Search found 747 matches

by Kilarin
Thu Jun 06, 2019 11:57
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

Linuxdirk wrote: Have you considered using the settingtypes.txt functionality?
This is functionality that I have not looked at yet. When did they add this?
Thanks for pointing me to it.
by Kilarin
Thu Jun 06, 2019 03:43
Forum: Feature Discussion
Topic: Truly infinite worlds (poll)
Replies: 96
Views: 9432

Re: Truly infinite worlds (poll)

but having a properly implemented and layered mapgen so we could add vertical stacks of biomes would help make use of all that space so we could add other worlds to the current mapgen. Lets make use of what we have already available and make it feel like we have infinite worlds :) Exactly! A built ...
by Kilarin
Thu Jun 06, 2019 03:38
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

I'll look into the setting on weekend. I added an example conf file https://github.com/Kilarin/beanstalk/blob/master/beanstalk_values.conf-1level-only Just replace the standard example beanstalk_values.conf file with the new one, and it will create 16 randomly distributed beanstalks that grow from ...
by Kilarin
Wed Jun 05, 2019 12:07
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

How does it interact with the (experimental though) floatlands feature of mgv7 A beanstalk will drill through anything that has generated before it. That is how it gets you to the new world levels: https://i.imgur.com/54D9Vci.png (this is the top of a beanstalk where it has drilled through previous...
by Kilarin
Tue Jun 04, 2019 23:18
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

Pretty nice mod and creative idea! Thank you kindly! Back in January I had the idea of constructing a beanstalk at the spawn of JT2 that would lead up to a world of giants in the sky. Actually, now that I think about it, my son wanted me to add magic beans that could be planted and would grow into ...
by Kilarin
Tue Jun 04, 2019 03:24
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Re: Beanstalks (giant beanstalks thousands of nodes high)

Back in January I had the idea of constructing a beanstalk at the spawn of JT2 that would lead up to a world of giants in the sky There was a bug that stopped you from having just one level of beanstalks (I should have tested for that scenario earlier!) I just pushed a fix for that. SO, if you want...
by Kilarin
Tue Jun 04, 2019 03:11
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2532

Re: Realms (multiple layers with different landscape generat

LuaJit certainly sounds interesting. What are the negatives of implementing it?
by Kilarin
Mon Jun 03, 2019 21:57
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2532

Re: Realms (multiple layers with different landscape generat

duane wrote:the decoration/biome code ended up sucking up so much of my time that I finally gave up on it.
It seems to be working fairly well so far in realms. Probably in part due to the simplification of including the decorations directly in each biome.
by Kilarin
Mon Jun 03, 2019 14:51
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2532

Re: Realms (multiple layers with different landscape generat

I think you'd be better off trying to get your layers working in C. A lot of people have no use for lua mapgens, no matter how creative, because they'll never match the game code for speed. I see you have already been developing a c version that is awesome! And you are certainly correct that many p...
by Kilarin
Mon Jun 03, 2019 05:33
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2532

Re: Realms (multiple layers with different landscape generat

I think you'll recognize a lot of the nodes TenPlus1. :) Borrowed a lot from ethereal for the "odd" biomes. Realms is really pretty primitive right now, these images don't show off great lua landscape generators, but they do work as a proof of concept showing realms can create very different kinds o...
by Kilarin
Mon Jun 03, 2019 05:22
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 28645

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

Believe it or not, a big Fractured update!!!! Fractured now has giant beanstalks: https://forum.minetest.net/viewtopic.php?f=9&t=22669 And the beginnings of a multi layers world using Realms https://forum.minetest.net/viewtopic.php?f=9&t=22670 These changes are an attempt to fulfill an early vision ...
by Kilarin
Mon Jun 03, 2019 05:09
Forum: WIP Mods
Topic: Realms (multiple layers with different landscape generators)
Replies: 32
Views: 2532

Realms (multiple layers with different landscape generators)

Realms version 0.2 This mod lets you add different lua landscape generators and control exactly where they run based on coords and other parameters provided in the realms.conf file License My stuff is code=MIT License, images=CC0. Some code and images copied from others. Please see [license.txt](li...
by Kilarin
Mon Jun 03, 2019 05:01
Forum: WIP Mods
Topic: Beanstalks (giant beanstalks thousands of nodes high)
Replies: 23
Views: 1496

Beanstalks (giant beanstalks thousands of nodes high)

beanstalk version 0.2 This mod creates giant beanstalks stretching up into the sky for thousands of nodes. https://i.imgur.com/DhQkFPP.jpg License This code uses The MIT License, please see license.txt for details. ------------------------------------------------ Illinois Smith and the Giant Beanst...
by Kilarin
Fri May 31, 2019 04:03
Forum: Minetest-related projects
Topic: Node Box Editor [0.9.2]
Replies: 444
Views: 92424

Re: Node Box Editor [0.9.2]

I'm afraid I'm being an idiot. I've got two nodes defined with nodeboxes that were designed to be upright, I need them rotated 90 degrees vertically. (its a skull, and skeleton. Instead of standing, I need it to default to laying on its back) I thought, no problem, I'll fire up that nodebox editor a...
by Kilarin
Thu May 16, 2019 22:04
Forum: Modding Discussion
Topic: register_biomes and lua mapgen
Replies: 5
Views: 385

Re: register_biomes and lua mapgen

Thank you
by Kilarin
Fri May 10, 2019 00:44
Forum: Modding Discussion
Topic: register_biomes and lua mapgen
Replies: 5
Views: 385

Re: register_biomes and lua mapgen

Thanks, that makes sense.
by Kilarin
Thu May 09, 2019 22:59
Forum: Modding Discussion
Topic: register_biomes and lua mapgen
Replies: 5
Views: 385

register_biomes and lua mapgen

will the built in minetest.register_biome work along with a lua mapgen? Or, if you generate your own landscape do you also have to generate your own biomes? The specific case I tried was generating some land up at a high altitude, and registering a few biomes that had ymin and ymax set for that alti...
by Kilarin
Mon May 06, 2019 00:56
Forum: News
Topic: Recent forum and wiki downtime 2019-05-01...2019-05-03
Replies: 35
Views: 13428

Re: Recent forum and wiki downtime 2019-05-01...2019-05-03

You don't realize how much you really needed something until it's gone.
I missed the minetest forums!

I want to add my voice to the other saying thank you for all the hard work getting the forums back up and keeping them running.
by Kilarin
Sun Nov 11, 2018 17:17
Forum: General Discussion
Topic: How to pick a license (in under 5 minutes time!)
Replies: 46
Views: 4342

Re: How to pick a license (in under 5 minutes time!)

LMD wrote:When you use ISC, people will first have to look it up and will probably feel unsure about how to proceed(it could "scare" them)
Ugh, valid point. I really liked CC0, it was very simple. <sigh>
by Kilarin
Sun Nov 11, 2018 14:37
Forum: General Discussion
Topic: How to pick a license (in under 5 minutes time!)
Replies: 46
Views: 4342

Re: How to pick a license (in under 5 minutes time!)

sofar wrote:ISC is basically a cleaned up version of MIT, it leaves out some ambiguous stuff. MIT is more popular, ISC is a bit newer than MIT. Note, there are a few more licenses like MIT and ISC that are mostly similar.
So ISC is probably a hair better. Thank you very much!
by Kilarin
Sun Nov 11, 2018 04:45
Forum: General Discussion
Topic: How to pick a license (in under 5 minutes time!)
Replies: 46
Views: 4342

Re: How to pick a license (in under 5 minutes time!)

So, stupid guy here. I originally just licensed all of my MinteTest code as CC0. After reading some warning recently, I started going back through and adding a brief no warranty notice. Now you have educated me that CC0 won't work everywhere (thank you), so I need to go with MIT or ISC. So, a little...
by Kilarin
Mon Nov 05, 2018 21:52
Forum: WIP Mods
Topic: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]
Replies: 21
Views: 2730

Re: [Mod/ Mapgen] Multiple Map Layer Generator [multi_map]

This mod seems to be answering exactly what I needed! You have added LOTS of documentation, which is wonderful! BUT, I'm stupid, and having trouble following the documentation, sorry. So when the wiki says "The layer would be 20 chunks high" What exactly does that mean? will it be 10 chunks (800 nod...
by Kilarin
Thu Oct 25, 2018 01:44
Forum: WIP Games
Topic: [Game] Fractured [0.01] [WIP]
Replies: 148
Views: 28645

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

Glad you are interested, and I look forward to seeing your esem work!

I'm working on this again, but have developed some wrist problems that are slowing me down. Hope to have an update out soon with something new and interesting. :)
by Kilarin
Sun Oct 07, 2018 03:14
Forum: Modding Discussion
Topic: jungletree overwriting generated area
Replies: 17
Views: 936

Re: jungletree overwriting generated area

So, couple of questions 1: Is there a good reason that biome generation is based on the original generated surface, not on the existing surface after mod's run? I'm assuming that there is some important reason why it is done like this and it would be impractical to recalculate after all of the on_ge...
by Kilarin
Wed Oct 03, 2018 02:50
Forum: Game Releases
Topic: [Game] Lord Of The Rings [Lord-of-the-Test] [1.2.0]
Replies: 425
Views: 138906

Re: [Game] Lord Of The Rings [Lord-of-the-Test] [1.1.0]

Mantar wrote:Replace the floor with cobblestone and they won't spawn anymore.
good strategy! thank you!