Search found 481 matches
- Tue Oct 11, 2016 18:45
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
Well, these metals are *on average* common. However, you need to find "veins" of them, which will be areas where you can find high concentrations of them. Thus, the gameplay objective is to make you find those veins, and establish an zinc mine somewhere, a chromium mine elsewhere, etc. Thi...
- Wed Sep 21, 2016 05:25
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
If you're using Ubuntu or one of its derivatives, you might have a not-so-recent version: could you paste your version number here?
- Tue Sep 20, 2016 06:49
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
Hi, Technic should be compatible with the latest version of Minetest game, and needs a fairly recent version of the engine as well (the topic title saying 0.4.11 is unfortunately quite outdated). If cables look like full size blocks, this means you version of the engine is not recent enough: it uses...
- Tue Sep 13, 2016 05:51
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
It looks like pipeworks is not installed or has not been enabled... If it is correctly installed or enabled, though, it looks strange. Could you tell me if there is a "Pipeworks loaded!" message appearing in the console before the crash?
- Thu Aug 11, 2016 08:17
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67633
Re: [Mod] Experimental mapgen [mg]
Yes, but you will need to modify the source a bit. If you want to remove the villages and the area they flattened, simply replace lines 19-21 (function is_village_block) of villages.lua by "return false". If you want to remove the villages but leave the area flattened, so you can easily bu...
- Sat Jul 23, 2016 07:07
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
You probably have an installation problem; I just checked the repository and the stainless steel ingot is there. It is however not in the 32x directory (which is not intended to replace all textures but some of them only), which is not really maintained anyway.
- Tue May 31, 2016 16:28
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2068770
Re: Post your screenshots!
These are other mods (turtle, and digilines), so no, not vanilla :). But coloured text is indeed in.azekill_DIABLO wrote:looks great!!!! i see you've corected the display off the hud :)
it looks like heart now!
but is it vanilla?the computer is coooooooooooooooooooooool!
and is it a blue wire?!
- Tue May 31, 2016 15:44
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2068770
Re: Post your screenshots!
Latest Minetest:
- Fri May 27, 2016 14:20
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67633
Re: [Mod] Experimental mapgen [mg]
Ah, yes: if you remove that line, it will cause overflows and write air where it shouldn't.
- Fri May 27, 2016 13:59
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67633
Re: [Mod] Experimental mapgen [mg]
VoxelAreas are not a lot of data: they only contain two positions. About the code you posted, could you post the context with it please?
- Fri May 27, 2016 12:08
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67633
Re: [Mod] Experimental mapgen [mg]
It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).
- Fri May 27, 2016 06:06
- Forum: Partly official engine development
- Topic: Nore's personal TODO list
- Replies: 29
- Views: 13606
Re: Nore's personal TODO list
Hm, isn't there a setting for that? (about max nametag sending distance)
- Sun May 22, 2016 17:09
- Forum: Partly official engine development
- Topic: Nore's personal TODO list
- Replies: 29
- Views: 13606
Re: Nore's personal TODO list
Nore, have you seen the polyworld module for Terasology? https://github.com/Terasology/PolyWorld Yes, already did... I also made my own code, that is still a WIP demo in Python though, and that produces 2D maps and not Minetest ones. Also, why MC1.0? World format should be the same in MC1.1, with o...
- Sat May 21, 2016 08:07
- Forum: WIP Mods
- Topic: [Mod] Biome system experiment [30-biomes]
- Replies: 39
- Views: 9415
Re: [Mod] Biome system experiment [30-biomes]
Nyarg: you need to use a recent version of minetest_game.
- Fri May 13, 2016 11:18
- Forum: Problems
- Topic: Perlin noise exceeds -1/1 range
- Replies: 5
- Views: 872
Re: Perlin noise exceeds -1/1 range
If that can help, perlin noise will always be less than (1-(persistance^octaves))/(1-persistance) in absolute value; however, it will very rarely get close to that value, if there are a lot of octaves, as it means that all octaves have to be close to 1 at the exact same place. Thus, if you want to r...
- Fri May 06, 2016 16:18
- Forum: WIP Mods
- Topic: [Mod]IndustrialTest[itest]
- Replies: 31
- Views: 18682
Re: [Mod]IndustrialTest[itest]
Could you post the error then please?
- Tue May 03, 2016 22:25
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
Yes, but the last version of technic needs a very recent minetest -- less than a month old, I would say. You should try to update it.
- Tue May 03, 2016 06:01
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
Hello,
Latest versions of technic use connected_nodes for cables: a feature that is only present in recent versions of Minetest. Thus, you need to update it.
Latest versions of technic use connected_nodes for cables: a feature that is only present in recent versions of Minetest. Thus, you need to update it.
- Fri Apr 29, 2016 06:42
- Forum: Feature Discussion
- Topic: [localization] Minetest Game
- Replies: 2
- Views: 875
Re: [localization] Minetest Game
This was much discussed, and the conclusion that came was that since translations are only server-side. It is one of my objectives to add client-side translations, and they will allow localization of mods, and thus of Minetest Game.
- Thu Apr 28, 2016 14:46
- Forum: Partly official engine development
- Topic: Nore's personal TODO list
- Replies: 29
- Views: 13606
Re: Nore's personal TODO list
I definitely had no intentions of creating an issue. so I apologize When I read "It is mostly there to organize my thoughts, but also to get some feedback so that I can focus on what people actually want most." Maybe I misunderstood. I nowhere near claimed to be a sudden "expert"...
- Wed Apr 27, 2016 15:39
- Forum: Partly official engine development
- Topic: Nore's personal TODO list
- Replies: 29
- Views: 13606
Nore's personal TODO list
Hi all! :) This is my personal TODO list: things that I am working on, or about which I'd like to work on. It is mostly there to organize my thoughts, but also to get some feedback so that I can focus on what people actually want most. Engine Colored chat and other texts This is a rebase and upgrade...
- Thu Mar 24, 2016 13:24
- Forum: General Discussion
- Topic: RealBadAngel
- Replies: 75
- Views: 20698
Re: RealBadAngel
Goodbye RealBadAngel, you were a very skilled developer, but much more than that, you were a friend. I will miss you, we will miss you.
- Tue Feb 23, 2016 21:06
- Forum: Mod Releases
- Topic: [Mod] Technic [0.4.16-dev] [technic]
- Replies: 1612
- Views: 644935
Re: [Mod] Technic [0.4.11] [technic]
Regarding supply converters: I don't know why but after doing some real circuits I assume that a supply converter is an equivalent of a transformer. Real transformers have so-caled turns ratio, so output voltage = 1/n * input voltage. So an in-game supply converter could be a transformer with a rat...
- Fri Jan 29, 2016 07:32
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67633
Re: [Mod] Experimental mapgen [mg]
Hello all! The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated... Is it safe to remove this mod from a server which used it from the beginning? Are the villages and biomes already in existence or does this generate...
- Tue Jan 26, 2016 20:50
- Forum: Mod Releases
- Topic: [Mod] Experimental mapgen [mg]
- Replies: 144
- Views: 67633
Re: [Mod] Experimental mapgen [mg]
Hello all!
The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated...
The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated...