Search found 201 matches

by qwertymine3
Sat Sep 03, 2016 19:36
Forum: Modding Discussion
Topic: (solved) Collision box definition
Replies: 9
Views: 2101

Re: Collision box definition

The numbers define the two corners of the box that the player collides with. These are relative the to center of the entity. The center of the entity is the position you get if you call get_pos(). collisionbox = { --[[first corner]] x,y,z, --[[second corner]] x,y,z} collisionbox = { x,y,z,x2,y2,z2} ...
by qwertymine3
Thu Sep 01, 2016 15:04
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 62
Views: 17028

Re: [Mod] Easy crafting table [crafting]

cx384 wrote:
qwertymine3 wrote:How did you cause this error?
Sorry I cant remember.
OK, I've patched the crash, it should now print an error message if this happens again.
by qwertymine3
Thu Sep 01, 2016 12:38
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 62
Views: 17028

Re: [Mod] Easy crafting table [crafting]

Nice mod, it works with bigger crafting recipes , too. But maybe you should increase the input slots, because it is possible to have 25 different items in one crafting recipes. (with this mod) I think I'll make it configurable at some point. ERROR ERROR[Main]: ServerError: Lua: Runtime error from m...
by qwertymine3
Thu Sep 01, 2016 10:30
Forum: Modding Discussion
Topic: How to make a mod release
Replies: 4
Views: 525

Re: How to make a mod release

Please read: https://forum.minetest.net/viewtopic.php?f=11&t=1271 (Forum posting guidelines) TLDR; You need to first make a post in WIP mods, and then ask in the topic move requests post for it to be moved to releases This is so that the moderators can check your post meets all of the guidelines...
by qwertymine3
Wed Aug 31, 2016 23:18
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 62
Views: 17028

Re: [Mod] Easy crafting table [crafting]

Important Bugfix Update!

Fixed a bug which caused a loss of items when crafting items using the shift key (listring functionality)
by qwertymine3
Wed Aug 31, 2016 07:40
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 62
Views: 17028

Re: [Mod] Easy crafting table [crafting]

Update!

Added furnace with shift clicking (listring) support for both ingredient and fuel!

Craft with a ring of stone with a coal lump in the middle.
by qwertymine3
Fri Aug 26, 2016 07:58
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 62
Views: 17028

Re: [Mod] Easy crafting table [crafting]

O.o does this do what I think it does?...It doesn't seem to work for me(0.4.14-dev) But it looks awesome! Can you please describe how it doesn't work? Please note that this doesn't re-define the player inventory screen - you have to create a crafting table to use it. The recipe for the crafting tab...
by qwertymine3
Fri Aug 26, 2016 01:16
Forum: Feature Discussion
Topic: Redesigning the broken crafting system
Replies: 46
Views: 8210

Re: Redesigning the broken crafting system

Added legacy support and made a forum topic for it:
viewtopic.php?f=9&t=15405
by qwertymine3
Fri Aug 26, 2016 01:15
Forum: WIP Mods
Topic: [Mod] Easy crafting table [crafting]
Replies: 62
Views: 17028

[Mod] Easy crafting table [crafting]

Easy to use alternative to the default crafting window. http://i.imgur.com/omA7Z14.png -- Depends: default (table recipe), intllib?, hopper? -- License: Mit -- Download: https://github.com/Qwertymine/crafting/archive/master.zip -- Source: https://github.com/Qwertymine/crafting -- Credits: FaceDeer -...
by qwertymine3
Thu Aug 25, 2016 20:12
Forum: Feature Discussion
Topic: Redesigning the broken crafting system
Replies: 46
Views: 8210

Re: Redesigning the broken crafting system

Here is a somewhat crude implementation of this, with no legacy support. http://i.imgur.com/QzUQv1U.png Crafting group support is basic, only the most common node of the group in the inventory is used. The unknown recipes are used for testing pages without making > 80 real recipes. https://github.co...
by qwertymine3
Mon Aug 22, 2016 10:31
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 150815

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

Ok, let's make an example with biomes in Minetest. Each biome is represented by a 2d coordinate How do I define the coordinates to get well balanced biomes? Try and error? Is there a (Linux) tool that visualise the diagram? I'm not an expert on balancing biomes in this way, but Gael de Sailly used ...
by qwertymine3
Mon Aug 22, 2016 08:46
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 834
Views: 150815

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

How do I create a voronoi diagram and how do I use it? You can either generate it pixel by pixel, by testing the distance to each point near the pixel and finding the closest. Here is a good explanation of how to do this: http://web.archive.org/web/20160419063123/https://aftbit.com/cell-noise-2/ Or...
by qwertymine3
Wed Aug 17, 2016 11:23
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11111
Views: 2061280

Re: Post your screenshots!

Here is a quick guide on how to do it: http://i.imgur.com/Y2hvDTY.png This is caused by a lighting issue with lava over map chunk borders. The platform must be at the top of a mapchunk, with a 1 deep hole in it's surface. There must also be a node above the hole. http://i.imgur.com/5sljHYb.png The n...
by qwertymine3
Wed Aug 17, 2016 10:31
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11111
Views: 2061280

Re:

Hybrid Dog wrote: so it's usually impossible to make that hole:
If your willing to compromise to a 1x1 it isn't impossibleImage
by qwertymine3
Mon Aug 08, 2016 22:56
Forum: Feature Discussion
Topic: Map generation algorithms
Replies: 14
Views: 2468

Re: Map generation algorithms

Okay, I get it about the code. Tell me then, is there any point to read MC code after MT code (map generation), just how different they are? besides MC lack of comments and variable names. I mean, the result look quite similiar. The biome placement code is very different to Minetest, however you do...
by qwertymine3
Thu Jul 14, 2016 13:02
Forum: WIP Mods
Topic: [0.03]TNT improved explosions[tnt]
Replies: 11
Views: 2620

Re: [0.01]TNT improved explosions[tnt]

Nice change to the TNT explosion effect.
Hope something like this eventually becomes the default smoke effect.
by qwertymine3
Mon Jun 13, 2016 02:24
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 291
Views: 71135

Re: [Mod] dmobs(D00Med mobs)

D00Med wrote:Edit: I just had a look, it doesn't seem to be free?
You only need to pay if you want to have private repositories ( i.e. if you don't want to share your code with others).
by qwertymine3
Mon May 30, 2016 16:52
Forum: Mod Releases
Topic: [Mod] Voronoi Cell Noise Lib [vcnlib]
Replies: 14
Views: 4652

Re: [Mod] Voronoi Cell Noise Lib [vcnlib]

Noise parameter documentation is in test_layer.lua. There are no examples of use other than 3d stone biomes. I would suggest using a simple 3d cell noise, such as a cubic noise, or some other 3d tesselation, as it would have better performance than using this mod. If you do want to use this mod, I h...
by qwertymine3
Sun May 29, 2016 22:17
Forum: Maps
Topic: [Minigame][Survival] Burning house - escape the lava!
Replies: 12
Views: 3625

Re: [Minigame][Survival] Burning house - escape the lava!

Had a go, with the additional rule of not being allowed to break any nodes (including fire). Final time : infinite... I would suggest not giving the player iron sponges, or at least make them flammable. It only takes two and a 4 high area of the house to easily guarantee the infinite time. s p p - p...
by qwertymine3
Wed May 25, 2016 04:00
Forum: Texture Packs
Topic: [8x] mini8x
Replies: 43
Views: 38829

Re: [8x] mini8x

Has anyone else noticed how fancy leaves make the game much slower in 0.4.14? Even with 4x4 leaves(chequered pattern) the game is incredible slow when looking at leaves. The same thing happens with transparent ice. I'll be making totally opaque simple leaves for this texture pack next. Fancy leaves...
by qwertymine3
Tue May 24, 2016 12:36
Forum: General Discussion
Topic: A little mapgen benchmark
Replies: 4
Views: 696

Re: A little mapgen benchmark

Code used for the benchmark? I've also had fun with timing mapgen. I had some code which would execute in 0.1, 0.2 or 0.5 seconds, for each mapblock. The time was consistent for all mapblocks, but changed every time the test map was loaded. Made a minor change and it became a consistent 1 second : (.
by qwertymine3
Mon May 23, 2016 03:26
Forum: Problems
Topic: What can cause these shadows?
Replies: 34
Views: 3713

Re: What can cause these shadows?

burli what changes have you made to the v6 branch? This may be worth trying in non-mgv6 mapgens: vm:calc_lighting({x = minp.x, y = minp.y - 1, z = minp.z }, {x = maxp.x, y = maxp.y + 1, z = maxp.z}) You need to change set_lighting too - as is setting lighting in the emerge area, which is not being ...
by qwertymine3
Mon May 23, 2016 03:06
Forum: Problems
Topic: What can cause these shadows?
Replies: 34
Views: 3713

Re: What can cause these shadows?

burli, change set_lighting and calc_lighting to:

Code: Select all

	vm:set_lighting({day=0,night=0},{x=minp.x,y=emin.y,z=minp.z},maxp)
	vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp)
Tested with fun caves, no issues seen in my test senario
by qwertymine3
Mon May 23, 2016 02:12
Forum: Problems
Topic: What can cause these shadows?
Replies: 34
Views: 3713

Re: What can cause these shadows?

Over generating the caves does cause some lighting issues, however the ones which burli is talking about are not related. burli, try changing the call to set_lighting to vm:set_lighting({day=0,night=0},minp,maxp) EDIT: Fixes the shadows you are talking about, but cuts off mountain shadows @ mapchunk...
by qwertymine3
Mon May 23, 2016 01:14
Forum: Problems
Topic: What can cause these shadows?
Replies: 34
Views: 3713

Re: What can cause these shadows?

I've just realised, mgv6 cavegen can overgenerate by up to 16 nodes. At https://github.com/duane-r/fun_caves/blob/v6/mapgen.lua#L539 try: vm:calc_lighting({x = minp.x - 16, y = minp.y - 16, z = minp.z - 16}, {x = maxp.x + 16, y = maxp.y + 16, z = maxp.z + 16}) I see that you have missed my post... ...