Search found 2004 matches

by sofar
Sun Dec 13, 2015 21:31
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 77387

Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

paramat wrote:Let me know when you have the C++ version fairly complete then we can review it and perhaps work towards adding as a core mapgen.
+1!
by sofar
Fri Dec 11, 2015 21:17
Forum: WIP Mods
Topic: [MOD]Keys to lockable chests, doors[WIP]
Replies: 9
Views: 2475

Re: [MOD]Keys to lockable chests, doors[WIP]

this mod adds ~snip~ An issue is currently that there's no way to distinguish keys from each other. oops. Better keep your keys in order. I am working on a method to rename items that will resolve this in the future. There is a 'node ownership' mod that allows editing a node's metadata via a formsp...
by sofar
Fri Dec 11, 2015 08:13
Forum: WIP Mods
Topic: [MOD]Keys to lockable chests, doors[WIP]
Replies: 9
Views: 2475

[MOD]Keys to lockable chests, doors[WIP]

this mod adds (Un)Locking keys for lockable objects! http://i.imgur.com/5l91tUe.png This mod introduces a single new item in the inventory - a skeleton key. The key can be generated from a steel ingot, and then used on a lockable chest, a lockable door (or a lockable trapdoor, if you have my other m...
by sofar
Thu Dec 10, 2015 02:37
Forum: WIP Mods
Topic: [Mod] Better Dyes [better_dyes]
Replies: 6
Views: 1868

Re: [Mod] Better Dyes [better_dyes]

I can't find any licensing information in your mod. You should probably include this since you seem to have reused other open source content, and leaving out any license information is not legal. For instance, the wool mod is licensed as follows: License of source code: ----------------------- Copyr...
by sofar
Thu Dec 10, 2015 02:21
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 77387

Re: Nerd Poles

I think I've eliminated the nerd poles spawning in the mountains. Here's two shots of the same spot in the same game, before... http://duanerobertson.com/img/c-demo-18.jpg and after. http://duanerobertson.com/img/c-demo-19.jpg I can do the same with the lua mapgen, if anyone's interested. Does the ...
by sofar
Thu Dec 10, 2015 02:12
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 439
Views: 77387

Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

Only now I noticed the almost complete absence of grass (default_grass_1, default_grass_2 etc) and flowers on many big areas. I see grass near trees only, but on areas without trees - no any grass. I'm not find grass in settingtypes.txt. What can i do to add a grass on areas without trees? http://i...
by sofar
Wed Dec 09, 2015 23:48
Forum: WIP Mods
Topic: [Mod] Waterican [waterican]
Replies: 16
Views: 3816

Re: [Mod] Waterican [waterican]

Check out how the watering can in my crops mod works: It's a tool that can be recharged by filling it with water, and then water plants:

viewtopic.php?f=11&t=11795

It may be a more natural method.
by sofar
Wed Dec 09, 2015 23:40
Forum: Problems
Topic: The game is too poorly optimized.
Replies: 41
Views: 8418

Re: The game is too poorly optimized.

Anecdotes aren't usually real (scientific) evidence. (I guess you were joking) http://www.oxforddictionaries.com/definition/english/anecdotal http://study.com/academy/lesson/anecdotal-evidence-definition-examples.html However, I agree that users should be able to uncap their FPS. then why are we wr...
by sofar
Wed Dec 09, 2015 23:36
Forum: Feature Discussion
Topic: Proposal to improve Minetest’s horrible controls
Replies: 104
Views: 26786

Re: Proposal to improve Minetest’s horrible controls

E: Use/Interect with object Q: Drop WASD: Move, double tap to sprint Space: Jump Shift: Sneak I: Inventory "I" is way too far to the right. Just set inventory to TAB. (ESC already closes it, nicely close together) "e" for use and "q" for drop are excellent choices. Thi...
by sofar
Wed Dec 09, 2015 23:20
Forum: Problems
Topic: The game is too poorly optimized.
Replies: 41
Views: 8418

Re: The game is too poorly optimized.

anecdotes are evidence... ;^) Many of the games I played in the last 10 years were unable to get 60frames on my 30" short-response-time dell monitor, but when they started get better and my gfx cards upgraded to I was unable to accept anything less than max framerate. My biggest problem was pla...
by sofar
Wed Dec 09, 2015 18:18
Forum: Mod Releases
Topic: [Mod] Treasure Chest [1.1] [treasurechest]
Replies: 15
Views: 6192

Re: [Mod] Treasure Chest [1.0] [treasurechest]

I wrote it that way because that's what bark had requested, and I was able to simply use the inventory array within the node's metadata (hint: I just doubled its capacity, but restricted the formspec to the first half). Your idea also makes sense, and I might look at making another version that beh...
by sofar
Wed Dec 09, 2015 17:17
Forum: Mod Releases
Topic: [Mod] Treasure Chest [1.1] [treasurechest]
Replies: 15
Views: 6192

Re: [Mod] Treasure Chest [1.0] [treasurechest]

I'm wondering why you limit each person from only ever looking once, which I don't think is really needed. You could create a detached inventory for each player (attached to the node), put the items in those inventories, and repeatedly give each user his copy of the detached inventory. This would al...
by sofar
Mon Dec 07, 2015 00:36
Forum: Maps
Topic: Updated mcimport.py - convert minecraft worlds to MT
Replies: 0
Views: 613

Updated mcimport.py - convert minecraft worlds to MT

I've posted the story below in Maps , but this forum seems highly relevant as well - I've updated and worked on a much more complete minecraft world converter, originally written by Nore and dgm555. The complete post can be found here: https://forum.minetest.net/viewtopic.php?f=14&t=13709 Cheers
by sofar
Mon Dec 07, 2015 00:31
Forum: Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 128
Views: 89284

Convert Minecraft maps to Minetest worlds

The mcimport project provides a World Converter for whole Minecraft Maps (Minecraft saves) and the output is a new, playable Minetest world. This project started out as a basic python converted written by Nore and dgm555. I've updated the project and have spent a lot of time making the conversion mo...
by sofar
Sun Dec 06, 2015 04:21
Forum: Feature Discussion
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 64
Views: 51560

Re: [Mod] Converter Minecraft world to Minetest world

sofar thank you so much for your version!! I was able to convert my brother's minecraft map for him when the initial mod in this thread wasn't working, something about not being able to open a database. I can post the exact message if it is actually interesting to someone. One thing I had to change...
by sofar
Thu Dec 03, 2015 00:48
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

Actually fracture can make a mess at the moment as it often reaches down to y = 1, it would probably need to be edited, also lighting in that mod is buggy. Floatindev creates horizontal layers of floatlands realms, but has only a very simple single biome. Anyway later i could edit one of those. Eit...
by sofar
Wed Dec 02, 2015 22:56
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

Flolands is not that good, use one of these instead: https://forum.minetest.net/viewtopic.php?f=11&t=8560 https://forum.minetest.net/viewtopic.php?f=11&t=9175 ahhh, those look a lot better, especially the second one. Are these island capable of spawning schematics like the others? That shou...
by sofar
Wed Dec 02, 2015 07:05
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

I don't have much time to spare but i can help with the editing and tuning of a floatlands mod to the requirements. Thanks, The islands currently are razor thin, I'd like to give them a thicker appearance, possibly more having more of them closer together horizontally (so you can visually see the n...
by sofar
Tue Dec 01, 2015 21:39
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

The readme says to never use mapgen v6, it causes tree overloads... You can use a mod to force a certain mapgen, You probably want to at least attempt to change the default to mgv7, otherwise other people will see the same problems (see the other reply about not seeing villages in your subgame thre...
by sofar
Tue Dec 01, 2015 18:49
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

My subgame seems to fit your description fairly well, except for the ore ordering part. I tried your subgame yesterday, but after flying over an unplayable forest for 10 minutes I logged off. I really don't like your textures, they're absolutely not my style (sorry, no offense - I get that some pla...
by sofar
Tue Dec 01, 2015 18:06
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

firefox wrote:i like it how you replied to each of my notes, but you didn't comment on the name suggestions. do you not like them?
I'd like to keep the discussion open by not commenting just yet, so others can suggest and/or discuss ;^)
by sofar
Tue Dec 01, 2015 15:20
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

Re: [Game]A new subgame (... to be named ...)[PLAN]

1. if you need a hammer to break stone and every other hard material, but wood tools won't do it, how do you get the materials to make the hammer? wooden hammers can be used to create flint by hitting stone blocks. 2. you said that the theme is non-fanatsy, but you include alchemy, magic worlds and...
by sofar
Tue Dec 01, 2015 08:12
Forum: WIP Games
Topic: [Game] A Tome With Trials [WIP]
Replies: 54
Views: 17049

[Game] A Tome With Trials [WIP]

I've been playing with lots of small ideas to improve on minetest gameplay, and even contributed some mods, tools, etc. to add realism, gameplay. However, lately I've been feeling overwhelmed with the things I'd like to change (it's just too long of a list), and so, ultimately, I think I need to do ...
by sofar
Tue Dec 01, 2015 06:11
Forum: Maps
Topic: Convert (parts of) Minecraft maps to WorldEdit schematics
Replies: 97
Views: 131666

Re: Convert Minecraft maps to Minetest WorldEdit schematics

Just a quick post that I've spent quite a bit of time on the python mcimport.py converter. https://forum.minetest.net/viewtopic.php?f=5&t=11146&start=50#p199152 This may be useful to folks reading this thread. It does a decent job and can convert quite a few difficult objects from MC to MT (...
by sofar
Sat Nov 28, 2015 18:31
Forum: Mod Releases
Topic: [Mod] crops [crops] - (Farming|Food|Cooking)
Replies: 182
Views: 48245

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

swordpaint12 wrote:Noooo! I don't know where to get a bugspray mod! How will I cope with those flies?
Flies and buzzing sounds are only generated when the plant dies, but stop shortly thereafter, so there is nothing that a player has to do, really, about them.