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Re: Modifying and using schematics

I combined the before mentioned saveschems with duanes schematic_save into Schemtools , just for the very reason that there is no such thing out there to handle schematics comfortably. Maybe it helps. For reverence this is how a file could look like. -- Tree local _ = {name = "air", prob =...
by Casimir
Sun Jun 04, 2017 21:13
 
Forum: Modding Discussion
Topic: [Solved] Modifying and using schematics
Replies: 15
Views: 1565

Re: [Game] Voxelgarden [git]

0.4.16 release is out . As always this is nothing but the current state of the subgame packed and named in conjunction with the engine release. This makes this version compatible with the current 0.4.16 release of Minetest. This time I am planing to have 0.4.16 .n releases before I add any features...
by Casimir
Sat Jun 03, 2017 23:24
 
Forum: Game Releases
Topic: [Game] Voxelgarden [5.0.0]
Replies: 152
Views: 110817

Re: [Game] Minetest Game [minetest_game]

The engine is a test and MTG is the proof of concept. And it has been since I registered here (2012).
by Casimir
Sat Jun 03, 2017 18:51
 
Forum: Game Releases
Topic: [Game] Minetest Game [minetest_game] - Contributors needed!
Replies: 79
Views: 24190

Re: Request for donations for my development work

Would it help to put your name on minetest.net/development/#donate ?
by Casimir
Fri May 26, 2017 14:11
 
Forum: General Discussion
Topic: Request for donations for my development work
Replies: 64
Views: 12400

Re: Mod Ideas

It does not glow and light the path as it drops,so part of the feel is still missing. Yeah, that's a missing feature in the engine. We don't have any light source for entities (technically the thrown node is an entity like mobs or dropped items), but only for static nodes. I think with the client s...
by Casimir
Thu May 25, 2017 15:10
 
Forum: Feature Discussion
Topic: Mod Ideas
Replies: 16
Views: 1343

Re: Mod Ideas

Simple mechanics when you place the torch and there is not a node close enough to be selected, it is tossed to where you would have selected it and it drops from there. That's a great idea, and shouldn't be that hard to do. And it would be quite fun to have it work for all nodes. We would need on_s...
by Casimir
Thu May 25, 2017 09:11
 
Forum: Feature Discussion
Topic: Mod Ideas
Replies: 16
Views: 1343

Re: [Game] Voxelgarden [git]

Thanks, I didn't knew about that one. But I don't think I can use any of it. It's basically the same I am already doing, plus a lot of other features I don't think I need. Edit: I attached a new version of the liquid code (as a ready to use mod). Now it works for lava too and looks much smoother. Ed...
by Casimir
Tue May 23, 2017 20:51
 
Forum: Game Releases
Topic: [Game] Voxelgarden [5.0.0]
Replies: 152
Views: 110817

Re: Client mod requests / ideas

Item translations would be nice.
by Casimir
Tue May 23, 2017 20:01
 
Forum: Client-side modding
Topic: Client mod requests / ideas
Replies: 90
Views: 11094

Re: Should we rename Minetest? (poll)

I vote for calling it "Minetest". It pretty much describes what this game is about. 1. It's not an engine. So there is no reverence to engine in the name. At the moment it's just Minetest with a Game. There are hardly any subgames that aren't just MTG+mods, and of the good ones many of the...
by Casimir
Mon May 22, 2017 20:49
 
Forum: General Discussion
Topic: Should we rename Minetest? (poll)
Replies: 742
Views: 52902

Re: [Game] Voxelgarden [git]

In the last few weeks I worked a lot on this subgame. There will be a more detailed post some time, for now you can look at the recent commits . Now I start to overthink the physics. Falling nodes already behave quite different from the engines default, and the way water renews changed. Now I consid...
by Casimir
Sat May 20, 2017 20:29
 
Forum: Game Releases
Topic: [Game] Voxelgarden [5.0.0]
Replies: 152
Views: 110817

Re: Post your modding questions here

orwell wrote:This is because the type of player attributes is always "string", you can't save other type's values there

Well... good to know.
by Casimir
Wed May 17, 2017 19:55
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346911

Re: Post your modding questions here

Maybe a bug in the engine, or maybe I'm just stupid and someone can point me to my mistake: player:get_attributes returns a number as string. In my drowning mod . Remove "tonumber" and uncomment the print. This will cause this error: h_breath 0, typestring 2017-05-14 22:13:47: ERROR[Main]:...
by Casimir
Sun May 14, 2017 20:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346911

Re: Minetest im Fernsehen!?!

Der Vorteil von Open Source: Wir bekommen kostenlose Werbung :]
by Casimir
Sat May 06, 2017 13:15
 
Forum: Deutsch
Topic: Minetest im Fernsehen!?!
Replies: 21
Views: 1750

Re: Post your modding questions here

sofar wrote:
Casimir wrote:I would maybe not use these if you're running code that loops over all players every server tick,

Exactly this. It's for a hunger mod. But I can move it behind the other checks and be okay with it for now. Thanks for the answer.
by Casimir
Sat May 06, 2017 13:12
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346911

Re: [Modpack] Unter Null [unternull]

This mod: compost . I made a fork to make the interface look more like a furnace, with progress arrow and such. But I also want to change the general behaviour. At the moment it takes 8 items to start composting, which might be confusing if you don't know. So I want each item to turn on its own into...
by Casimir
Sat May 06, 2017 00:58
 
Forum: Mod Releases
Topic: [Modpack] Unter Null [unternull]
Replies: 43
Views: 9261

Re: [Modpack] Unter Null [unternull]

I missed that you can't make charcoal in MTG. To just have a cooking recipe might be better than to have coal as an ore. In fact lava contains a lot of oxygen. Otherwise it would be almost pure metals. Finding coal in lava just feels wrong to me. Whoever we could have a list additional_stuff.not_in_...
by Casimir
Fri May 05, 2017 18:28
 
Forum: Mod Releases
Topic: [Modpack] Unter Null [unternull]
Replies: 43
Views: 9261

Re: Post your modding questions here

Does someone know how fast set_attribute and get_attribute are? Would it be better if I load them in local variables when used a lot?

@ pandaro
As far as I remember there once was an issue about overriding the hand in the minetest issue tracker. But I haven't found it on the fly.
by Casimir
Fri May 05, 2017 15:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346911

Re: [Modpack] Unter Null [unternull]

Oh, that really is a good way to do it. I knew mine was just thrown together, but was to lazy to research on a better way. I will include it into the mod. However I would remove coal and diamonds, as those would burn up in real lava. (Which requires hard coding items again, as we can't determine whi...
by Casimir
Fri May 05, 2017 15:26
 
Forum: Mod Releases
Topic: [Modpack] Unter Null [unternull]
Replies: 43
Views: 9261

Re: [Modpack] Unter Null [unternull]

Don't get confused. The Sea is My Life server uses the Voxelgarden subgame. And the subgame has the sapling to seedling thing.

bell07 wrote:EDIT2: new roots recipe collides with cottages:reet now ;-(

Okay, I reverted it.
by Casimir
Wed May 03, 2017 21:47
 
Forum: Mod Releases
Topic: [Modpack] Unter Null [unternull]
Replies: 43
Views: 9261

Re: [Modpack] Unter Null [unternull]

Some changes: ⋅  Broken dirt recipe has been fixed by bell07. ⋅  Fixed that papyrus only grows 1 node high on roots. ⋅  Changed crushing furnace appearance and called it Grinder. ⋅  Create a chest at game start instead of giving stuff to players. ⋅  ...
by Casimir
Tue May 02, 2017 21:01
 
Forum: Mod Releases
Topic: [Modpack] Unter Null [unternull]
Replies: 43
Views: 9261

Re: Post your modding questions here

So without having any idea of why it does not work, help please ? You depend on default. But in default the mapgen nodes already get aliased to normal nodes. You would need to load your mod before default (don't know if there is a nice way to do this). Easiest would be to just edit the files in def...
by Casimir
Tue May 02, 2017 17:22
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346911

Re: Should we rename Minetest? (poll)

Thanks. Of course I would add "MT" for previously stated reasons ;) like AeonMT "Freeminer" actually wasn't that bad of a choice, because wikipedia: freeminer "Freeminer is an ancient title given to a coal or iron miners in the Forest of Dean, Gloucestershire, England, who h...
by Casimir
Mon May 01, 2017 19:42
 
Forum: General Discussion
Topic: Should we rename Minetest? (poll)
Replies: 742
Views: 52902

Re: Please please do something!

I don't think that more development will help. The development of minetest is very active, just see the last commits . It does however seem to me that the organisation of the development is undirected. So people work on new fancy features (like the clouds api added today*) and miss out on improving ...
by Casimir
Sun Apr 30, 2017 21:22
 
Forum: General Discussion
Topic: Please please do something!
Replies: 10
Views: 787

Re: Post your modding questions here

Wasn't there a stepheight setting once? For players I mean. Also is anybody aware of the maxlevel thing in tool definition? I mean, I looked into it, and it's horrible, and I don't think anybody is even aware it exists. Edit: Didn't we have pixel perfect display of items at some point? The pixels ar...
by Casimir
Sun Apr 30, 2017 18:58
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346911

Re: Should we rename Minetest? (poll)

Other options would be to take a name out of a different area, which relates to cubes, digging, mining, building, voxels, survival, etc. Like animal names (Mule), real people ( Alexander Selkirk , cool guy btw. not like Robinson), mythology (pick one of the stories that tells from the first human, w...
by Casimir
Sun Apr 30, 2017 18:52
 
Forum: General Discussion
Topic: Should we rename Minetest? (poll)
Replies: 742
Views: 52902
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