Search found 4116 matches
- Sun Aug 27, 2023 03:02
- Forum: Modding Discussion
- Topic: Flint Stone Walls
- Replies: 6
- Views: 702
Re: Flint Stone Walls
Looks already pretty nice. A very good idea to make use of all that flint that's gathering in chests! New types of walls are also welcome. I personally like the colors from the first version most, while the last version looks very (too?) realistic.
- Sun Aug 27, 2023 00:28
- Forum: Mod Releases
- Topic: [Mod] Mail/Webmail [git][mail]
- Replies: 16
- Views: 3785
Re: [Mod] Mail/Webmail [git][mail]
It's a very useful mod and a great help.
- Sat Aug 26, 2023 21:19
- Forum: Modding Discussion
- Topic: [Mods] MineClone2-enabled mods
- Replies: 37
- Views: 26856
Re: [Mods] MineClone2-enabled mods
Quite a lot of my mods are more or less compatible with MineClone2. In general it is a mod I kept in mind when developping mods - same as RealTest. Compatibility: mg_villages does make a lot of effort to be compatible - and mostly is. There is one known exception: Slabs/panels. Those for some reason...
- Mon Jul 31, 2023 13:00
- Forum: Feature Discussion
- Topic: Do not store chunks player's just passing through on disk
- Replies: 12
- Views: 1387
Re: Do not store chunks player's just passing through on disk
At least having a field in the database that stores when the mapblock was created and last chnaged would be very helpful. Ideally including fields for how many blocks players digged/placed/changed in the mapblock. The advantage would be that worlds that grew big over time due to people exploring a l...
- Sat Jul 15, 2023 18:37
- Forum: WIP Mods
- Topic: [abandoned Mod] Squaresville (Cities) [squaresville]
- Replies: 102
- Views: 17099
Re: [abandoned Mod] Squaresville (Cities) [squaresville]
the only two mods that are 100% lost are those used in complete version of cottages and canadian towns I...guess I'd know if I'd have lost my cottages mod somewhere? There may be diffrent versions, and merging even the reduced PR from flux(ionary) is still a pain with Github access from the command...
- Sat Jul 15, 2023 17:30
- Forum: Modding Discussion
- Topic: Imposing a minimum distance between schematics spawned by minetest.register_decoration to avoid structure overlap
- Replies: 2
- Views: 473
Re: Imposing a minimum distance between schematics spawned by minetest.register_decoration to avoid structure overlap
This is probably obsolete by now? The decorations are in many ways (mapgen griefing, replacements, placement, preparing nodes like chests etc., ...) not really suited for placing houses. They lack too much in that regard. They're only intended for "natural" decorations.
- Thu Jul 13, 2023 20:49
- Forum: Servers
- Topic: [SERVER] Banana Land [5.1.0-dev]
- Replies: 62
- Views: 13740
Re: [SERVER] Banana Land [5.1.0-dev]
Recently I wanted to visit an old building I had constructed back on Bananaland years ago. Sadly my account no longer existed. So I couldn't use /home or the like. I searched in vain for some time for my build. But then - eventually - I died. And that rescued me! Rarely has there been such a happy d...
- Thu Jul 13, 2023 20:40
- Forum: Deutsch
- Topic: Mod-Kompatibilität und eigene(s) Mod(s)
- Replies: 6
- Views: 957
Re: Mod-Kompatibilität und eigene(s) Mod(s)
Naja, ich denke vorher über den Bau nach - bzw. lerne das noch, wenn ich viel von Hand erneuern muss. Das verlange ich auch von meinen Spielern ; erst denken, dann Bauen = keine Notwendigkeit für Replacer. Hm, daß man etwas ausprobiert und wenn es dann doch nicht so gut aussieht wie gedacht wieder ...
- Thu Jul 13, 2023 19:59
- Forum: News
- Topic: ContentDB is 5 today
- Replies: 20
- Views: 6449
Re: ContentDB is 5 today
A bit late perhaps, but: Congratulations! ContentDB is an extremly helpful site. Thank you for creating it! It makes it a lot easier for modders and users.
- Thu Jul 13, 2023 19:54
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 75992
Re: [Mod] Villages for Minetest [mg_villages]
minetest.settings > init.lua every time. I want my git checkouts to be clean with I deploy to a server, and my configuration separated from the source code. I know it takes you a few minutes less to do it this way though.. Understandable. I kind of never did the transition from config.lua files to ...
- Thu Jul 13, 2023 19:52
- Forum: Deutsch
- Topic: Mod-Kompatibilität und eigene(s) Mod(s)
- Replies: 6
- Views: 957
Re: Mod-Kompatibilität und eigene(s) Mod(s)
Ist ein Einzeiler mit jq: curl -s servers.minetest.net/list.json | jq -r '[ .list[] | .mods // [] ] | flatten | .[]' | sort | uniq -c | sort -g. Einfach | grep <modname> anhängen, um nach mods zu suchen. Sehr nützlich, danke! Allerdings auch bedenklich dass es Server gibt die mein Replacer-Mod (ode...
- Tue Jul 11, 2023 23:41
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 75992
Re: [Mod] Villages for Minetest [mg_villages]
It seems really time to provide a version that works with lates MT. As I still struggle with github, I've placed it here: https://gitea.your-land.de/Sokomine/mg_villages There are also repositories for some village types which had slight adjustments to a change in the replacement functionality I had...
- Mon Jul 10, 2023 18:43
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 75992
Re: [Mod] Villages for Minetest [mg_villages]
Thanks again. When you get back to dealing with Github, could you separate the API and default villages into separate mods please, with the villages containing only the schematics and their definitions? This will make it a lot easier to install in your own games without having to separate the mod y...
- Sun Jul 09, 2023 19:32
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 75992
Re: [Mod] Villages for Minetest [mg_villages]
Thanks for the clarification! We can at least expect fixes if something in Minetest core breaks compatibility right? That's right. I still value that mod very highly and plan to get smaller villages working after the rpg talking mod is finished. Then I'll undertake the battle with github to get a n...
- Sun Jul 09, 2023 11:20
- Forum: Mod Releases
- Topic: [Mod] Villages for Minetest [mg_villages]
- Replies: 175
- Views: 75992
Re: [Mod] Villages for Minetest [mg_villages]
Given my ancient town mod wasn't a success, The buildings from your old town mod still form the village type "taoki". If you don't install my cottages mod, only villages of type "nore" (from nores' original mg mod, on which mg_villages is based) and "taoki" will spawn....
- Mon Jun 12, 2023 04:58
- Forum: General Discussion
- Topic: Sockpuppets on MT forums to feed AI and trolls.
- Replies: 4
- Views: 768
Re: Sockpuppets on MT forums to feed AI and trolls.
This particular reply, viewtopic.php?f=7&t=21519, suggests that the comment was fed into the forum from a third party discussion. The last posting there looks like classical spam/advertisement. The whole purpose of the account seems to be to hide a link to a web page. I've reported the posting ...
- Thu Jun 08, 2023 21:49
- Forum: Minetest-related projects
- Topic: Ways Of Word - creative writing encouragement - edu project on MineTest(Single-player clone).We did creative writing 1st
- Replies: 33
- Views: 3740
Re: Ways Of Word - creative writing encouragement - edu project on MineTest(Single-player clone).We did creative writing
Hm. While I do like creative writing, this doesn't really seem to be about it? If I got it right, what's on offer is an easy-to-install .zip file for computer illiterate teachers which installs MineTest and a pre-built world where players can wander around and get inspired to write a story or poem. ...
- Mon Apr 03, 2023 19:54
- Forum: WIP Mods
- Topic: [mod] Breadpick [breadpick]
- Replies: 3
- Views: 614
- Sun Apr 02, 2023 22:18
- Forum: WIP Games
- Topic: Minesweeper 3D [0.0]
- Replies: 1
- Views: 1469
Re: Minesweeper 3D [0.0]
Ah! Thank you for publishing it. It has been fun to play that Minesweeper in the short times the server Tunnelers' Abyss was undergoing maintenance. Good to have it available now. Perhaps it could exist somewhere up in the sky of a normal MT world?
- Sun Apr 02, 2023 22:11
- Forum: Game Discussion
- Topic: Recommendation for mobs mod for my game
- Replies: 10
- Views: 2238
Re: Recommendation for mobs mod for my game
I can relate to that problem and have it to some degree as well. I'd still love to have villagers in mg_villages. I've been working on making them talk (rpg-like) in the last time/years. But eventually they ought to be able to move around and act as well. Most mobs in MT have a short life and don't ...
- Sun Apr 02, 2023 20:32
- Forum: Modding Discussion
- Topic: [Solved] City streets mess
- Replies: 16
- Views: 1939
Re: [Solved] City streets mess
I see, when a city is unorganized than it looks weird I guess i have to set grass on trapped areas Perhaps even a little tree or bush now and then? And doors and passages that lead to the "trapped" area. Backyards are pretty common in cities after all. The cities look promising already. W...
- Mon Mar 27, 2023 17:30
- Forum: Modding Discussion
- Topic: Is there anything like a “sleep_api” mod?
- Replies: 7
- Views: 1163
Re: Is there anything like a “sleep_api” mod?
layers being AFK or mining deep under the surface: These are not affected by skipping the night, so they should be considered as willing to “sleep”. That's probably the most important factor. Right now beds have no meanings on servers and are not beeing used. Players that are mining don't notice th...
- Mon Mar 27, 2023 17:22
- Forum: WIP Mods
- Topic: [Mod] Living Desert
- Replies: 9
- Views: 1396
Re: [Mod] Living Desert
Looks very nice. It's always great to have more plants and a nicer, more living landscape. Hope to see it on servers and in games soon.
- Sun Mar 26, 2023 18:38
- Forum: Mod Releases
- Topic: [Mod] exchange/replace nodes with one click [replacer]
- Replies: 44
- Views: 28760
Re: [Mod] exchange/replace nodes with one click [replacer]
I use it with the currency mod. This happened, as i tried to place a slope. There's no reference to players_income in my mod. Perhaps the currency mod does something when a player places or digs a block? I'm wondering if the message for storing a new pattern needs to be made configurable. Some play...
- Mon Jul 25, 2022 01:42
- Forum: WIP Mods
- Topic: [Mod] Large Slugs [1.2.0] [large_slugs]
- Replies: 11
- Views: 3103
Re: [Mod] Large Slugs [1.1.1] [large_slugs]
Somehow cute. Is there a server that has them roaming around? Having some slower live make the world more alive would be good I think.