Search found 1130 matches
- Thu May 25, 2017 15:10
- Forum: Feature Discussion
- Topic: Mod Ideas
- Replies: 16
- Views: 2234
Re: Mod Ideas
It does not glow and light the path as it drops,so part of the feel is still missing. Yeah, that's a missing feature in the engine. We don't have any light source for entities (technically the thrown node is an entity like mobs or dropped items), but only for static nodes. I think with the client s...
- Thu May 25, 2017 09:11
- Forum: Feature Discussion
- Topic: Mod Ideas
- Replies: 16
- Views: 2234
Re: Mod Ideas
Simple mechanics when you place the torch and there is not a node close enough to be selected, it is tossed to where you would have selected it and it drops from there. That's a great idea, and shouldn't be that hard to do. And it would be quite fun to have it work for all nodes. We would need on_s...
- Tue May 23, 2017 20:51
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 160042
Re: [Game] Voxelgarden [git]
Thanks, I didn't knew about that one. But I don't think I can use any of it. It's basically the same I am already doing, plus a lot of other features I don't think I need. Edit: I attached a new version of the liquid code (as a ready to use mod). Now it works for lava too and looks much smoother. Ed...
- Tue May 23, 2017 20:01
- Forum: Client-side modding
- Topic: Client mod requests / ideas
- Replies: 108
- Views: 29342
Re: Client mod requests / ideas
Item translations would be nice.
- Mon May 22, 2017 20:49
- Forum: General Discussion
- Topic: Should we rename Minetest? (poll)
- Replies: 742
- Views: 84357
Re: Should we rename Minetest? (poll)
I vote for calling it "Minetest". It pretty much describes what this game is about. 1. It's not an engine. So there is no reverence to engine in the name. At the moment it's just Minetest with a Game. There are hardly any subgames that aren't just MTG+mods, and of the good ones many of the...
- Sat May 20, 2017 20:29
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 160042
Re: [Game] Voxelgarden [git]
In the last few weeks I worked a lot on this subgame. There will be a more detailed post some time, for now you can look at the recent commits . Now I start to overthink the physics. Falling nodes already behave quite different from the engines default, and the way water renews changed. Now I consid...
- Wed May 17, 2017 19:55
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573160
Re: Post your modding questions here
Well... good to know.orwell wrote:This is because the type of player attributes is always "string", you can't save other type's values there
- Sun May 14, 2017 20:19
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573160
Re: Post your modding questions here
Maybe a bug in the engine, or maybe I'm just stupid and someone can point me to my mistake: player:get_attributes returns a number as string. In my drowning mod . Remove "tonumber" and uncomment the print. This will cause this error: h_breath 0, typestring 2017-05-14 22:13:47: ERROR[Main]:...
- Sat May 06, 2017 13:15
- Forum: Deutsch
- Topic: Minetest im Fernsehen!?!
- Replies: 24
- Views: 4331
Re: Minetest im Fernsehen!?!
Der Vorteil von Open Source: Wir bekommen kostenlose Werbung :]
- Sat May 06, 2017 13:12
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573160
Re: Post your modding questions here
Exactly this. It's for a hunger mod. But I can move it behind the other checks and be okay with it for now. Thanks for the answer.sofar wrote:Casimir wrote:I would maybe not use these if you're running code that loops over all players every server tick,
- Sat May 06, 2017 00:58
- Forum: Mod Releases
- Topic: [Modpack] Unter Null [unternull]
- Replies: 43
- Views: 14481
Re: [Modpack] Unter Null [unternull]
This mod: compost . I made a fork to make the interface look more like a furnace, with progress arrow and such. But I also want to change the general behaviour. At the moment it takes 8 items to start composting, which might be confusing if you don't know. So I want each item to turn on its own into...
- Fri May 05, 2017 18:28
- Forum: Mod Releases
- Topic: [Modpack] Unter Null [unternull]
- Replies: 43
- Views: 14481
Re: [Modpack] Unter Null [unternull]
I missed that you can't make charcoal in MTG. To just have a cooking recipe might be better than to have coal as an ore. In fact lava contains a lot of oxygen. Otherwise it would be almost pure metals. Finding coal in lava just feels wrong to me. Whoever we could have a list additional_stuff.not_in_...
- Fri May 05, 2017 15:37
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573160
Re: Post your modding questions here
Does someone know how fast set_attribute and get_attribute are? Would it be better if I load them in local variables when used a lot?
@ pandaro
As far as I remember there once was an issue about overriding the hand in the minetest issue tracker. But I haven't found it on the fly.
@ pandaro
As far as I remember there once was an issue about overriding the hand in the minetest issue tracker. But I haven't found it on the fly.
- Fri May 05, 2017 15:26
- Forum: Mod Releases
- Topic: [Modpack] Unter Null [unternull]
- Replies: 43
- Views: 14481
Re: [Modpack] Unter Null [unternull]
Oh, that really is a good way to do it. I knew mine was just thrown together, but was to lazy to research on a better way. I will include it into the mod. However I would remove coal and diamonds, as those would burn up in real lava. (Which requires hard coding items again, as we can't determine whi...
- Wed May 03, 2017 21:47
- Forum: Mod Releases
- Topic: [Modpack] Unter Null [unternull]
- Replies: 43
- Views: 14481
Re: [Modpack] Unter Null [unternull]
Don't get confused. The Sea is My Life server uses the Voxelgarden subgame. And the subgame has the sapling to seedling thing.
Okay, I reverted it.bell07 wrote:EDIT2: new roots recipe collides with cottages:reet now ;-(
- Tue May 02, 2017 21:01
- Forum: Mod Releases
- Topic: [Modpack] Unter Null [unternull]
- Replies: 43
- Views: 14481
Re: [Modpack] Unter Null [unternull]
Some changes: Broken dirt recipe has been fixed by bell07. Fixed that papyrus only grows 1 node high on roots. Changed crushing furnace appearance and called it Grinder. Create a chest at game start instead of giving stuff to players. Have lava cooling give you obsidian (molten rock in Voxelgarden),...
- Tue May 02, 2017 17:22
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573160
Re: Post your modding questions here
So without having any idea of why it does not work, help please ? You depend on default. But in default the mapgen nodes already get aliased to normal nodes. You would need to load your mod before default (don't know if there is a nice way to do this). Easiest would be to just edit the files in def...
- Mon May 01, 2017 19:42
- Forum: General Discussion
- Topic: Should we rename Minetest? (poll)
- Replies: 742
- Views: 84357
Re: Should we rename Minetest? (poll)
Thanks. Of course I would add "MT" for previously stated reasons ;) like AeonMT "Freeminer" actually wasn't that bad of a choice, because wikipedia: freeminer "Freeminer is an ancient title given to a coal or iron miners in the Forest of Dean, Gloucestershire, England, who h...
- Sun Apr 30, 2017 21:22
- Forum: General Discussion
- Topic: Please please do something!
- Replies: 10
- Views: 1467
Re: Please please do something!
I don't think that more development will help. The development of minetest is very active, just see the last commits . It does however seem to me that the organisation of the development is undirected. So people work on new fancy features (like the clouds api added today*) and miss out on improving ...
- Sun Apr 30, 2017 18:58
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573160
Re: Post your modding questions here
Wasn't there a stepheight setting once? For players I mean. Also is anybody aware of the maxlevel thing in tool definition? I mean, I looked into it, and it's horrible, and I don't think anybody is even aware it exists. Edit: Didn't we have pixel perfect display of items at some point? The pixels ar...
- Sun Apr 30, 2017 18:52
- Forum: General Discussion
- Topic: Should we rename Minetest? (poll)
- Replies: 742
- Views: 84357
Re: Should we rename Minetest? (poll)
Other options would be to take a name out of a different area, which relates to cubes, digging, mining, building, voxels, survival, etc. Like animal names (Mule), real people ( Alexander Selkirk , cool guy btw. not like Robinson), mythology (pick one of the stories that tells from the first human, w...
- Sat Apr 29, 2017 22:27
- Forum: WIP Mods
- Topic: [Mod] Minetest Game I18n [mtg_i18n]
- Replies: 22
- Views: 8093
Re: [Mod] Minetest Game I18n [2017.04.16] [mtg_i18n]
m( (That's a facepalm) My mistake. I should have had the data licenced separate under the public domain. However, I'm not sure if one can licence translation strings anyway. Someone should research this. (Not me, I'm going to bed now.)
- Sat Apr 29, 2017 19:40
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 160042
Re: [Game] Voxelgarden [git]
This version should be the newest still compatible with 0.4.15, as far as I tested.
Alternatively there are nightly builds for mac, then you could use the latest version.
(Just to have it complete I commented the same in the github issue.)
Alternatively there are nightly builds for mac, then you could use the latest version.
(Just to have it complete I commented the same in the github issue.)
- Sat Apr 29, 2017 10:39
- Forum: WIP Mods
- Topic: [Mod] Minetest Game I18n [mtg_i18n]
- Replies: 22
- Views: 8093
Re: [Mod] Minetest Game I18n [2017.04.16] [mtg_i18n]
You can also pull the translations out of vortoj, no need to do the work twice.
- Fri Apr 28, 2017 22:37
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 160042
Re: [Game] Voxelgarden [git]
http://screenshot.ru/upload/images/2017/04/29/screenshot_20170429_002949f14e9.png After playing around a bit, I am thinking about adding a adze as tool (see crafting) and a mattock (see wield). Both multitools to chop wood and dig dirt. The adze can also dig some stone. With the small stones you wo...