Search found 1760 matches
- Sat Mar 07, 2020 06:05
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2054031
Re: Post your screenshots!
Ah, gradient sky PR got merged? Awesome!
- Fri Mar 06, 2020 15:24
- Forum: Modding Discussion
- Topic: How to properly hide skybox underground?
- Replies: 4
- Views: 1338
Re: How to properly hide skybox underground?
I don’t think so. The inherent reasoning seems to be that whenever default setting is overwritten, the modder is expected to handle all skybox-related features. Which sounds like a decent case for a(nother) boilerplate skybox API mod.
- Fri Mar 06, 2020 12:09
- Forum: Mod Releases
- Topic: [Mod] Item magnet and in-world node drops [item_drop]
- Replies: 60
- Views: 31376
Re: [Mod] Item magnet and in-world node drops [item_drop]
Looks like it’s due to the particle effect. It’s been flaky before. I’ll look into it.
- Wed Mar 04, 2020 21:56
- Forum: Modding Discussion
- Topic: Dinamically change text in formspecs?
- Replies: 5
- Views: 995
Re: Dinamically change text in formspecs?
Have a look at ActiveFormspecs.
- Tue Mar 03, 2020 08:14
- Forum: Feature Discussion
- Topic: Vibrant Lighting
- Replies: 34
- Views: 6692
Re: Vibrant Lighting
Maybe ideal would be for the sky color to be based on a texture by default rather than a color code. Then texture packs would be able to provide their own matching sky color…
- Mon Mar 02, 2020 12:41
- Forum: Feature Discussion
- Topic: Vibrant Lighting
- Replies: 34
- Views: 6692
Re: Vibrant Lighting
Is the water's color unchanged? The color of the water somewhat reflects the color of the sky IRL after all.
- Sun Mar 01, 2020 20:25
- Forum: WIP Mods
- Topic: [Mod] Minor Redefinitions [redef]
- Replies: 22
- Views: 4610
Re: [Mod] Minor Redefinitions [redef]
Coherence. Nice.
- Sat Feb 29, 2020 23:10
- Forum: Game Discussion
- Topic: building a game from scratch
- Replies: 146
- Views: 29132
Re: building a game from scratch - Sol Aureus
Holy mese, that’s ellaborate! Thank you! It’ll take some time to process this ’:D
- Sat Feb 29, 2020 13:48
- Forum: General Discussion
- Topic: Post your Screenshots of Terrain!
- Replies: 243
- Views: 109896
Re: Post your Screenshots of Terrain!
I love it!Skamiz Kazzarch wrote:
- Fri Feb 28, 2020 20:18
- Forum: Game Discussion
- Topic: building a game from scratch
- Replies: 146
- Views: 29132
Re: building a game from scratch - Sol Aureus
i'm onto something... setting biome points every 20 steps i've got 36 horizontal biome points. recycling my older ideas, this creates 9 biome groups with 4 biomes each. basically this is a more detailed version of my previous work, which now can fit in all my ideas (and more) thanks to the niches c...
- Fri Feb 28, 2020 18:40
- Forum: WIP Mods
- Topic: [Mod] Advanced Rangefinder [finder]
- Replies: 4
- Views: 1546
Re: [Mod] Advanced Rangefinder [finder]
Very cool! Should prove useful. Why the hard dependency on ActiveFormspecs though?
- Thu Feb 27, 2020 17:17
- Forum: General Discussion
- Topic: Post your Screenshots of Terrain!
- Replies: 243
- Views: 109896
Re: Post your Screenshots of Terrain!
Too bad that shot took 5 minutes of emergeflying to get ready.
- Mon Feb 24, 2020 18:40
- Forum: Modding Discussion
- Topic: Naming convention for library mods
- Replies: 17
- Views: 1854
Re: Naming convention for library mods
Yes, fortunaly rubenwardy has his eyes on the task.Linuxdirk wrote:Everything is there in the CDB, it just has to be used in the client.texmex wrote:And so we arrive yet once more at need of a minetest package manager.
- Mon Feb 24, 2020 13:49
- Forum: Modding Discussion
- Topic: Naming convention for library mods
- Replies: 17
- Views: 1854
Re: Naming convention for library mods
And so we arrive yet once more at need of a minetest package manager.
Ideally we'd use the LuaRocks infrastructure but since Lua can't be properly sandboxed in Minetest without foregoing the require() function it's up to the devs to implement a custom one.
Ideally we'd use the LuaRocks infrastructure but since Lua can't be properly sandboxed in Minetest without foregoing the require() function it's up to the devs to implement a custom one.
- Mon Feb 24, 2020 12:24
- Forum: Modding Discussion
- Topic: Naming convention for library mods
- Replies: 17
- Views: 1854
Re: Naming convention for library mods
foobar. Because a large amount of mods come with library functions, API and content bundled anyway.
- Sun Feb 23, 2020 12:10
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 826187
Re: Version 0.59.0 released! Nicknamed “The Armor Update”!
86.1 apparently.Nicu wrote:This one is weird. Which of the Minecraft FOV options is this based on?Wuzzy wrote:Graphics:
- Increase field of view
- Sat Feb 22, 2020 21:20
- Forum: WIP Games
- Topic: [Game] MineClone2 [0.86]
- Replies: 2999
- Views: 826187
Re: [Game] MineClone 2 [0.59.0]
> Zombie head, skeleton skull and creeper head reduce view range of corresponding mob when worn
What, how?
What, how?
- Thu Feb 13, 2020 22:01
- Forum: Game Discussion
- Topic: building a game from scratch
- Replies: 146
- Views: 29132
Re: building a game from scratch - Sol Aureus
Love those biome concepts! =D
- Wed Feb 12, 2020 07:42
- Forum: Mod Releases
- Topic: [mod] Torch bombs! [0.4] [torch_bomb]
- Replies: 20
- Views: 4623
Re: [mod] Torch bombs! [torch_bomb] 0.2
This would fit nicely with the Raycasted Explosions API!
- Mon Feb 10, 2020 22:37
- Forum: Mod Releases
- Topic: [mod] Torch bombs! [0.4] [torch_bomb]
- Replies: 20
- Views: 4623
Re: [mod] Torch bombs! [torch_bomb] 0.1
Nice! It's an instant classic! =D
- Sat Feb 08, 2020 17:26
- Forum: WIP Mods
- Topic: [Mod] Settlements [settlements]
- Replies: 90
- Views: 16059
Re: [Mod] Settlements [settlements]
Ah, the Poisson disk sampling seems very apt for this situation. This is the approach I’d use. As for uneven or low settlement distribution because of some seed generating settlement unfriendly topography I think that would be part of the experience: some seeds are better than others.
- Fri Feb 07, 2020 22:38
- Forum: WIP Mods
- Topic: [Mod] Settlements [settlements]
- Replies: 90
- Views: 16059
Re: [Mod] Settlements [settlements]
Good stuff, FaceDeer! Now if only I can tweak it to become fully reproducibly procedural… =)
- Wed Feb 05, 2020 21:21
- Forum: Texture Packs
- Topic: [16px] Retro Plus
- Replies: 8
- Views: 5010
Re: [16px] Retro Plus
By the mese, that’s a noble conservation of cultural heritage!
- Tue Feb 04, 2020 13:33
- Forum: Feature Discussion
- Topic: Vibrant Lighting
- Replies: 34
- Views: 6692
Re: Vibrant Lighting
Have you tried enabling tone mapping?
- Tue Feb 04, 2020 13:06
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11060
- Views: 2054031