumpfall]

What a nice surprice! This addresses several of the issues I’ve had with the mod. Bravo!
by texmex
Sat Jan 25, 2020 17:16
Forum: News
Topic: Content database for in-menu installer - add your things!
Replies: 183
Views: 38196

Re: Content database for in-menu installer - add your things

Very good addition, the missing link for mod devs I’d even argue. IIRC Gitea and Gogs should automatically be supported because of their API compatibility with Github.
by texmex
Thu Jan 23, 2020 21:49
Forum: General Discussion
Topic: Post your Screenshots of Terrain!
Replies: 167
Views: 13876

Re: Post your Screenshots of Terrain!

Hey Skamiz! Thank you for the thorough walkthrough of how you make it. Unfortunately I’m not yet quite there with the VoxelManip skills. Would you be willing to share code?
by texmex
Thu Jan 23, 2020 17:06
Forum: Minetest-related projects
Topic: MTS Editor
Replies: 46
Views: 3844

Re: MTS Editor

Hotdang, you’re on fire bzt! This is a grand contribution to MT. I have to check it out for real now.
by texmex
Wed Jan 22, 2020 08:19
Forum: Modding Discussion
Topic: Signs with text
Replies: 8
Views: 210

Re: Signs with text

Also check out display_api by pyrollo.
by texmex
Sun Jan 19, 2020 00:03
Forum: Minetest-related projects
Topic: Client for kids programming
Replies: 14
Views: 1417

Re: Client for kids programming

Sounds like you’re looking for this: https://github.com/miney-py/mineysocket
by texmex
Sat Jan 18, 2020 22:52
Forum: Minetest-related projects
Topic: Minetest Tools Visual Studio Code Extension [1.3.1]
Replies: 21
Views: 1500

Re: Minetest Tools Visual Studio Code Extension [1.3.0]

I’m on an Atomized VSCodium using this extension and it’s actually awesome. Thanks alot!
by texmex
Sat Jan 18, 2020 13:43
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 81
Views: 6064

Re: [Mod] Settlements [settlements]

However, managing git submodules is rather a pain with the tools git has available. I have to go re-learn the shell commands for it every time I want to update stuff and sweat through "am I about to hose my repo?" moments when hitting "enter." So maybe later once settlements is nice and stable agai...
by texmex
Fri Jan 17, 2020 20:31
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 81
Views: 6064

Re: [Mod] Settlements [settlements]

I don't see why it's impossible. Have your game-specific settlement definition mod have "depends=settlements" and just ignore the others. If you don't have the "default" mod then Minetest won't let the other settlement definition mods run anyway even if you tried since it's a hard dependency for th...
by texmex
Fri Jan 17, 2020 13:12
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 81
Views: 6064

Re: [Mod] Settlements [settlements]

Maybe some sort of per-node-type override on the platform_clear_above process, where foliage specifically could be left in place? You might get a blob of foliage hovering over the roof with a hollow core where the trunk once was, but that's perhaps less immersion-breaking than a whole half of a tre...
by texmex
Thu Jan 16, 2020 20:03
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 81
Views: 6064

Re: [Mod] Settlements [settlements]

Image

Will it be possible to accomodate space between trunks but not shave the trees?
by texmex
Wed Jan 15, 2020 20:38
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9710
Views: 1255957

Re: Post your screenshots!

sorcerykid, this is great news for me as I’ve many times have tried to implement this feature correctly but always come up short. I’d like to see the algorithm some day!