Tinas (This Is Not A Server)
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Version 208:
http://ompldr.org/vZ3dqeQ/Tinas%208.zip
Build a little bit here and there, not much new stuff.
New Bookmarks:
tea-house
deep_mine
Maybe it's easier when the time between the versions is smaller. So when two people do something parallel nothing much is lost, because the versions don't differ to much.
http://ompldr.org/vZ3dqeQ/Tinas%208.zip
Build a little bit here and there, not much new stuff.
New Bookmarks:
tea-house
deep_mine
Maybe it's easier when the time between the versions is smaller. So when two people do something parallel nothing much is lost, because the versions don't differ to much.
Before the days of electronic communication, long-distance chess players of old would mail the position of the pieces, one move per mailed letter at a time. Perhaps this vision of yours would be better served by employing such technique with worldedit?
I'm not very good at explaining either, so, please, bear with me. Maybe some of the following gibberish will make sence.
The chess board = tinas world.
The chess pieces = worldedit files.
Once a month, the most current version of the tinas world is posted for new players and infrequent players to download.
Between these monthly postings, regular players post worldedit files of their creations in the tina world *instead* of posting the entire tinas world.
Yes, worldedit is a bit complicated at first. Perhaps a short primer, specific to how tina world worldedits are to be done, could be created.
IE:
When posting a worldedit file to be added to the tinas world, coordinates for pos1 and pos2 must be posted along with the link to the worldedit file as well as screenshots of the construct that is in the worldedit file.
If every player is using the same map (seed), and they do the worldedit coords right, everything should fit neatly together. Be it buildings separated far from one another or paths/road connecting to one another.
Worldedit has a very particular requirement when placing worldedit files in the world. Pos1 must be the closest, lower-most, left corner and worldedit places the object starting in that corner and moves out forward, up and to the right. This is why pos1 and pos2 must be calculated correctly and posted.
I recommend using a mese block for pos1 and a steel block for pos2 and including them in the screenshots so players who wish to add the worldedit file have a better idea of the placement and orientation. Mese blocks and steel blocks are unique and easily identifiable. By insisting that players use them when creating worldedit files for tinas world, the convention will become a standard in tinas world. Players will come to recognize mese block = pos1 and steel block = pos2. This has worked for me because before I would forget which block was pos1; even worse when working underground. Mese block meant pos1 and whereever the steel block was, that indicated the direction worldedit was going to place the object. Too many times I only used pos1 and the worldedit object was placed behind me instead of in front where I was expecting it to show up. If it is a big object, a lot of damage was done very quickly. (Which is why it is always a good idea to make a backup copy of your world before doing anything big with worldedit.)
Next, use //p set on the mese block and steel block to get pos1 and pos2.
Next, use //p get to list the coords for both pos1 and pos2
Post pos1 and pos2 coords along with screenshots and the worldedit file(s).
To the player who wishes to place the worldedit object in their tinas world, set a mese block in the coords of pos1, then do the same with a steel block in the pos2 coords. By doing this, the player can see exactly where, in what direction, and how much space the worldedit object will be.
If all the players are using the same tinas world map seed, and they are all using the same worldedit conventions to place the creations of the other players of that tinas world, and a monthly download of the current-state tinas world is made available, then the issue of mismatched versions amongst players of the tinas world will be lessened. There is still the possiblility of builds overlapping if they are large or the player doesn't have a current monthly download of the map; but then that just proves how important it is to include the worldedit pos1 and pos2 coords in the post and the player's resposibility to survey and stake-out the area with a mese block and a steel block *before* placing the worldedit object.
This is a lot of extra work, yes, and because of that only those who are seriously interested will participate. A characteristic that is welcome on any Minetest server. Tinas world play could possibly be used as a sort of proving ground before players are accepted in more "select" servers.
Are you still awake?
Did you actually read this far??
Kudos if you did!
Ok, I'm done. (LazyJ steps down from the speech stump)
I'm not very good at explaining either, so, please, bear with me. Maybe some of the following gibberish will make sence.
The chess board = tinas world.
The chess pieces = worldedit files.
Once a month, the most current version of the tinas world is posted for new players and infrequent players to download.
Between these monthly postings, regular players post worldedit files of their creations in the tina world *instead* of posting the entire tinas world.
Yes, worldedit is a bit complicated at first. Perhaps a short primer, specific to how tina world worldedits are to be done, could be created.
IE:
When posting a worldedit file to be added to the tinas world, coordinates for pos1 and pos2 must be posted along with the link to the worldedit file as well as screenshots of the construct that is in the worldedit file.
If every player is using the same map (seed), and they do the worldedit coords right, everything should fit neatly together. Be it buildings separated far from one another or paths/road connecting to one another.
Worldedit has a very particular requirement when placing worldedit files in the world. Pos1 must be the closest, lower-most, left corner and worldedit places the object starting in that corner and moves out forward, up and to the right. This is why pos1 and pos2 must be calculated correctly and posted.
I recommend using a mese block for pos1 and a steel block for pos2 and including them in the screenshots so players who wish to add the worldedit file have a better idea of the placement and orientation. Mese blocks and steel blocks are unique and easily identifiable. By insisting that players use them when creating worldedit files for tinas world, the convention will become a standard in tinas world. Players will come to recognize mese block = pos1 and steel block = pos2. This has worked for me because before I would forget which block was pos1; even worse when working underground. Mese block meant pos1 and whereever the steel block was, that indicated the direction worldedit was going to place the object. Too many times I only used pos1 and the worldedit object was placed behind me instead of in front where I was expecting it to show up. If it is a big object, a lot of damage was done very quickly. (Which is why it is always a good idea to make a backup copy of your world before doing anything big with worldedit.)
Next, use //p set on the mese block and steel block to get pos1 and pos2.
Next, use //p get to list the coords for both pos1 and pos2
Post pos1 and pos2 coords along with screenshots and the worldedit file(s).
To the player who wishes to place the worldedit object in their tinas world, set a mese block in the coords of pos1, then do the same with a steel block in the pos2 coords. By doing this, the player can see exactly where, in what direction, and how much space the worldedit object will be.
If all the players are using the same tinas world map seed, and they are all using the same worldedit conventions to place the creations of the other players of that tinas world, and a monthly download of the current-state tinas world is made available, then the issue of mismatched versions amongst players of the tinas world will be lessened. There is still the possiblility of builds overlapping if they are large or the player doesn't have a current monthly download of the map; but then that just proves how important it is to include the worldedit pos1 and pos2 coords in the post and the player's resposibility to survey and stake-out the area with a mese block and a steel block *before* placing the worldedit object.
This is a lot of extra work, yes, and because of that only those who are seriously interested will participate. A characteristic that is welcome on any Minetest server. Tinas world play could possibly be used as a sort of proving ground before players are accepted in more "select" servers.
Are you still awake?
Did you actually read this far??
Kudos if you did!
Ok, I'm done. (LazyJ steps down from the speech stump)
Last edited by LazyJ on Tue Jan 01, 2013 17:02, edited 1 time in total.
My blog: LazyJ's Minetest World
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
I like the idea with worldedit. It is especially good for those who build single buildings. But I think that the part with the monthly update won't work. This would require someone merging all the stuff into the world and then uploading it. That would be to work not fun.
I think the best thing would be to do both. Upload the shems if you don't want to interfere with other versions, or upload the map. So you are still free to do what you like and we need no fixed organisation.
btw. new version
http://ompldr.org/vZ3hrbw/Tinas%209.zip
Build a small well and something in the desert.
I think the best thing would be to do both. Upload the shems if you don't want to interfere with other versions, or upload the map. So you are still free to do what you like and we need no fixed organisation.
btw. new version
http://ompldr.org/vZ3hrbw/Tinas%209.zip
Build a small well and something in the desert.
TINAS 210
http://ompldr.org/vZ3p3Yg/Tinas_210_2013_01_08.zip
Added
Desert Villa
http://ompldr.org/vZ3p3Yg/Tinas_210_2013_01_08.zip
Added
- More paths and wayfinding signs
- Trellis
- Desert villa with water fountain in the court yard
- Bookmarks
Desert Villa
My blog: LazyJ's Minetest World
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
We already have version number 212!
Download:
http://ompldr.org/vaGQwOA/Tinas212.zip
Map:
http://ompldr.org/vaGQwNA/Tinas212.png
On the upper right side you see that the mapgen has changed, so one question: should we include "landup"? Because we are going to have those edges anyway.
build:
- new house
- finished the moonlighttunnel
- and more
new mods:
- (some version of) farming
- bed
So you can play survival with this map.
deleted mods:
- xdoors (they are default now)
Download:
http://ompldr.org/vaGQwOA/Tinas212.zip
Map:
http://ompldr.org/vaGQwNA/Tinas212.png
On the upper right side you see that the mapgen has changed, so one question: should we include "landup"? Because we are going to have those edges anyway.
build:
- new house
- finished the moonlighttunnel
- and more
new mods:
- (some version of) farming
- bed
So you can play survival with this map.
deleted mods:
- xdoors (they are default now)
Last edited by Casimir on Tue Feb 05, 2013 15:20, edited 1 time in total.
No world update in this post. Just wanted to ask a question and post that work is still being done on this project.
Question
I ask because I want to know if I should add the latest verision of PilzAdam's farming and farming_plus mods.
Progress Report
I've added Paramat's landup v0.1.2 to the mods as well as VanessaE's moretrees and plantlife mods and Splizard's snow mod (snow fall disabled). These mods really add to the visual appeal of the TINAS world.
The landup mod doesn't add any new blocks or textures that don't already exist. If the land-up mod is too much for your computer, remove it while working on your version of the TINAS world and then put it back in before uploading your version of the world. Let the contributors to the TINAS world who have computers strong enough for the landup mod generate the high mountains. You don't need to have landup installed to be able to enjoy the mountains created by other computers.
The plantlife and moretrees mods are slow growing so they aren't an excessive burden on the cpu. I've enabled the beech trees on my computer but will disable them before uploading. (See VannessaE's post on the subject of beech tree lag).
Splizard's snow mod adds snow biomes to the world. I've disabled the snow fall because it would snow everywhere, sporadically, leaving odd patches of snow. Splizard says he will work on this more when the next version of Minetest implements things that aren't available yet.
I haven't used worldedit to transfer large sections before. The moonlight tunnel took several attempts to understand what the limits of worldedit are. Mines and underground builds present a unique challenge when transfering with worldedit (I also added the most recent update to worldedit - more functions like spheres, cylinders, and the ability to fix lighting errors which was used in the moonlight tunnel after worldediting it into my working copy of TINAS.). I don't think I will include unfinished builds and resource mines in my working copy of TINAS. I'll make note of where the unfinished builds are to reserve space for when they are done. I'll also note were the resource mines are cut off (if connected to a build).
Suggestions
As TINAS gets bigger with more builds, it would be helpful if screenshots of new builds (big or small) with coords in the screenshot were posted so future participants can find them in the TINAS world as well as pick and choose what they want to add to their working copies of TINAS. (Bookmarking builds would also help in locating new additions.) Screenshots would also help generate interest in the project. Another factor, as often pointed out in new mod releases, pics = clicks. TINAS participants may be more interested in adding the builds they see in screenshots rather than the ones they read about.
Another suggestion is to post any significant changes to your existing builds so we know to update them in our working copies.
Learning to manage all this TINAS stuff is part of the evolution.
Question
When you say "(some version of)" farming, do you mean that you don't know which version of PilzAdam's mod it is or do you mean it is a mod that you have altered?Casimir wrote:new mods:
- (some version of) farming
- bed
So you can play survival with this map.
I ask because I want to know if I should add the latest verision of PilzAdam's farming and farming_plus mods.
Progress Report
I've added Paramat's landup v0.1.2 to the mods as well as VanessaE's moretrees and plantlife mods and Splizard's snow mod (snow fall disabled). These mods really add to the visual appeal of the TINAS world.
The landup mod doesn't add any new blocks or textures that don't already exist. If the land-up mod is too much for your computer, remove it while working on your version of the TINAS world and then put it back in before uploading your version of the world. Let the contributors to the TINAS world who have computers strong enough for the landup mod generate the high mountains. You don't need to have landup installed to be able to enjoy the mountains created by other computers.
The plantlife and moretrees mods are slow growing so they aren't an excessive burden on the cpu. I've enabled the beech trees on my computer but will disable them before uploading. (See VannessaE's post on the subject of beech tree lag).
Splizard's snow mod adds snow biomes to the world. I've disabled the snow fall because it would snow everywhere, sporadically, leaving odd patches of snow. Splizard says he will work on this more when the next version of Minetest implements things that aren't available yet.
I haven't used worldedit to transfer large sections before. The moonlight tunnel took several attempts to understand what the limits of worldedit are. Mines and underground builds present a unique challenge when transfering with worldedit (I also added the most recent update to worldedit - more functions like spheres, cylinders, and the ability to fix lighting errors which was used in the moonlight tunnel after worldediting it into my working copy of TINAS.). I don't think I will include unfinished builds and resource mines in my working copy of TINAS. I'll make note of where the unfinished builds are to reserve space for when they are done. I'll also note were the resource mines are cut off (if connected to a build).
Suggestions
As TINAS gets bigger with more builds, it would be helpful if screenshots of new builds (big or small) with coords in the screenshot were posted so future participants can find them in the TINAS world as well as pick and choose what they want to add to their working copies of TINAS. (Bookmarking builds would also help in locating new additions.) Screenshots would also help generate interest in the project. Another factor, as often pointed out in new mod releases, pics = clicks. TINAS participants may be more interested in adding the builds they see in screenshots rather than the ones they read about.
Another suggestion is to post any significant changes to your existing builds so we know to update them in our working copies.
Learning to manage all this TINAS stuff is part of the evolution.
Last edited by LazyJ on Fri Feb 15, 2013 14:08, edited 1 time in total.
My blog: LazyJ's Minetest World
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
So it seems we both build a lot parallel to each other - we might need to update more often.
Generally, I think it is better not to import things others did into an own world - but the opposite, put the own stuff into the latest version. You can only import the things you know of, and you know best the stuff you did yourself. Always updating an own copy will cause this copy to be always incomplete and outdated. And when there are more people participating you need to copy the changes of for example five people into you map (five times work), instead of only copying your stuff (one time work).
On farming:
It was a version I did my self, but I removed it again, so you can use the latest by Adam.
On the other mods:
I would be careful about adding to much mods. Some will cause the map to be messed up very soon. That is a problem with a lot of servers out there, they are all messy. This was one reason why I stared this, with being different in its core-structure I hoped Tinas would not end up like this.
For worldedit you don't need to include it in the worldmods folder. Put it into minetest/mods/Tinas . So you can use the version you like best. You can do that with all the mods that don't add new nodes.
On landup:
I thought about it. The world is already big enough, and when generating much more it will get very big, with most of the space unused. Just take a look on the maps I posted above, the area where the buildings are is quite small.
So it would be the best if we could stop the game from generating new parts - or just don't go to the borders. There will also be a lot of updates to the mapgen and landup, and everytime we will have those edges where the old mapgen stops and the new starts. So it would be intelligent to stop generating until we need more space, then someone generates a lot of chunks at once, then we wait again.
Here my Version213(b), we will see how we get those two merged together:
http://ompldr.org/vaGg1Nw/Tinas213_20130215.zip
Build new:
- Restaurant "The Cooked Rat"
- improved the "Theater"
- Added another Moonlight tunnel, connecting the mine with the rest
- A lot of other suff
Generally, I think it is better not to import things others did into an own world - but the opposite, put the own stuff into the latest version. You can only import the things you know of, and you know best the stuff you did yourself. Always updating an own copy will cause this copy to be always incomplete and outdated. And when there are more people participating you need to copy the changes of for example five people into you map (five times work), instead of only copying your stuff (one time work).
On farming:
It was a version I did my self, but I removed it again, so you can use the latest by Adam.
On the other mods:
I would be careful about adding to much mods. Some will cause the map to be messed up very soon. That is a problem with a lot of servers out there, they are all messy. This was one reason why I stared this, with being different in its core-structure I hoped Tinas would not end up like this.
For worldedit you don't need to include it in the worldmods folder. Put it into minetest/mods/Tinas . So you can use the version you like best. You can do that with all the mods that don't add new nodes.
On landup:
I thought about it. The world is already big enough, and when generating much more it will get very big, with most of the space unused. Just take a look on the maps I posted above, the area where the buildings are is quite small.
So it would be the best if we could stop the game from generating new parts - or just don't go to the borders. There will also be a lot of updates to the mapgen and landup, and everytime we will have those edges where the old mapgen stops and the new starts. So it would be intelligent to stop generating until we need more space, then someone generates a lot of chunks at once, then we wait again.
Here my Version213(b), we will see how we get those two merged together:
http://ompldr.org/vaGg1Nw/Tinas213_20130215.zip
Build new:
- Restaurant "The Cooked Rat"
- improved the "Theater"
- Added another Moonlight tunnel, connecting the mine with the rest
- A lot of other suff
TINAS 214 LazyJ
http://ompldr.org/vaGx2NA/Tinas214_LazyJ_2013_02_27.zip
Based on Casimir's Tinas213 Map
In an earlier post I mentioned that I had included the LandUp, MoreTrees and Plantlife mods. Casimir then provided more guidance for the TINAS project suggesting not to use these mods as they may cause more clutter and messy map generation. Following Casimir's suggestion, I scrapped the version I was working on and based my current contribution to the project (TINAS214_LazyJ) on Casimir's TINAS213 map.
However, there may be some LandUp mountains/cliffs/plateaus. During development I switched over to my laptop, loaded the map and realized that I hadn't disabled landup on my laptop. Hopefully I shutdown the map before too much was generated.
I've "built" some trees (adding rope to simulate vines or willow trees). These did not come from the MoreTrees mod (inspired by but not generated by).
Of other note, inside Casimir's farmhouse, there is an unknown block (tablesaw). I didn't remove it.
Construction Sites (proposed idea)
One of my concerns when building in TINAS is, "Am I building in the exact same spot someone else is?"
For the past few TINAS submissions, Casimir has had a building with a sign out front saying "Under Construction". This gave me an idea.
The idea of a "construction site" is to mark a spot in the map where you intend to place your next build. This is not meant to be a land grab, just pick a small space where you think your next building will fit into. I've marked a hilltop with four, superglowglass columns with signs saying, "Construction Site - LazyJ". I plan to build a shrine or temple in the next version of TINAS.
This way, whoever decides to contribute to the TINAS project will know roughly where other contributors plan to build.
Casimir has expressed a desire for more frequent updates. Bigger, more intricate builds require more time. Add to that, real-life demands on our time make quick updates to TINAS not always possible. Perhaps "Under Construction" and "Construction Sites" could be a workable solution to the infrequent update problem?
Roads Proposal
At the moment, TINAS is small enough for footpaths. Hopefully it will expand. Infrastructure planning may be more effective in the early stages of map development rather than later.
The server I play on has a couple, straight-shot, roads linking far-flung towns. Some of the roads were built as an afterthought. The afterthought roads were more difficult to build in order to avoid structures. They also look very similar in size and materials to the walkways making it harder to distinguish between the roads and the walkways.
The specs I've been using for footpaths are 2 block-wide center, 1 block-wide shoulders. Total width = 4 blocks. Slabs for steps whenever possible, stairs when the incline is too steep. Occasionally I'll add a different block type for visual variety and to make it look like the inhabitants of TINAS have made some repairs to the paths or that nature has reclaimed a few spots with grass or wind-blown sand. I like the crunchy sound of gravel in footpaths but to add a little variety, I use stone instead in the desert biomes.
Main roads should be wider. 3 wide in the center with 1 wide shoulders or 4 wide center with 2 wide shoulders, for example.
Besides size as a visual difference between paths and roads, perhaps main roads should also be constructed of different but consistent materials (ie: stonesquare or coalstone as the road material itself).
I like the natural look of stone-and-wood worlds that Minetest engenders. Modern day, super-highways of asphalt and blinking signs just don't fit well. Since I can't afford a house in the country, Minetest is the closest thing I have to escape from the madness, congestion and visual noise of the "modern" world.
Mod Proposal - Linking Books
If you have ever played Myst or Riven, then you'll know what a Linking Book is.
A Linking Book is a book that teleports a player to a different location by punching the book. The book behaves like a sign in that you enter the name of the destination, so when a player mouses-over the book the title of the destination shows. In the second field the coordinates of the destination are entered.
Once setup, linking books are more player-friendly than the default teleport command. Linking Books can also add another element to adventure maps and survival maps. Just some possibilities to consider.
To remove a linking book requires worldediting it out as "digging" the linking book only results in teleporting you.
Mauvebic, the author of the bookmarks mod that we are currently using, went a step farther and created Linking Books in his RivenTest game for Minetest. I hacked out just the Linking Book part and use it in my own worlds on my hard drive. I don't know what licensing would work if we were to implement this hacked mod into TINAS.
At the moment TINAS is still small so linking books are not necessary yet. But, when/if the day comes that TINAS has grown substantially, linking books might be something to consider (if Minetest doesn't already have a more advanced, default teleport feature by then). Perhaps when the time comes, a couple "Linking Book" library buildings would be useful as main teleport centers to all areas of the TINAS world.
Added
The geometry option specifies the area of the map to be rendered. That is how I was able to generate a map of just the currently developed area.
Added Mods
Updated
Map and Screenshots
Map of Currently Developed Area
Diagonal Bridge Heading Towards Casimir's Tea-House
Ye Olde Blacksmith Shoppe and Fine Metal Works
Interior of Blacksmith Shop - Forge
http://ompldr.org/vaGx2NA/Tinas214_LazyJ_2013_02_27.zip
Based on Casimir's Tinas213 Map
In an earlier post I mentioned that I had included the LandUp, MoreTrees and Plantlife mods. Casimir then provided more guidance for the TINAS project suggesting not to use these mods as they may cause more clutter and messy map generation. Following Casimir's suggestion, I scrapped the version I was working on and based my current contribution to the project (TINAS214_LazyJ) on Casimir's TINAS213 map.
However, there may be some LandUp mountains/cliffs/plateaus. During development I switched over to my laptop, loaded the map and realized that I hadn't disabled landup on my laptop. Hopefully I shutdown the map before too much was generated.
I've "built" some trees (adding rope to simulate vines or willow trees). These did not come from the MoreTrees mod (inspired by but not generated by).
Of other note, inside Casimir's farmhouse, there is an unknown block (tablesaw). I didn't remove it.
Construction Sites (proposed idea)
One of my concerns when building in TINAS is, "Am I building in the exact same spot someone else is?"
For the past few TINAS submissions, Casimir has had a building with a sign out front saying "Under Construction". This gave me an idea.
The idea of a "construction site" is to mark a spot in the map where you intend to place your next build. This is not meant to be a land grab, just pick a small space where you think your next building will fit into. I've marked a hilltop with four, superglowglass columns with signs saying, "Construction Site - LazyJ". I plan to build a shrine or temple in the next version of TINAS.
This way, whoever decides to contribute to the TINAS project will know roughly where other contributors plan to build.
Casimir has expressed a desire for more frequent updates. Bigger, more intricate builds require more time. Add to that, real-life demands on our time make quick updates to TINAS not always possible. Perhaps "Under Construction" and "Construction Sites" could be a workable solution to the infrequent update problem?
Roads Proposal
At the moment, TINAS is small enough for footpaths. Hopefully it will expand. Infrastructure planning may be more effective in the early stages of map development rather than later.
The server I play on has a couple, straight-shot, roads linking far-flung towns. Some of the roads were built as an afterthought. The afterthought roads were more difficult to build in order to avoid structures. They also look very similar in size and materials to the walkways making it harder to distinguish between the roads and the walkways.
The specs I've been using for footpaths are 2 block-wide center, 1 block-wide shoulders. Total width = 4 blocks. Slabs for steps whenever possible, stairs when the incline is too steep. Occasionally I'll add a different block type for visual variety and to make it look like the inhabitants of TINAS have made some repairs to the paths or that nature has reclaimed a few spots with grass or wind-blown sand. I like the crunchy sound of gravel in footpaths but to add a little variety, I use stone instead in the desert biomes.
Main roads should be wider. 3 wide in the center with 1 wide shoulders or 4 wide center with 2 wide shoulders, for example.
Besides size as a visual difference between paths and roads, perhaps main roads should also be constructed of different but consistent materials (ie: stonesquare or coalstone as the road material itself).
I like the natural look of stone-and-wood worlds that Minetest engenders. Modern day, super-highways of asphalt and blinking signs just don't fit well. Since I can't afford a house in the country, Minetest is the closest thing I have to escape from the madness, congestion and visual noise of the "modern" world.
Mod Proposal - Linking Books
If you have ever played Myst or Riven, then you'll know what a Linking Book is.
A Linking Book is a book that teleports a player to a different location by punching the book. The book behaves like a sign in that you enter the name of the destination, so when a player mouses-over the book the title of the destination shows. In the second field the coordinates of the destination are entered.
Once setup, linking books are more player-friendly than the default teleport command. Linking Books can also add another element to adventure maps and survival maps. Just some possibilities to consider.
To remove a linking book requires worldediting it out as "digging" the linking book only results in teleporting you.
Mauvebic, the author of the bookmarks mod that we are currently using, went a step farther and created Linking Books in his RivenTest game for Minetest. I hacked out just the Linking Book part and use it in my own worlds on my hard drive. I don't know what licensing would work if we were to implement this hacked mod into TINAS.
At the moment TINAS is still small so linking books are not necessary yet. But, when/if the day comes that TINAS has grown substantially, linking books might be something to consider (if Minetest doesn't already have a more advanced, default teleport feature by then). Perhaps when the time comes, a couple "Linking Book" library buildings would be useful as main teleport centers to all areas of the TINAS world.
Added
- Map of the currently developed area
- Map at the default size.
The geometry option specifies the area of the map to be rendered. That is how I was able to generate a map of just the currently developed area.
Added Mods
- Noncubic 1.4 mod - single-block spheres, cylinders, angles, posts, pyramids, and other shapes to compliment moreblocks and stairsplus design options. I used this mod to create a smooth-edged, diagonal bridge, cylindrical chimney pipes with pyramid caps, spherical post-top adornments, and a horizontal cylindrical mail box (reminiscent of the kind found in rural America).
- PilzAdam's Farming and Farming Plus mods (2013_02_16 version) - I've combined these into a modpack to help keep things tidy. Unlike the Plantlife mod, the farming mods don't generate randomly all over the place. Now TINAS has some more plant variety that is still under control.
- Calinou's MoreOres mod - Occasionally, I like to create gold-domed buildings. Meseblocks aren't as attractive with the word "MESE" on them. MoreOres adds gold and silver blocks for building and gold and silver lumps (along with other metals) to add to the bottoms of streams and ponds as pretty stones in the water. (Koi fish mobs would be nice to have too someday).
- Diagonal bridge using noncubic mod
- A pond and waterfall under the diagonal bridge
- Blacksmith Shoppe
- More footpaths to existing builds
- More way-finding signs to new builds
- A rural-American style mail box ("Casimir Farm") using noncubic mod.
- A pond near Casimir's farm
Updated
- Bookmarks
- Calinou's MoreBlocks, Stairs+ and MoreOres (2013_02_26 version)
- Footpaths - more refinement
- Casimir's Farm - restored the fields and crops
Map and Screenshots
Map of Currently Developed Area
Diagonal Bridge Heading Towards Casimir's Tea-House
Ye Olde Blacksmith Shoppe and Fine Metal Works
Interior of Blacksmith Shop - Forge
Last edited by LazyJ on Wed Feb 27, 2013 19:44, edited 1 time in total.
My blog: LazyJ's Minetest World
It seems I don't get something...
Say, 1 player have downloaded a map. Played it. Want to upload changes.
What should he/she do if there would be someone else who built smth in the same area?
With worldedit any building can be placed anywhere, true. But sometimes there are reasons of choice of some particular area - like "natural" waterfalls/picturesque landscape etc.
So... My idea: How about some mod and about using a dropbox?
Why it? Well, because of it's ability to create shared folders amongst any number of PC.
Explanation:
1. World itself will be uploaded on the dropbox and shared to be accessible with a direct link. Newcomers would have to download that world.
2. Every new person should join one shared folder with worldedit files.
3. Anyone who built smth in the downloaded world make a worldedit file with "patched" worledit. "Patched" means saving in the shared dropbox folder a file with some random name (hash of the data?).
4. That file automatically would be uploaded and distributed amongst the dropbox members with shared folder.
5. Every startup/some period of time, Some mod would check that shared folder with worldedit files, check them, search for not applied ones and apply them, storing locally a config with the list of already loaded worldedit files.
(2 more items are just a joke. Don't mind that - just couldn't help writing that :° )
6. ??????
7. PROFIT!!!!!
Anyway, different people will get the world, join shared folder and (due to inbuilt mods) mod which loads worldedit files will be able to load them! This way tinas will be a set of "patches" automatically distributed amongst players. Moreover, there could be many local servers - people will be able to play over LAN and still be part of tinas, even without dropbox account. All "uploading" and "patching" work will be done by the local server owner via dropbox.
Say, 1 player have downloaded a map. Played it. Want to upload changes.
What should he/she do if there would be someone else who built smth in the same area?
With worldedit any building can be placed anywhere, true. But sometimes there are reasons of choice of some particular area - like "natural" waterfalls/picturesque landscape etc.
So... My idea: How about some mod and about using a dropbox?
Why it? Well, because of it's ability to create shared folders amongst any number of PC.
Explanation:
1. World itself will be uploaded on the dropbox and shared to be accessible with a direct link. Newcomers would have to download that world.
2. Every new person should join one shared folder with worldedit files.
3. Anyone who built smth in the downloaded world make a worldedit file with "patched" worledit. "Patched" means saving in the shared dropbox folder a file with some random name (hash of the data?).
4. That file automatically would be uploaded and distributed amongst the dropbox members with shared folder.
5. Every startup/some period of time, Some mod would check that shared folder with worldedit files, check them, search for not applied ones and apply them, storing locally a config with the list of already loaded worldedit files.
(2 more items are just a joke. Don't mind that - just couldn't help writing that :° )
6. ??????
7. PROFIT!!!!!
Anyway, different people will get the world, join shared folder and (due to inbuilt mods) mod which loads worldedit files will be able to load them! This way tinas will be a set of "patches" automatically distributed amongst players. Moreover, there could be many local servers - people will be able to play over LAN and still be part of tinas, even without dropbox account. All "uploading" and "patching" work will be done by the local server owner via dropbox.
This is great! I had a go and added a small cliff house. Just follow the road that branches off from the road to the blacksmiths!
215. http://ompldr.org/vaG9oMQ/Tinas215_Chaz.zip
215. http://ompldr.org/vaG9oMQ/Tinas215_Chaz.zip
TINAS 216 LazyJ
http://ompldr.org/vaHYwOQ/Tinas216_LazyJ_2013_03_23.zip
Added
Updated
Map and Screenshots
Map of Currently Developed Area
Screenshots
Benu Shrine (almost complete)
The shrine is "almost complete" because I want to add some more ponds, flower gardens, footpath stones... little details that will make the scenery more complete. I've let this lapse too long so I decided to upload what I have so far and refine it later.
Sometimes coming up with a little story helps with build ideas. When I was a little kid there was a Sci-Fi TV show where the main character "Benu" was an ancient space traveller who was awakened too soon by archiologists. Mix in a dash of Star Trek teleporter materialization mishap, a sprinkle or two of Anime influences, a hefty dose of child-like imagination and this is what I came up with.
Path to Stone Stairway Entrance
Starting from a yet-to-be-built house, is a path leading to entrance of the stone stairway.
Entrance to Stone Stairway
Stone Stairway Shelter
At the top of the stone stairway is a humble little shelter to prevent the rain from getting into the stairway. Small stones hold down sections of the thatch roof. (Note: The "stones" that are on the roof are actually dropped lumps of ore. There is a glitch that makes dropped items randomly disappear, so the stones and other dropped items shown in the screenshots may or may not be there when you load the file.)
Front of Benu Shrine
From the shelter, walk along the winding path of gravel and it will take you to the front of the Benu Shrine.
Shrine Alter
Inside the shrine, on the fist level, is an alter with dropped items on top. A shock of wheat for a good harvest, an iconic Minetest mese pickaxe, and a "holy script" paper... the priest's chore list for his apprentice. -
Attic Ladder
Turning from the alter, you will see a ladder scaling up the back wall to the attic.
Attic
The attic is littered with junk, erm, I mean, "fine antiquities". Our errant apprentice often ducks out of his chores by hiding in the attic where he plays with a rusty old sword, and snacks while reading some of the old texts written about "Benu". Fantastic stories to "wild" to be true. If, and only if, our slacking apprentice ever makes it to become the shrine priest, will the truth be revealed to him.
Path to Benu's Tomb
Going back outside, there is a path the leads strait out from the shrine and bends its way around to the cliffs.
Entrance to Benu's Tomb
This path leads to Benu's tomb.
Statue of Benu
Inside the tomb is a statue of Benu. A dark and dank place, too smelly and spooky for our lazy apprentice to ever venture very far into. If he ever did, he might discover the rope ladder that leads to a partially hidden entrance.
Remains of Benu's Teleporter Shuttle
The small entrance, off to the side of the statue of Benu, is connected to a short tunnel that opens up into the partially materialized remains of Benu's teleporter shuttle. Some of the ancient starman's technology still operates but no one knows how it works or what it does. In the center of the room is a holographic globe of TINAS as it looked back when Benu "crash landed" there.
Epic story, I know. I'm waiting for Hollywood to call me up with a multi-million dollar movie contract...
Yeah, right! :0)
http://ompldr.org/vaHYwOQ/Tinas216_LazyJ_2013_03_23.zip
Added
- Map of the currently developed area
- Map at the default size
- Footpathes
- Stone stairway
- Stairway shelter
- Shrine (more landscaping to be done)
- Tomb
- Tunel and room in cliff
- Waterfalls
- Ponds
- House (under construction)
Updated
- Bookmarks
- Calinou's moreblocks and moreores (2013_03_10 version, not the 03_19 version)
Map and Screenshots
Map of Currently Developed Area
Screenshots
Benu Shrine (almost complete)
The shrine is "almost complete" because I want to add some more ponds, flower gardens, footpath stones... little details that will make the scenery more complete. I've let this lapse too long so I decided to upload what I have so far and refine it later.
Sometimes coming up with a little story helps with build ideas. When I was a little kid there was a Sci-Fi TV show where the main character "Benu" was an ancient space traveller who was awakened too soon by archiologists. Mix in a dash of Star Trek teleporter materialization mishap, a sprinkle or two of Anime influences, a hefty dose of child-like imagination and this is what I came up with.
Path to Stone Stairway Entrance
Starting from a yet-to-be-built house, is a path leading to entrance of the stone stairway.
Entrance to Stone Stairway
Stone Stairway Shelter
At the top of the stone stairway is a humble little shelter to prevent the rain from getting into the stairway. Small stones hold down sections of the thatch roof. (Note: The "stones" that are on the roof are actually dropped lumps of ore. There is a glitch that makes dropped items randomly disappear, so the stones and other dropped items shown in the screenshots may or may not be there when you load the file.)
Front of Benu Shrine
From the shelter, walk along the winding path of gravel and it will take you to the front of the Benu Shrine.
Shrine Alter
Inside the shrine, on the fist level, is an alter with dropped items on top. A shock of wheat for a good harvest, an iconic Minetest mese pickaxe, and a "holy script" paper... the priest's chore list for his apprentice. -
Attic Ladder
Turning from the alter, you will see a ladder scaling up the back wall to the attic.
Attic
The attic is littered with junk, erm, I mean, "fine antiquities". Our errant apprentice often ducks out of his chores by hiding in the attic where he plays with a rusty old sword, and snacks while reading some of the old texts written about "Benu". Fantastic stories to "wild" to be true. If, and only if, our slacking apprentice ever makes it to become the shrine priest, will the truth be revealed to him.
Path to Benu's Tomb
Going back outside, there is a path the leads strait out from the shrine and bends its way around to the cliffs.
Entrance to Benu's Tomb
This path leads to Benu's tomb.
Statue of Benu
Inside the tomb is a statue of Benu. A dark and dank place, too smelly and spooky for our lazy apprentice to ever venture very far into. If he ever did, he might discover the rope ladder that leads to a partially hidden entrance.
Remains of Benu's Teleporter Shuttle
The small entrance, off to the side of the statue of Benu, is connected to a short tunnel that opens up into the partially materialized remains of Benu's teleporter shuttle. Some of the ancient starman's technology still operates but no one knows how it works or what it does. In the center of the room is a holographic globe of TINAS as it looked back when Benu "crash landed" there.
Epic story, I know. I'm waiting for Hollywood to call me up with a multi-million dollar movie contract...
Yeah, right! :0)
My blog: LazyJ's Minetest World
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
I like the Benu story and wait for it to be continued. The buildings are also impressive.
First time I tried your version I broke the world because of the finite liquid settings and then had to download it again. Therefore I added a mod that manages settings and only loads them for Tinas. When you shut it down it gets reset.
With the new system of games it is now possible to create a game without additionally adding all the default mods. I took this opportunity and made a Tinas game. So updating the world gets easier. If you just want to add a mod, you can do it and upload a new version of the game. If you just build something you don't need to upload all the mods, so the world is smaller now.
We also could use github for the game, but I'm not sure.
Game version 1:
http://ompldr.org/vaHgxMw/Tinas_game_20130328.tar.gz
World version 217:
http://ompldr.org/vaHgxNg/Tinas217_20130328.tar.gz
Build:
- Started making a connection between the Benu temple and the rest of the Town.
Next thing: a giant whole, as soon as I have managed it to make it bigger. The one in the picture is about 100 nodes wide and 600 deep. I plan to generate it at x=500, z=500 if there is no veto.
The settings for Tinas now are
The spawn is on top of Topywos tower.
We could include that one too:
Set to 1 it would only generate new areas when you get very close to the edge.
First time I tried your version I broke the world because of the finite liquid settings and then had to download it again. Therefore I added a mod that manages settings and only loads them for Tinas. When you shut it down it gets reset.
With the new system of games it is now possible to create a game without additionally adding all the default mods. I took this opportunity and made a Tinas game. So updating the world gets easier. If you just want to add a mod, you can do it and upload a new version of the game. If you just build something you don't need to upload all the mods, so the world is smaller now.
We also could use github for the game, but I'm not sure.
Game version 1:
http://ompldr.org/vaHgxMw/Tinas_game_20130328.tar.gz
World version 217:
http://ompldr.org/vaHgxNg/Tinas217_20130328.tar.gz
Build:
- Started making a connection between the Benu temple and the rest of the Town.
Next thing: a giant whole, as soon as I have managed it to make it bigger. The one in the picture is about 100 nodes wide and 600 deep. I plan to generate it at x=500, z=500 if there is no veto.
The settings for Tinas now are
Code: Select all
liquid_finite = false
mg_flags = trees, caves, v6_biome_blend, dungeons, v6_jungles
static_spawnpoint = 174, 44, 112
We could include that one too:
Code: Select all
# From how far blocks are generated for clients (value * 16 nodes)
max_block_generate_distance = 6
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Made some hidden-secret building in a jungle.
Root-point: 114,16,195
http://ompldr.org/vaHhzeA/jungle.we
Root-point: 114,16,195
http://ompldr.org/vaHhzeA/jungle.we
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Right, the .zip file should extract into a folder called Tinas. In that folder, hopefully, there will be two files, one called tinas, the other Tinas214_LazyJ. The folder tinas has the game in it, with all the mods (a lot of them outdated...) that Tinas used. I tried to update all the mods used in minetest_game to the latest possible, and added the new mods, with the exception of bones, as I hate that. The other folder is the map. It all worked fine for me in 0.4.9-dev, and I didn't discover any unknown nodes. I also replaced the farming mods with the default farming, and sorted out the crops on your farm, which was the only place I could fine any evidence of it being used... Oh, and in the Minetest menu, I set the icon to the map for the world, as the black texture with the game name is hideous. That was only a temporary measure as I am no good at textures... I couldn't find three mods, but they don't seem to upset the game at all, apart from a small error message in the chat. I think that is pretty much everything...
I do hope that this can be started up again, as I really enjoyed building on it, even though I never uploaded anything of mine...
I do hope that this can be started up again, as I really enjoyed building on it, even though I never uploaded anything of mine...
- Attachments
-
- Tinas.zip
- (19.27 MiB) Downloaded 134 times
Last edited by Amaz on Thu Jan 30, 2014 14:00, edited 1 time in total.
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Thank you! So great to be back "there".
Build a new house, jungle and some more.
Originally the tinas game was to prevent mods getting loaded into the world that don't belong there. That was possible because all mods got loaded every time. Now the settings for each world remember the mods and all are disabled by default. Thats why we now can use the normal minetest_game. I changed the world according.
Build a new house, jungle and some more.
Originally the tinas game was to prevent mods getting loaded into the world that don't belong there. That was possible because all mods got loaded every time. Now the settings for each world remember the mods and all are disabled by default. Thats why we now can use the normal minetest_game. I changed the world according.
- Attachments
-
- Tinas218.tar.gz
- (18.14 MiB) Downloaded 180 times
- Casimir
- Member
- Posts: 1207
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
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