Redcrab's server 0.4 dev20120106-1 (git pull 14/01/2012)

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redcrab
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Redcrab's server 0.4 dev20120106-1 (git pull 14/01/2012)

by redcrab » Wed Dec 21, 2011 02:21

Image

Hi ,

I'm not a Minecraft player... Just discover Minetest by the press (LXF : Linux Format)
Download, compile and run ... cool it works (started with version 0.3.1 but quickly on v 0.4 )
I discovered the concept by playing with it... and it's quite amazing... the infinite land is really fun, cave, ocean, mountains ... landscape generator is awesome. and I started to craft things ... furnace , recipe .. zip-zap voilà new elements to play with...

This project doesn't look like a test :)
Happy to discover this nice project,


Download :
windows https://github.com/downloads/celeron55/minetest/minetest-0.4.dev-20120106-1-win32.zip
linux src https://github.com/celeron55/minetest/zipball/0.4.dev-20120106-1
Mac https://github.com/downloads/toabi/minetest-mac/Minetest%20c55%20(0.4.dev-20120106-1).app.zip

version : 0.4 dev20120106-1
address : redcrab.suret.net
port : 30000
available : 24/7
administrator : Rinoux
moderator : mali_nexa, ahel, XCalibur54, Jordach and Bartuch
access :Build privilege by request to this forum topic
cpu : Amazon EC2(highCPU medium : c1.medium), AMI designed with SuSEStudio
RAM : 1.7 Gb
OS : SUSE Enterprise 11 sp1
mods :

  • add_tool
  • baking
  • bottle
  • bucket
  • cement
  • corn
  • dynamite
  • experimental
  • flowers
  • growing
  • hatches
  • hoe
  • home_mod
  • leaf_decay
  • mark_underground
  • moarcraft
  • moreblocks
  • morechests
  • moreores
  • mushrooms
  • nparticle
  • obsidian
  • pumpkin
  • ropes
  • rtmmp
  • seasons
  • sethome
  • throwing
  • villages
  • watermelon
  • wheat
  • worldedit
Staging server at http://c55.me/minetest/forum/viewtopic.php?id=710


Welcome place
Image


Biopixel culture
Image


Green Hidden house
Image

Romantic wooden bridge by night
Image



last generated map (13/01/2012 03:00 AM GMT+1)
Image
Last edited by redcrab on Mon May 14, 2012 07:34, edited 1 time in total.
0.4 for serious builder click here
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RAPHAEL
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by RAPHAEL » Wed Dec 21, 2011 15:36

Welcome aboard! However I'm not new and prefer the bleeding edge over "stable" lol. Hope you enjoy Minetest as much or more than I do :P
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
 

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by mcburgerbob » Wed Dec 21, 2011 18:00

Hello! im kind of new to so welcome to the team!
MY CAKE!
 

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redcrab
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by redcrab » Wed Dec 21, 2011 21:08

Thanks for your welcome messages... 0.3.1 is stable but I just updated the server with the latest one (0.4 dev 20111209-1)

Hope that will comply for those testers out there :)
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by mcburgerbob » Wed Dec 21, 2011 22:33

redcrab wrote:Thanks for your welcome messages... 0.3.1 is stable but I just updated the server with the latest one (0.4 dev 20111209-1)

Hope that will comply for those testers out there :)

Good job! i have both!
MY CAKE!
 

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by maddogg » Wed Dec 21, 2011 23:58

Linux Format is the same place i found out about this great game
 

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redcrab
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by redcrab » Fri Dec 23, 2011 03:47

I ve no issue until now with server dev 0.4 20111209-1..

I started to install mods...
-Worldedit from sfan5. looks good for now


Thanks to the visitors/testers.

I would like to progressively install the different mods (too much cautions ? )
If there is a list of mods in priority order.
..
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by Jordach » Fri Dec 23, 2011 11:42

We should be getting new mods here.

BTW, server is online now.
Last edited by Jordach on Fri Dec 23, 2011 11:47, edited 1 time in total.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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redcrab
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by redcrab » Fri Dec 23, 2011 14:46

mod added :
-Villages
.. don't know if its really working.. have done some teleport far away to somewhere new (freshly generated) , then visit around , but no construction were found.. does it mean that current world is incompatible with this mod ?
-Chrismas : removed because it failed at start-up.
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by sfan5 » Fri Dec 23, 2011 14:48

redcrab wrote:does it mean that current world is incompatible with this mod ?

No
BTW: Is WorldEdit working for you?
Last edited by sfan5 on Fri Dec 23, 2011 14:49, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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by redcrab » Fri Dec 23, 2011 16:52

sfan5 wrote:
redcrab wrote:does it mean that current world is incompatible with this mod ?

No
BTW: Is WorldEdit working for you?


Yes WorldEdit do its job, I ve modify it to add //remove commande (copy paste of //set, without params checking and remove_node function )
just not obvious to adjust coordinate with //pos1 and //pos2 , I 've got also strange behaviour when selecting area with a punch (//p set) .. it did the //set very far away from when the punches occurs , even a place where i never gone ... but a place where other visitor has done their house ... (house ruined :( )
I use WE generaly for very large place (e.g long road/bridge/wall) and it is not very comfy, I guess a way to set coordinate manualy could be better .. something like //set stone x1,y1,z1 x2,y2,z2 (avoiding the punch that scare me a bit)

Thanks again for your mods, It's a cool tool anyway.
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by sfan5 » Fri Dec 23, 2011 18:19

redcrab wrote:
sfan5 wrote:
redcrab wrote:does it mean that current world is incompatible with this mod ?

No
BTW: Is WorldEdit working for you?

just not obvious to adjust coordinate with //pos1 and //pos2 , I 've got also strange behaviour when selecting area with a punch (//p set) .. it did the //set very far away from when the punches occurs , even a place where i never gone ... but a place where other visitor has done their house ... (house ruined :( )
I use WE generaly for very large place (e.g long road/bridge/wall) and it is not very comfy,.

I can't fix that, because register_on_punchnode doesn't send who punched the block
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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by redcrab » Sat Dec 24, 2011 14:46

mod Villages works !

Of course on already generated land no building , but after visit far away freshly generated land, I finally found out buildings... it wasn't easy

There is no need to reset the world. cool
I guess I should modify the mod to be able to generate building by server command and not only on_generated.
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by redcrab » Mon Dec 26, 2011 03:21

Several mods added, here the whole installed list:
  • add_tool
  • bottle
  • bucket
  • cement
  • coalmod
  • cube
  • experimental
  • flowers
  • magic_lantern
  • moreblocks
  • more_fences
  • moreores
  • moss
  • obsidian
  • ropes
  • sponge
  • tar
  • villages
  • worldedit
0.4 for serious builder click here
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by Hackeridze » Mon Dec 26, 2011 08:43

redcrab wrote:Several mods added, here the whole installed list:
  • add_tool
  • bottle
  • bucket
  • cement
  • coalmod
  • cube
  • experimental
  • flowers
  • magic_lantern
  • moreblocks
  • more_fences
  • moreores
  • moss
  • obsidian
  • ropes
  • sponge
  • tar
  • villages
  • worldedit

Maybe you will like RTMMP? http://c55.me/minetest/forum/viewtopic.php?id=574
My game: RTMG
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by redcrab » Mon Dec 26, 2011 23:28

Hackeridze wrote:(...)
Maybe you will like RTMMP? http://c55.me/minetest/forum/viewtopic.php?id=574


Thanks for the reference , then server use RTMMP :) .. here the list
  • add_tool
  • baking
  • bottle
  • bucket
  • cement
  • corn
  • experimental
  • flowers
  • growing
  • hatches
  • hoe
  • home_mod
  • leaf_decay
  • legacy
  • mark_underground
  • moarcraft
  • moreores
  • mushrooms
  • obsidian
  • pumpkin
  • ropes
  • villages
  • watermelon
  • wheat
  • worldedit
Last edited by redcrab on Mon Dec 26, 2011 23:28, edited 1 time in total.
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by rinoux » Tue Dec 27, 2011 12:16

Is the server down ?
 

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by Jordach » Tue Dec 27, 2011 12:47

Apparently, my house HAS N
OT BEEN GRIEFED!

EDIT: And this has put me in a good mood! Bartuch and Redcrab, come online!

I will post some screenshots, co-ordinates will not be shown to avoid griefers. Only Height.

...

Screenshots!

MESE! WHICH CALINOU STOLE FROM ME WHEN I ACCIDENTIALLY HIT "Q" Image

Damn. Image

The LolDevil. A serious WTF!Image

That's some ME-SE goodness!!

Image

NYAN!!!!

Image

The never-ending stairs.

Image

RUUUUNNNNN!!!!!!

Image

Bartuch found the NYAN CAT!

Image
Last edited by Jordach on Sat Dec 31, 2011 17:28, edited 1 time in total.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by Jordach » Tue Dec 27, 2011 16:17

This server is having some timeouts.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by Jordach » Tue Dec 27, 2011 16:21

redcrab wrote:mod added :
-Villages
.. don't know if its really working.. have done some teleport far away to somewhere new (freshly generated) , then visit around , but no construction were found.. does it mean that current world is incompatible with this mod ?
-Chrismas : removed because it failed at start-up.


Villages does work I saw one near someones house, it was the watchtower.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by redcrab » Tue Dec 27, 2011 16:51

Sorry about end of service since one hour , minetestserver crashed ...
Code: Select all
17:04:00: ERROR[ServerThread]: ERROR: An unhandled exception occurred: std::bad_alloc

In thread b66ffb70:
/home/xxx/Projects/Minetest/src/server.cpp:113: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b66ffb70:
#0  virtual void* ServerThread::Thread()
(Leftover data: #1  void Server::AsyncRunStep())
(Leftover data: #2  void Map::transformLiquids(irr::core::map<irr::core::vector3d<short int>, MapBlock*>&))
(Leftover data: #3  static InventoryItem* InventoryItem::deSerialize(std::istream&, IGameDef*))
(Leftover data: #4  void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
(Leftover data: #5  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD b739e6d0:
#0  int main(int, char**)
#1  void dedicated_server_loop(Server&, bool&)
(Leftover data: #2  irr::core::list<PlayerInfo> Server::getPlayerInfo())
signal_handler_init()
Using relative paths (RUN_IN_PLACE)
path_data = /home/xxx/Projects/Minetest/bin/../data
path_userdata = /home/xxx/Projects/Minetest/bin/..


it is started again but don't know what's append

Have to post this to relevant forum topic ...
0.4 for serious builder click here
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by Bartuch » Tue Dec 27, 2011 20:45

I know what happened.This servee-crash delete leafsblocks. Delete my leaf rug and my X-mass tree and my leafs on the tower and leaf-stairs in the tower :< All my quests is blow up :( But I have hope and I saw pumpkin :> Please send post-instruction.In this post must be instruction what i must make to craft watermelon,rope,cube and all items. Please!
Bartuch
Last edited by Bartuch on Tue Dec 27, 2011 20:50, edited 1 time in total.
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by redcrab » Wed Dec 28, 2011 00:39

New update:
animals version 0.3.0 (replace 0.2.1)
moreblocks

To be able to initialise all these mods on minetest 0.4.0 dev 20111209-1 I've changed the lua stack realitycheck function to 60 instead of 30 (scriptapi.cpp)

  • add_tool
  • animals
  • baking
  • bottle
  • bucket
  • cement
  • corn
  • experimental
  • flowers
  • growing
  • hatches
  • hoe
  • home_mod
  • leaf_decay
  • legacy
  • mark_underground
  • moarcraft
  • moreblocks
  • moreores
  • mushrooms
  • obsidian
  • pumpkin
  • ropes
  • villages
  • watermelon
  • wheat
  • worldedit
0.4 for serious builder click here
Dedicated Minetest redcrab server forum at http://minetestbb.suret.net

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Jordach
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by Jordach » Wed Dec 28, 2011 00:57

Redcrab (edit) animals has updated to v0.4 now.
Last edited by Jordach on Wed Dec 28, 2011 01:07, edited 1 time in total.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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redcrab
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by redcrab » Wed Dec 28, 2011 01:10

Jordach wrote:Redcrab (edit) animals has updated to v0.4 now.


Done !

The server is updated with v 0.4 ! :) enjoy
0.4 for serious builder click here
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