Search found 3664 matches

by sfan5
Fri Jun 05, 2020 20:51
Forum: General Discussion
Topic: Are there lakes on floatlands?
Replies: 5
Views: 251

Re: Are there lakes on floatlands?

The "new" floatlands added in 5.3.0-dev do not have any lakes.
by sfan5
Thu Jun 04, 2020 20:45
Forum: Problems
Topic: Could you please give me an IP ban exception?
Replies: 2
Views: 156

Re: Could you please give me an IP ban exception?

What is the exact message that shows up when you try to log in?
by sfan5
Thu Jun 04, 2020 09:22
Forum: Problems
Topic: Minetest v5.2.0 crashing on launch
Replies: 8
Views: 263

Re: Minetest v5.2.0 crashing on launch

Launching it with --trace might provide some additional useful output.
by sfan5
Wed May 27, 2020 21:46
Forum: WIP Mods
Topic: [Mod] Server-Sent Client-Side Mods [sscsm] [1.0.0]
Replies: 2
Views: 162

Re: [Mod] Server-Sent Client-Side Mods [sscsm_ssm] [1.0.0]

Surprised nobody wrote something like this sooner.
Cool idea either way and I hope it helps people create some useful server + client-CSM combinations.
by sfan5
Wed May 27, 2020 21:33
Forum: Problems
Topic: Why can't I transport items with carts?
Replies: 2
Views: 140

Re: Why can't I transport items with carts?

I just tested this myself with 5.3.0-dev and it is indeed broken.
Should work though if you use 5.2.0.

Edit: In fact, item pickup is broken in 5.1.0 and 5.2.0 too, the next release will fix this.
by sfan5
Tue May 26, 2020 11:59
Forum: General Discussion
Topic: A doubt about licenes
Replies: 5
Views: 255

Re: A doubt about licenes

As you can read in the forum rules the only licenses that are not permitted are ones that forbid derivatives (-ND) or forbid redistribution. This means CC-BY-NC-SA is allowed, it only forbids commercial use (-NC). For example here's a mod whose textures are licensed CC-BY-NC-SA: https://forum.minete...
by sfan5
Sun May 24, 2020 10:14
Forum: Builds
Topic: [Windows] sfan5's builds: 32-bit & 64-bit, LevelDB, LuaJIT
Replies: 737
Views: 206085

Minetest 5.3.0-f51cf7c

[git] pauloue -> minetest/minetest : Always use same default tabheader height (#9319) b624249 https://git.io/JfCQM ( 2020-05-09T15:14:29Z ) [git] TheTermos -> minetest/minetest : Color gradient for default and 'regular' type sky (#9502) 7cb5379 https://git.io/JfCQ9 ( 2020-05-09T15:14:56Z ) [git] Ca...
by sfan5
Sat May 23, 2020 20:22
Forum: Feature Discussion
Topic: Minetest Game: polish, improvements and "game juice".
Replies: 57
Views: 1799

Re: Minetest Game: polish, improvements and "game juice".

Which position MTG eventually takes in ContentDB is less relevant than those first user experience questions, which I'd hoped to see answered.
by sfan5
Sat May 23, 2020 13:53
Forum: Feature Discussion
Topic: Minetest Game: polish, improvements and "game juice".
Replies: 57
Views: 1799

Re: Minetest Game: polish, improvements and "game juice".

I would even go a step further and say that there should be done everything to make it easy to NOT depend on Minetest Game (namely it’s default mod and the crucial APIs and functions it provides). Materials for crafting etc. are a whole another issue, but which of the API s from default would you c...
by sfan5
Fri May 22, 2020 21:21
Forum: Modding Discussion
Topic: Any way to get current texture pack used inside a mod
Replies: 3
Views: 75

Re: Any way to get current texture pack used inside a mod

The ^ modifier will upscale the smaller texture to the size of the bigger one before overlaying. Unfortunately other modifiers such as [mask do not have this, which makes them quite broken with texturepacks. It's impossible to solve this with an API like minetest.get_texturepack_res, since on a serv...
by sfan5
Fri May 22, 2020 20:21
Forum: Feature Discussion
Topic: Minetest Game: polish, improvements and "game juice".
Replies: 57
Views: 1799

Re: Minetest Game: polish, improvements and "game juice".

I think that MTG should be maintained and bugfixed, obviously, to support all that relies on it, but otherwise only get minimal attention, just occasional refinements, improvements or minor features. Actually, it is almost in this state now, but some core devs continue to dream of developing it int...
by sfan5
Sat May 16, 2020 11:15
Forum: Feature Discussion
Topic: Minetest Game: polish, improvements and "game juice".
Replies: 57
Views: 1799

Re: Minetest Game: polish, improvements and "game juice".

Two github issues on this topic that contain relevant discussion:
  • #3949 Add games that should be bundled with Minetest
  • #9509 Ship MTEngine with no games, choose and install from the Content Database
by sfan5
Sat May 16, 2020 11:00
Forum: General Discussion
Topic: How can I make the biomes bigger?
Replies: 5
Views: 185

Re: How can I make the biomes bigger?

Open map_meta.txt, find mg_biome_np_heat and mg_biome_np_humidity and for both of them edit the line that says
  spread = (1000,1000,1000)
to
  spread = (2000,2000,2000)
by sfan5
Fri May 15, 2020 20:57
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 807
Views: 274722

Re: [Modpack] WorldEdit [worldedit]

Sounds like you should be using //replace node_name air.
Note that there will be no way to get those nodes back, but that seems to be what you want.
by sfan5
Fri May 15, 2020 12:53
Forum: General Discussion
Topic: Minetest is boring (clickbait) A few thoughts about Minetest
Replies: 90
Views: 5262

Re: Minetest is boring (clickbait) A few thoughts about Mine

Voxel Dungeon was the first modded game I tried running, but it didn't work out - seemed buggy and I couldn't get it to run. I also spawned into a world where I infinitely fell to the ground and died on bedrock to fall damage constantly. Fair enough, description provided information that it was str...
by sfan5
Thu May 14, 2020 20:10
Forum: WIP Mods
Topic: [Mod] Nyan Cats (Now has craftable spawn block!) [Nyan Cats]
Replies: 13
Views: 2605

Re: [Mod] Nyan Cats (Now has craftable spawn block!) [Nyan Cats]

You can download the old Nyancat mod that used to be part of minetest_game here: viewtopic.php?p=260453#p260453
by sfan5
Thu May 14, 2020 17:33
Forum: General Discussion
Topic: Increase Render Distance?
Replies: 6
Views: 355

Re: Increase Render Distance?

And how to prevent rendered blocks from unloading from memory? It seems to me that the interface changed in advanced options section in the main menu in the latest version and increasing time of unload isn't available now. Or I'm just blind ;-) client_unload_unused_data_timeout and client_mapblock_...
by sfan5
Thu May 14, 2020 10:14
Forum: General Discussion
Topic: [SOLVED] Minetest, Ubuntu server, and syslog
Replies: 2
Views: 89

Re: [SOLVED] Minetest, Ubuntu server, and syslog

The debug_log_level applies to messages logged to the logfile you specified, the server additionally logs everything to stdout (or stderr?) too.
You can fix that by redirecting stdout or stderr to /dev/null when you start the process.
by sfan5
Wed May 13, 2020 20:09
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 807
Views: 274722

Re: [Modpack] WorldEdit [worldedit]

2) Make an order which activates the physics of falling blocks such as gravel, sand ... that would be a great addition to be able to model montaignes in gravel then replace the gravel starting from stone, dirt ... Look into we_env , it has this exact function ( //fall ) and a few other features use...
by sfan5
Wed May 13, 2020 19:05
Forum: General Discussion
Topic: There are too many PRs
Replies: 124
Views: 2740

Re: There are too many PRs

Multiple classes defined in one header This would massively inflate the amount of header files for little benefit. C++ isn't Java and you don't have to turn it into that. Class definitions in .cpp files Where's the issue here? Those classes are private to the file, there is no use creating a header...
by sfan5
Wed May 13, 2020 09:17
Forum: Problems
Topic: Starting new game, falls to the death
Replies: 4
Views: 203

Re: Starting new game, falls to the death

Did you accidentally enable the singlenode map generator in the world creation menu?
If that is the case you can switch it back to v7 and worlds will be normal again.
by sfan5
Tue May 12, 2020 21:49
Forum: Problems
Topic: Is there a way to know when players change the selected hotbar slot?
Replies: 2
Views: 95

Re: Is there a way to know when players change the selected hotbar slot?

There's a pull request for it here: https://github.com/minetest/minetest/pull/7587
Currently the only way to do this is by polling every step and noticing when the item has changed.
by sfan5
Tue May 12, 2020 19:31
Forum: Mod Releases
Topic: [Modpack] WorldEdit [worldedit]
Replies: 807
Views: 274722

Re: [Modpack] WorldEdit [worldedit]

electricwildflower wrote:
Tue May 12, 2020 18:38
I choose x-axis, y-axis, 180 degrees and so on and all the same "invalid usage"

Am I doing something wrong in terms of trying to rotate a building so it faces a different way?
No, that's a bug and it's been fixed just now if you download a newer version.
by sfan5
Tue May 12, 2020 19:15
Forum: Mod Releases
Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
Replies: 68
Views: 9015

Re: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)

Figured out the issue myself: Since this engine commit the maximum breath value is no longer 11 but 10. timers.lua assumes that the maximum breath value is 11, causing automatic healing to never take place. Replacing the value with 10 works, but the correct and portable solution would be to read bre...
by sfan5
Mon May 11, 2020 22:20
Forum: Mod Releases
Topic: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)
Replies: 68
Views: 9015

Re: [Mod] Hunger NG: A next generation hunger mod (hunger_ng)

Healing doesn't work at all here, running 5.3.0-dev-9ba24f89f.
+ Spoiler