Search found 729 matches

by Gael de Sailly
Tue Jul 08, 2014 15:13
Forum: News
Topic: Minetest 0.4.10
Replies: 104
Views: 27138

Re: Minetest 0.4.10

But i've tested it on a new world !
by Gael de Sailly
Tue Jul 08, 2014 15:00
Forum: News
Topic: Minetest 0.4.10
Replies: 104
Views: 27138

Re: Minetest 0.4.10

I'm on Ubuntu 12.04 and I've updated Minetest today. What does exactely mean "Enabled Jungle" ? Is it normal that I can't see any jungle in my world, and the map_meta.txt contains it ? mgv6_spflags = nojungles, biomeblend, mudflow And what is the on-the-fly map generation ? When reading it, I was ex...
by Gael de Sailly
Fri Jul 04, 2014 07:04
Forum: Français
Topic: Traduction du wiki en français
Replies: 159
Views: 27511

Re: Traduction du wiki en français: ça avance !

J'ai traduit les noms des blocs et mis à jour certains liens.
by Gael de Sailly
Wed Jul 02, 2014 08:42
Forum: Français
Topic: Traduction du wiki en français
Replies: 159
Views: 27511

Re: Traduction du wiki en français: ça avance !

Je veux bien contribuer aussi et m'occuper des liens.
by Gael de Sailly
Tue Jul 01, 2014 16:00
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 297
Views: 148018

Re: [Modpack] Plantlife [20140524] [plantlife]

I'm not talking about placing a lily with right click, but about spawning in map generation (I have not a good english, I know). I've downloaded plantlife yesterday. I'm trying to understand the API of Plantlib to make a mod. I was analysing the code of the mods of Plantlife (to see examples), and M...
by Gael de Sailly
Tue Jul 01, 2014 13:40
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 297
Views: 148018

Re: [Modpack] Plantlife [20140524] [plantlife]

Hello ! I've found somewhat strange in the code, I think it's an error. In flower_plus/init.lua lines 317 and 318 : the variables lilypads_max_count and lilypads_rarity don't appear at others places. By adding "print(tostring(lilipad_max_count) .. tostring(lilipad_rarity))" I'm now sure that there a...
by Gael de Sailly
Sat Jun 28, 2014 20:29
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Re: [Mod] Forest

I will think about it. And I will completely rewrite my mod. Mossmanikin's work looks interesting, but I have not yet had time to play it or to analyse the code. Well, it looks like Gael de Sailly might not be coming back for... Quite some time. During the two latest monthes, I don't spend a lot of ...
by Gael de Sailly
Sat Jun 28, 2014 13:53
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Re: [Mod] Forest

This error comes from the code for seasons. After line 49 of seasons.lua, I have forgotten this line : new_node = {name = "flowers:dandelion_white"}, I've defined several types of seasonnal transformations of plants. And the "transforms" needs a field "new_node", which does not exist. So on calling ...
by Gael de Sailly
Tue Apr 08, 2014 14:02
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Gael de Sailly, what are the 'sand way' 'gravel way' etc. nodes? Mysterious ... These nodes have raillike drawtype. When you put them on the ground, they connect automatically, like rails. They are decorative and can also help the player to find his way. Try to make a path with sand or gravel ways ...
by Gael de Sailly
Thu Apr 03, 2014 19:21
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

FOREST 1.2 NOW !
The changes are the flowers apportionment and their seasonnal disappearance and appearance.
by Gael de Sailly
Wed Mar 26, 2014 18:26
Forum: WIP Mods
Topic: [Help] Formspecs [Solved]
Replies: 7
Views: 1498

The lua_api has changed. Now, Formspec is at https://github.com/minetest/minetest/bl ... i.txt#L869.
by Gael de Sailly
Fri Mar 21, 2014 12:02
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Yes, it's a good idea. It will make my mod very faster.
by Gael de Sailly
Wed Mar 19, 2014 16:14
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Thank you for your contribution, paramat. I found an abm on water source I had forgotten this one ! My code is very untidy. There are remnents of my old codes, and experimental programs like it I have forgotten to delete. You can remove it. I've deleted most of these stuffs when I published my mod, ...
by Gael de Sailly
Mon Mar 17, 2014 13:56
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

I've tried to convert the ores and trees from set_node() to voxelmanip, but it was not faster. I use the function find_nodes_in_area() to find the places in which ores can be placed, and also for the third step of the mapgen (trees) to find the grass blocks on which trees can grow. And for the grass...
by Gael de Sailly
Thu Mar 13, 2014 13:18
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Yes, I know map generation is very slow. But I will work on it. It is slow because ores and trees are generated by minetest.set_node. Using the voxelmanip is very faster, but it will force me to rewrite an important part of the code. But you can contribute, this mod is free, if someone rewrite parti...
by Gael de Sailly
Thu Mar 13, 2014 08:30
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

It's very silly but I'm only 16, so my parents impose me a time limit for using computer. I can't continue programming before Saturday.
by Gael de Sailly
Wed Mar 12, 2014 12:25
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

What is Ethereal ? The question may be obvious, but I'm a beginner. I program mods in LUA, that's it ! I have already heard this word, and I've searched on the Web, but I've not understood wholly, and I do not see the link with Minetest.
by Gael de Sailly
Wed Mar 12, 2014 08:49
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Can you add a recognised license? Free and public doesn't help. I don't know what license can I write because I don't know what's what about law texts. The 'depends.txt' file speciies which mods are to be loaded before yours, add 'bucket' to this file on a new line under 'default'. Thank you ! It w...
by Gael de Sailly
Tue Mar 11, 2014 12:42
Forum: WIP Mods
Topic: Conception for a weather mod
Replies: 29
Views: 8169

Thank you :-)
by Gael de Sailly
Tue Mar 11, 2014 12:39
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

I've tried to create buckets of mud and oil but it has not work. I've tried to use the function bucket.register_liquid but it is unknown. I think my mod is loaded before Bucket.
So I have questions :
  • What is the rule that define the order in which mods are loaded ?
  • Can I change this order ?
by Gael de Sailly
Tue Mar 11, 2014 07:39
Forum: WIP Mods
Topic: Conception for a weather mod
Replies: 29
Views: 8169

How can I download this mod ? The link does not work.
by Gael de Sailly
Mon Mar 10, 2014 19:05
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Yes, but it is not very convenient. Anyway, it is not the more important in my mod.
by Gael de Sailly
Mon Mar 10, 2014 17:58
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

The game begin in January, so it is normal that all the dirt is snowy. But it is a good idea to think about biome blend like in V6 map generation, and about the place of the desert. Now, it isn't placed in the warmer places.
by Gael de Sailly
Mon Mar 10, 2014 17:44
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

Here is the list of all the changes my mod allows : Fir tree, grows at high altitude Oak tree, make dense forests with beeches Birch tree, grows in plains, in sparse stands Beech tree, temperate forest, with oak tree Cherry tree Mirabele tree Plum tree (these last 3 trees grows at the edge of the fo...
by Gael de Sailly
Mon Mar 10, 2014 16:32
Forum: WIP Mods
Topic: [Mod] Forest
Replies: 94
Views: 20602

You have found this error in the debug.txt ? Strange, considering I have no error ! I have Minetest 0.4.9 on Ubuntu. But, it is true, the map generation is slow. I know it is very faster to use the voxel manipulation, instead of minetest.set_node. I make the base map generation by the voxel manip, b...