Search found 747 matches

by Kilarin
Thu Jul 04, 2019 00:39
Forum: Modding Discussion
Topic: minetest.settings
Replies: 16
Views: 536

minetest.settings

I want to set a value for a mod used by a game, from the GAME. Example, my not very well developed yet game fractured uses the mod realms. I want the game, fractured, to set a setting that will change the way realms works. BUT, I don't want to put this change into the realms mod folder, because that...
by Kilarin
Wed Jul 03, 2019 03:27
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76029

Re: Post your mapgen questions here (modding or engine)

Thank you for the further details paramat!
by Kilarin
Mon Jul 01, 2019 02:42
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76029

Re: Post your mapgen questions here (modding or engine)

A better way to determine this, if no one has an answer, is to create a very simple noise, with low octaves, and play with the values to see how it affects the decoration distribution. good point. As you can see, it's not quite as simple as greater than zero Thank you for your explanation. I looked...
by Kilarin
Sun Jun 30, 2019 20:21
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9710
Views: 1255999

Re: Post your screenshots!

I should have been keeping up with the screenshots thread. That is some awesome looking work Duane! With a beautiful spiral for vertical travel!
by Kilarin
Sun Jun 30, 2019 16:59
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76029

Re: Post your mapgen questions here (modding or engine)

its stupid question time again! Here is an example of a register_decoration from default that passes noise: minetest.register_decoration({ name = "default:cactus", deco_type = "simple", place_on = {"default:desert_sand"}, sidelen = 16, noise_params = { offset = -0.012, scale = 0.024, spread = {x = 1...
by Kilarin
Fri Jun 28, 2019 21:29
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2529

Re: Realms (multiple layers with different landscape generat

Improved mushroom biomes. Now mushroom biomes have two new giant mushroom types, and 4 new small mushroom types https://i.imgur.com/4s0bZgo.png https://i.imgur.com/jzp7asQ.png for anyone who is interested, I found a nice resource for public domain plant images: https://commons.wikimedia.org/wiki/Cat...
by Kilarin
Thu Jun 27, 2019 15:30
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 74998

Re: [MOD] Ethereal NG [1.26] [ethereal]

TenPlus1 wrote:yeah those are Xanadu exclusive, I had to ask permission from the PlantsMegaPack authors on Minecraft to use them on server.
Ah! That explains why I couldn't find them. Guess I need to go out and make some mushrooms of my own! :)

Thanks!

Donald
by Kilarin
Wed Jun 26, 2019 19:15
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 197
Views: 74998

Re: [MOD] Ethereal NG [1.26] [ethereal]

Hello TenPlus1!
In Xanadu there are all those pretty mushrooms, Chanterelle, powderpuff, parasol...
They are referenced as decorations in the ethereal mod, but they aren't part of ethereal.
Are those Xanadu exclusives, or are they in an open repository somewhere?

Thanks!
by Kilarin
Fri Jun 21, 2019 01:59
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 28645

Re: [Game] Fractured [0.01] [WIP]

What if there were "cloud castles" along the beanstalks? These cloud castles would have giant bosses (in reference to a famous fairy tale) and would need to be conquered in order to go farther up/down a beanstalk. Excellent idea! If you'll check out the too long and too boring story in the Beanstal...
by Kilarin
Sun Jun 16, 2019 14:50
Forum: Modding Discussion
Topic: get_voxel_manip and ignore
Replies: 12
Views: 553

Re: get_voxel_manip and ignore

writing the generated beanstalk directly in the voxel_manip Yes, no schematics involved in the beanstalks. May have to test using a schematic, but that would be a pretty major rewrite. while minetest.get_voxel_manip() might work after mapgen, it still may have limitations as to where it can be used...
by Kilarin
Fri Jun 14, 2019 02:48
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2529

Re: Realms (multiple layers with different landscape generat

Way to much work for a small update. Node type decorations can now have a rotation parameter which can be: rotation="random" (param2=0 to 3) rotation="random3d" (param2=0 to 11) rotation={0,3,11} (a table of whatever values you want) rotation=0 (a fixed value) And, using this new rotation logic, you...
by Kilarin
Thu Jun 13, 2019 03:21
Forum: Modding Discussion
Topic: get_voxel_manip and ignore
Replies: 12
Views: 553

Re: get_voxel_manip and ignore

thank you for the links and advice! I will look into it.
by Kilarin
Wed Jun 12, 2019 20:18
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 28645

Re: [Game] Fractured [0.01] [WIP]

Sokomine wrote:Perhaps you ought to add a way for players to find out where the next beanstalk is.
current process, all the game has to do is give the user privs to use /list_beanstalks
In the future of Fractured there will probably be tools or clues that will point you to beanstalks.
by Kilarin
Wed Jun 12, 2019 16:53
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

I'm stuck. I'm trying to add new functionality. A magic bean that an admin can place wherever they want, and a new beanstalk will be added at that position. Handy when someone wants a beanstalk at spawn, etc. I THOUGHT it would be pretty simple. But I'm stuck. My code should just generate until it h...
by Kilarin
Wed Jun 12, 2019 16:51
Forum: Modding Discussion
Topic: get_voxel_manip and ignore
Replies: 12
Views: 553

Re: get_voxel_manip and ignore

Just use minetest.register_on_generated, do know where a beanstalk will be without having to rely on the ground beeing generated, and always put the beanstalk into the mapchunk and the outer shell. Then you ought to be fine Pretty much how its being done. Its just that I'm trying to add new functio...
by Kilarin
Wed Jun 12, 2019 16:22
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 28645

Re: [Game] Fractured [0.01] [WIP]

When you spawn them, you ought to use some sort of perlin noise. That way, you'll always know if and where your mapgen is supposed to have a beanstalk. That'll be more reliable than other methods. If you set up for there to be 16 beanstalks on level 1 (y=0) then the world will be divided into a 4x4...
by Kilarin
Wed Jun 12, 2019 15:29
Forum: Modding Discussion
Topic: get_voxel_manip and ignore
Replies: 12
Views: 553

Re: get_voxel_manip and ignore

Correct me if I am wrong, but I think the voxel_manip is on available during on_generated calls. minetest.get_mapgen_object() during mapgen only minetest.get_voxel_manip() after mapgen. Which I'm doing, but I seem to be running into some blocks that can not be updated with get_voxel_manip after map...
by Kilarin
Tue Jun 11, 2019 18:24
Forum: Modding Discussion
Topic: get_voxel_manip and ignore
Replies: 12
Views: 553

Re: get_voxel_manip and ignore

Thank you for the info Sokomine.
Sokomine wrote: Perhaps it might help you to place at least one beanstalk node into the ignore-filled shell.
tried writing over by one, same results.
by Kilarin
Tue Jun 11, 2019 16:59
Forum: Modding Discussion
Topic: get_voxel_manip and ignore
Replies: 12
Views: 553

get_voxel_manip and ignore

I'm trying to make my beanstalk generate when the admin plants a magic bean What I need to do is use get_voxel_manip and generate the beanstalk in already generated chunks, working my way up until I reach the level where chunks have NOT been generated yet. Then I want to let the regular on_generated...
by Kilarin
Mon Jun 10, 2019 10:43
Forum: Modding Discussion
Topic: voxel_manip and get_node
Replies: 2
Views: 157

Re: voxel_manip and get_node

Krock wrote:local param2data = vm:get_param2_data()
Thank you! That is the command I needed!
by Kilarin
Mon Jun 10, 2019 03:09
Forum: Modding Discussion
Topic: voxel_manip and get_node
Replies: 2
Views: 157

voxel_manip and get_node

I've run into a little issue while trying to switch from creating a beanstalk at mapgen time, and creating it later in an already generated area. I switched from get_mapgen_object to get_voxel_manip, and that seems to be working. And I can place a node just fine using data[vn]=<content_id of node I ...
by Kilarin
Sun Jun 09, 2019 21:33
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2529

Re: Realms (multiple layers with different landscape generat

small improvement, realms now has improved chasms in the mesas and shattered plains, the chasms have debris, stones, gravel, old logs, and the occasional previous explorer who never made it back out
Image
by Kilarin
Sun Jun 09, 2019 20:29
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

Thank you for your kind words!
puzzlecube wrote:What made the big tree in the background?
and yes, the pretty floating islands and the giant tree are from Treer/DrFrankenstone's cloudland mod.
by Kilarin
Sun Jun 09, 2019 03:43
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

I just merged a pull request from Treer that improves the optimization of beanstalks (especially for use with luajit) Here is a really cool screenshot Treer provided of a beanstalk climbing through his cloudlands mod: https://user-images.githubusercontent.com/6390507/59143178-6711bd80-8a0b-11e9-8b27...
by Kilarin
Thu Jun 06, 2019 16:03
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

Thank you! Looks like it addresses some of the problems I've been worrying about!