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tell it to all players 8) its was low level water byemre89 takes item from creative inventory; listname="main", index=9, stack=<userdata> stack:get_name()="animal_cow:cow", stack:get_count()=1 node_dig 01:21:00: ACTION[ServerThread]: digs air at (-235,9,413) node_dig 01:21:05: ACTION[ServerThread]: ...
by proller
Wed Mar 20, 2013 21:25
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 609139

byemre89 takes item from creative inventory; listname="main", index=21, stack=<userdata> stack:get_name()="animal_wolf:tamed_wolf", stack:get_count()=1 17:37:59: ACTION[ServerThread]: MOBF: trying to activate mob tamed_wolf at invalid position 17:37:59: ACTION[ServerThread]: Activation at: default:w...
by proller
Wed Mar 20, 2013 19:01
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1584
Views: 609139

diff -u sponge_orig/init.lua sponge/init.lua --- sponge_orig/init.lua 2013-02-03 21:03:04.000000000 +0400 +++ sponge/init.lua 2013-03-11 23:33:49.000000000 +0400 @@ -37,13 +37,18 @@ groups = {not_in_creative_inventory=1}, }) +local replacewith = "sponge:fake_air" +if minetest.setting_get("liquid_fi...
by proller
Mon Mar 11, 2013 19:38
 
Forum: Mod Releases
Topic: [Mod] Sponges [sponge]
Replies: 22
Views: 14683

Pipeworks - current version grom git,
minetest - current version grom git,
mesecons - 3-5 days old from git
by proller
Mon Mar 11, 2013 19:20
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 670
Views: 217223

maybe use infinite sponge if minetest.setting_get("liquid_finite") and minetest.setting_get("liquid_relax")>0 else current sponge.
by proller
Mon Mar 11, 2013 19:12
 
Forum: Mod Releases
Topic: [Mod] Sponges [sponge]
Replies: 22
Views: 14683

20:15:57: ACTION[ServerThread]: vaceman places node pipeworks:accelerator_tube_000000 at (-7,14,-49) 20:16:00: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=5 m_static_exists=true but static data doesn't actually exist in (-1,-1,0) WARNING: StaticObjectList::remove(): id=5 not found 20:...
by proller
Mon Mar 11, 2013 16:18
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [git] [pipeworks]
Replies: 670
Views: 217223

in 0.4.5 release you can use if minetest.setting_get("liquid_finite") then .... and suggestion: two types of sponges: 1. finite sponge like current - can absorb only 8 or 63(iron) blocks of water, can be moved to dry place and and release water on punch. 2. infinite sponge for new water - always abs...
by proller
Thu Mar 07, 2013 20:11
 
Forum: Mod Releases
Topic: [Mod] Sponges [sponge]
Replies: 22
Views: 14683

now with latest minetest build
liquid_finite = true
liquid_relax = 0
liquid_fast_flood = 0

water/lava can be replaced with default "air" in this mod, and sponge will destroy all water around
by proller
Sun Mar 03, 2013 10:49
 
Forum: Mod Releases
Topic: [Mod] Sponges [sponge]
Replies: 22
Views: 14683

c++ version merged to core, to use - update and enable in conf -
liquid_finite = true
by proller
Tue Feb 26, 2013 17:07
 
Forum: Old Mods
Topic: [Mod] Finite / Realistic Water [outdated] [waterplus]
Replies: 54
Views: 26569

one more: stack:get_name()="nuke:hardcore_mese_tnt", stack:get_count()=99 03:51:28: ACTION[ServerThread]: ShadowNinja places node nuke:hardcore_mese_tnt at (40,-46,36) 03:51:31: ACTION[ServerThread]: ShadowNinja punches object 9: LuaEntitySAO at (40,-46,36) 03:51:31: ACTION[ServerThread]: LuaEntityS...
by proller
Mon Feb 25, 2013 10:00
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.2] [nuke]
Replies: 133
Views: 99752

sometimes server crashes: 03:39:00: ACTION[ServerThread]: ginox places node nuke:hardcore_mese_tnt at (22,-124,60) 03:39:01: ACTION[ServerThread]: ginox punches object 3: LuaEntitySAO at (23,-124.4,61) 03:39:01: ACTION[ServerThread]: LuaEntitySAO at (23,-124.4,61) punched by player ginox, damage 1 h...
by proller
Sun Feb 24, 2013 00:17
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.2] [nuke]
Replies: 133
Views: 99752

pushed to master.
to enable announce - update source, recompile, configure:
server_announce = 1

to use new server list on client - update, recompile, go to game - multiplayer - Show Public

or wait next release.
by proller
Thu Feb 21, 2013 22:20
 
Forum: Feature Discussion
Topic: masterserver improvement: automatic server announce
Replies: 6
Views: 2568

masterserver improvement: automatic server announce

like in openttd game: network masterserver announce: if announce enabled in config (disabled by default) server send to masterserver[s] on start and every 60-600s (on info change, or every max interval): string hostname, //optional, if no - use senders ip int port, //optional, if no = 30000 string v...
by proller
Thu Feb 14, 2013 13:00
 
Forum: Feature Discussion
Topic: masterserver improvement: automatic server announce
Replies: 6
Views: 2568

by proller
Sun Feb 10, 2013 07:52
 
Forum: Old Mods
Topic: [Mod] Finite / Realistic Water [outdated] [waterplus]
Replies: 54
Views: 26569

more dynamic world with realistic liquids

+ - already done in core or mod +all liquids must flow with preserving total volume (like waterplus mod, but better) (+already in core) water must store level and pressure property +low level water can vaporize (water with level 1 sometimes converts to air or steam) (now in weather mod) water + lava...
by proller
Tue Jan 29, 2013 11:46
 
Forum: Feature Discussion
Topic: more dynamic world with realistic liquids
Replies: 9
Views: 5663

idea: scale and amplitude depends on distancse from center -
on spawn point terrain like current, but walk 10-20km and enjoy Great mountains, oceans and big caves
..and very strong mobs too 8-)
by proller
Mon Jan 28, 2013 22:56
 
Forum: Feature Discussion
Topic: fractal/multi-scale mapgernator
Replies: 21
Views: 5137

maybe we need sky islands?
in "block story" game you can fly up and look or build on many sky grounds and they even with water and caves
like this (greens at far):
Image
by proller
Mon Jan 28, 2013 21:27
 
Forum: Feature Discussion
Topic: [Somewhat-Feature Request] Does Minetest Have A Sky Limit?
Replies: 13
Views: 3667

current version merged to https://github.com/rubenwardy/waterplus/ and its good

find underwater cave by crater on sea surface.
when cave will filled - surface will relax
by proller
Sun Jan 27, 2013 22:53
 
Forum: Old Mods
Topic: [Mod] Finite / Realistic Water [outdated] [waterplus]
Replies: 54
Views: 26569

at this point imposible to make much faster via modding, liquid dynamics must be implemented in c++ core. level 1 - something like this mod, liquid must drop and flow with preserving total volume level 2 - add presure property to make fountains like swws w - water swws ^ > - stream swwss^s ^ - pushe...
by proller
Sun Jan 27, 2013 15:40
 
Forum: Old Mods
Topic: [Mod] Finite / Realistic Water [outdated] [waterplus]
Replies: 54
Views: 26569

big changes:
dont need to change init,lua
water_flowing now converts to finite water and finite water converts to water_source
- just install and play
faster flood underwater caves
by proller
Sun Jan 27, 2013 14:26
 
Forum: Old Mods
Topic: [Mod] Finite / Realistic Water [outdated] [waterplus]
Replies: 54
Views: 26569

mod of mod 8) features: - fast dropping large volumes of water you can flood underwater caves - just place finite warer block on standard water slope - convert finite water to standart and back - for speed todo: pressure destructable water flow https://github.com/proller/waterplus rubenwardy: thank ...
by proller
Sat Jan 26, 2013 15:34
 
Forum: Old Mods
Topic: [Mod] Finite / Realistic Water [outdated] [waterplus]
Replies: 54
Views: 26569
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