Search found 481 matches

by Nore
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...
by Nore
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?
by Nore
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game, and needs a fairly recent version of the engine as well (the topic title saying 0.4.11 is unfortunately quite outdated).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...
by Nore
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?
by Nore
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...
by Nore
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.
by Nore
Tue May 31, 2016 16:28
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11116
Views: 2068770

Re: Post your screenshots!

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?!
These are other mods (turtle, and digilines), so no, not vanilla :). But coloured text is indeed in.
by Nore
Tue May 31, 2016 15:44
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11116
Views: 2068770

Re: Post your screenshots!

Latest Minetest:
Image
by Nore
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.
by Nore
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?
by Nore
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 :).
by Nore
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)
by Nore
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...
by Nore
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.
by Nore
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...
by Nore
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?
by Nore
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.
by Nore
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.
by Nore
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.
by Nore
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"...
by Nore
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...
by Nore
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.
by Nore
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...
by Nore
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...
by Nore
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...