[Game] Minetest TNG [v16.08] - Free for backporting!

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Re: [Game] Minetest TNG [v16.05]

by Robsoie » Sun May 22, 2016 12:13

Not sure what happened, i'm new to TNG, downloaded the latest version from github, added it to the games folder of the recently released Minetest 0.4.14 for win32 , i ran a new world with it (no additional mod, only TNG) on Valley mapgen .

Spawned in some non-dense forest , moved around until i saw a river.
There i started to dig some trenches, cut trees to craft a hoe, and after gathering lots of grains from plants i started a farm, night came, i climbed a tree to avoid mobs.

Day came back, i resumed work and once i got my farm good and wheat growing, started to understand that hunger actually exist in the game and go fast and i had no coal at all , so next mission would be to find coal so at least if i managed to survive long enough for the farm to produce enough wheat to make flour , i could make some furnace and make bread.

Didn't unfortunately made it in time after a couple more days, as coal was nowhere to be found in the digging i was doing on that area devoid of mountains, + stupidly got punched several time in my back during a night patrol, basically dead character.

I respawned, and was searching where was my farm as unfortunately i respawed a bit far.
I found the river again fortunately, started to follow it in the hope it was leading to my farm and after picking mushroom in the process to hold back the hunger slightly, the game crashed.

As i said it's the first time i play TNG, so all i could get is the debug txt , not sure if it's going to help much , here's the content from the respawn up to the crash (that occured very soon after respawn):
Code: Select all
2016-05-22 13:54:36: ACTION[Server]: singleplayer has unlocked award Dying Spree
2016-05-22 13:55:23: ACTION[Server]: singleplayer respawns at (207,35,-113)
2016-05-22 13:55:34: ACTION[Server]: singleplayer digs flowers:mushroom_brown at (205,33,-110)
2016-05-22 13:55:59: ACTION[Server]: singleplayer digs flowers:mushroom_brown at (232,31,-108)
2016-05-22 13:56:07: ACTION[Server]: singleplayer digs default:leaves at (230,31,-91)
2016-05-22 13:57:48: ERROR[Emerge-0]: An unhandled exception occurred: std::bad_alloc
2016-05-22 13:57:48: ERROR[Emerge-0]: In thread c68:
2016-05-22 13:57:48: ERROR[Emerge-0]: /home/stefan/mt-build/build/minetest/minetest/src/emerge.cpp:2d4: run: A fatal error occured: std::bad_alloc
2016-05-22 13:57:48: ERROR[Emerge-0]: Debug stacks:
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD 8a0:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD c30:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  main
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD c68:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD e44:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD f4c:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: #1  AsyncRunStep
2016-05-22 13:57:48: ERROR[Emerge-0]: #2  step
 

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Re: [Game] Minetest TNG [v16.05]

by azekill_DIABLO » Sun May 22, 2016 13:01

wow that looks like an heavy error...

try to reconnect and to eat another mushroom , to see if this reproduce the bug
Code: Select all
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Re: [Game] Minetest TNG [v16.05]

by LNJ » Sun May 22, 2016 14:00

Robsoie wrote:Not sure what happened, i'm new to TNG, downloaded the latest version from github, added it to the games folder of the recently released Minetest 0.4.14 for win32 , i ran a new world with it (no additional mod, only TNG) on Valley mapgen .

Spawned in some non-dense forest , moved around until i saw a river.
There i started to dig some trenches, cut trees to craft a hoe, and after gathering lots of grains from plants i started a farm, night came, i climbed a tree to avoid mobs.

Day came back, i resumed work and once i got my farm good and wheat growing, started to understand that hunger actually exist in the game and go fast and i had no coal at all , so next mission would be to find coal so at least if i managed to survive long enough for the farm to produce enough wheat to make flour , i could make some furnace and make bread.

Didn't unfortunately made it in time after a couple more days, as coal was nowhere to be found in the digging i was doing on that area devoid of mountains, + stupidly got punched several time in my back during a night patrol, basically dead character.

I respawned, and was searching where was my farm as unfortunately i respawed a bit far.
I found the river again fortunately, started to follow it in the hope it was leading to my farm and after picking mushroom in the process to hold back the hunger slightly, the game crashed.

As i said it's the first time i play TNG, so all i could get is the debug txt , not sure if it's going to help much , here's the content from the respawn up to the crash (that occured very soon after respawn):
Code: Select all
2016-05-22 13:54:36: ACTION[Server]: singleplayer has unlocked award Dying Spree
2016-05-22 13:55:23: ACTION[Server]: singleplayer respawns at (207,35,-113)
2016-05-22 13:55:34: ACTION[Server]: singleplayer digs flowers:mushroom_brown at (205,33,-110)
2016-05-22 13:55:59: ACTION[Server]: singleplayer digs flowers:mushroom_brown at (232,31,-108)
2016-05-22 13:56:07: ACTION[Server]: singleplayer digs default:leaves at (230,31,-91)
2016-05-22 13:57:48: ERROR[Emerge-0]: An unhandled exception occurred: std::bad_alloc
2016-05-22 13:57:48: ERROR[Emerge-0]: In thread c68:
2016-05-22 13:57:48: ERROR[Emerge-0]: /home/stefan/mt-build/build/minetest/minetest/src/emerge.cpp:2d4: run: A fatal error occured: std::bad_alloc
2016-05-22 13:57:48: ERROR[Emerge-0]: Debug stacks:
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD 8a0:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD c30:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  main
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD c68:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD e44:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: DEBUG STACK FOR THREAD f4c:
2016-05-22 13:57:48: ERROR[Emerge-0]: #0  run
2016-05-22 13:57:48: ERROR[Emerge-0]: #1  AsyncRunStep
2016-05-22 13:57:48: ERROR[Emerge-0]: #2  step

This looks like an error from the engine, not TNG. I think with that bug I can't help you... :(
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Re: [Game] Minetest TNG [v16.05]

by LNJ » Sun May 22, 2016 14:03

doctorfrog wrote:I would also say this as an enticement: if you're looking to marry Wasteland and TNG, one way to do it would be to have (as an option, of course) hostile weather that generates fire as I describe it, which in its turn can reduce your immediate area to wasteland conditions.

Thats a nice idea, but TNG is TNG and Wasteland is Wasteland, so... no.
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Re: [Game] Minetest TNG [v16.05]

by Robsoie » Sun May 22, 2016 19:15

I just got another crash, this time just prior it i was right clicking around , mostly to test and it crashed after a few of those right clicks.

Code: Select all
2016-05-22 19:34:49: ACTION[Main]: Server for gameid="Minetest_TNG-master" listening on 0.0.0.0:54651.
2016-05-22 19:34:55: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2016-05-22 19:34:55: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2016-05-22 19:36:21: ACTION[Server]: singleplayer uses flowers:mushroom_brown, pointing at [nothing]
2016-05-22 19:36:22: ACTION[Server]: singleplayer uses flowers:mushroom_brown, pointing at [nothing]
2016-05-22 19:37:45: ACTION[Server]: singleplayer activates
2016-05-22 19:37:46: ACTION[Server]: singleplayer activates
2016-05-22 19:37:46: ERROR[MeshUpdate]: An unhandled exception occurred: std::bad_alloc
2016-05-22 19:37:46: ERROR[MeshUpdate]: In thread 5a0:
2016-05-22 19:37:46: ERROR[MeshUpdate]: /home/stefan/mt-build/build/minetest/minetest/src/util/thread.h:e2: run: A fatal error occured: std::bad_alloc
2016-05-22 19:37:46: ERROR[MeshUpdate]: Debug stacks:
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD 52c:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  main
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD 5a0:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD ca0:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run
2016-05-22 19:37:46: ERROR[MeshUpdate]: #1  Receive
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD edc:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD f78:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run


Wish i had given a try to this mod in 0.4.13 to see if it was crashing there too or if it's something new to 0.4.14 if that's really unrelated to TNG, as i only played creative mode with the minetest default subgame without ever crashing even in long sessions with .my nephew.
 

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Re: [Game] Minetest TNG [v16.05]

by LNJ » Sun May 22, 2016 20:02

Robsoie wrote:I just got another crash, this time just prior it i was right clicking around , mostly to test and it crashed after a few of those right clicks.

Code: Select all
2016-05-22 19:34:49: ACTION[Main]: Server for gameid="Minetest_TNG-master" listening on 0.0.0.0:54651.
2016-05-22 19:34:55: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2016-05-22 19:34:55: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2016-05-22 19:36:21: ACTION[Server]: singleplayer uses flowers:mushroom_brown, pointing at [nothing]
2016-05-22 19:36:22: ACTION[Server]: singleplayer uses flowers:mushroom_brown, pointing at [nothing]
2016-05-22 19:37:45: ACTION[Server]: singleplayer activates
2016-05-22 19:37:46: ACTION[Server]: singleplayer activates
2016-05-22 19:37:46: ERROR[MeshUpdate]: An unhandled exception occurred: std::bad_alloc
2016-05-22 19:37:46: ERROR[MeshUpdate]: In thread 5a0:
2016-05-22 19:37:46: ERROR[MeshUpdate]: /home/stefan/mt-build/build/minetest/minetest/src/util/thread.h:e2: run: A fatal error occured: std::bad_alloc
2016-05-22 19:37:46: ERROR[MeshUpdate]: Debug stacks:
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD 52c:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  main
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD 5a0:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD ca0:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run
2016-05-22 19:37:46: ERROR[MeshUpdate]: #1  Receive
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD edc:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run
2016-05-22 19:37:46: ERROR[MeshUpdate]: DEBUG STACK FOR THREAD f78:
2016-05-22 19:37:46: ERROR[MeshUpdate]: #0  run


Wish i had given a try to this mod in 0.4.13 to see if it was crashing there too or if it's something new to 0.4.14 if that's really unrelated to TNG, as i only played creative mode with the minetest default subgame without ever crashing even in long sessions with .my nephew.

Thats the same "bug" and again from engine not from TNG. Maybe report it or just try another build of Minetest.
I can't help you with this.
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Re: [Game] Minetest TNG [v16.05]

by Robsoie » Sun May 22, 2016 23:59

I thought the "MeshUpdate" hinted to a different bug, as the other one refered to "Emerge-0".
Odd if those are engine bugs i have not yet got any crash from the default game. Maybe it's the addition of some of those TNG-specific mods that aren't fully accepted by the current state of the engine.

As you mention previous builds, what version of Minetest theTNG subgame was built for ?

edit : i looked around about the "emerge" thing, it seems to be memory related
viewtopic.php?f=6&t=13585
Someone else mentionned a similar emerge crash on the minetest 0.4.14 release thread, though i wonder if he is using a subgame (that may add to the memory usage)
I was using the valley mapgen on that world to see what it was about, i wonder if it plays a part, as apparently it's eating more memory
viewtopic.php?f=6&t=13826#p204108

for the other error related to "meshupdate", no idea.

I'm going to go back to 0.4.13 as on my default minetest game long session with my nephew we never had any problems like that.
Hopefully TNG will work on this so i'll be able to playtest it on that version too.
 

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Re: [Game] Minetest TNG [v16.05]

by LNJ » Mon May 23, 2016 15:27

Robsoie wrote:I thought the "MeshUpdate" hinted to a different bug, as the other one refered to "Emerge-0".
Odd if those are engine bugs i have not yet got any crash from the default game. Maybe it's the addition of some of those TNG-specific mods that aren't fully accepted by the current state of the engine.

As you mention previous builds, what version of Minetest theTNG subgame was built for ?

edit : i looked around about the "emerge" thing, it seems to be memory related
viewtopic.php?f=6&t=13585
Someone else mentionned a similar emerge crash on the minetest 0.4.14 release thread, though i wonder if he is using a subgame (that may add to the memory usage)
I was using the valley mapgen on that world to see what it was about, i wonder if it plays a part, as apparently it's eating more memory
viewtopic.php?f=6&t=13826#p204108

for the other error related to "meshupdate", no idea.

I'm going to go back to 0.4.13 as on my default minetest game long session with my nephew we never had any problems like that.
Hopefully TNG will work on this so i'll be able to playtest it on that version too.

I have ever developed TNG on the latest nightly/daily version of MT (Minetest-dev). And I have never got bugs like these (probably because the bug is 32-bit only). Have you no 64-Bit CPU? You're on Windows, right? Maybe try the MinGW build, if you have MSVC.

You'll have to use the Server version of TNG.

And this bug existed already before I started TNG. So this bug is not subgame specific. I don't know much about the engine source code, so I really can't help you with it.
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Re: [Game] Minetest TNG [v16.06]

by yyt16384 » Sun Jun 12, 2016 15:23

A quick question: why are you moving all kinds of stuff to default mod?
 

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Re: [Game] Minetest TNG [v16.06]

by LNJ » Mon Jun 13, 2016 16:49

yyt16384 wrote:A quick question: why are you moving all kinds of stuff to default mod?

I don't like it to have e.g. books in default, but wool in an other mod! It's not logical.
I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this...
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Re: [Game] Minetest TNG [v16.06]

by yyt16384 » Tue Jun 14, 2016 15:07

LNJ wrote:
yyt16384 wrote:A quick question: why are you moving all kinds of stuff to default mod?

I don't like it to have e.g. books in default, but wool in an other mod! It's not logical.
I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this...


But it also means that all mods that depend on anything in default will depend on all of default, which makes implementing another compatible subgame harder. Actually I think there is already too much stuff in minetest game default mod.
 

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Re: [Game] Minetest TNG [v16.06]

by LNJ » Tue Jun 14, 2016 15:30

yyt16384 wrote:
LNJ wrote:
yyt16384 wrote:A quick question: why are you moving all kinds of stuff to default mod?

I don't like it to have e.g. books in default, but wool in an other mod! It's not logical.
I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this...


But it also means that all mods that depend on anything in default will depend on all of default, which makes implementing another compatible subgame harder. Actually I think there is already too much stuff in minetest game default mod.

A complete new subgame doesn't have to be compatible with MTG / TNG.

If I split the default mod, I'll make a logical partition (e.g. building, decoration, ... OR something like nodes, items, apis, mapgen)
Then nodes would be ever named "nodes:" (e.g. "nodes:dirt") and items with "items:".
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Re: [Game] Minetest TNG [v16.05]

by duane » Tue Jun 14, 2016 15:56

Robsoie wrote:I just got another crash, this time just prior it i was right clicking around , mostly to test and it crashed after a few of those right clicks.


"Bad alloc" just means that the game asked for more memory and didn't get it. This can be, and frequently is, caused by mods. I've managed it myself several times (on 64-bit linux) when I did something in lua that used memory extravagantly. It would be a severe pain to troubleshoot if you didn't already have some idea what was causing the problem.
 

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Re: [Game] Minetest TNG [v16.06]

by doctorfrog » Thu Jun 16, 2016 21:45

Questions:
  • How do I access the difficulty settings?
  • How can I increase the probability of generating ruins?
  • What's the recipe for a hoe (the old recipe isn't working).

And a feature request: sheep should not be sheared if you punch them (that's what shears are for)
 

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Re: [Game] Minetest TNG [v16.06]

by LNJ » Fri Jun 17, 2016 16:26

doctorfrog wrote:Questions:
  • How do I access the difficulty settings?
  • How can I increase the probability of generating ruins?
  • What's the recipe for a hoe (the old recipe isn't working).

And a feature request: sheep should not be sheared if you punch them (that's what shears are for)

  • 1) Now you can access this via. the GUI into the Main Menu (see Advanced Settings)
  • 2) Now you can set this in the minetest.conf: ruin_probability = ... (default is 25; higher value, less ruins)
  • 3) Recipes are fixed now (they are like the old)
  • 4) Sorry, but no. I like it as it is. You can tear out wool from sheep without a tool, but then the sheep gets damaged. With shears you get more wool.

Thanks for reporting! :)
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Re: [Game] Minetest TNG [v16.06]

by doctorfrog » Fri Jun 17, 2016 22:25

Thanks, testing this over the next week.

Is there a way to trigger the map to regenerate, but retain all the structures my users have built?
 

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Re: [Game] Minetest TNG [v16.06]

by LNJ » Sat Jun 18, 2016 08:53

doctorfrog wrote:Thanks, testing this over the next week.

Is there a way to trigger the map to regenerate, but retain all the structures my users have built?

I don't think so... :-/
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Re: [Game] Minetest TNG [v16.06]

by doctorfrog » Tue Jun 21, 2016 03:02

I am not familiar with the Farming mod you added, so I'm not sure what behavior to expect. What I do know is that this wheat I planted is taking a very long time to grow. How does this work? Do I have to do something other than planting and waiting for something to grow? Will it grow if I am logged out of the server with the server running? Do I have to physically be in the area?

edit: never mind, it is growing now, it was too far away from a source of water.
 

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Re: [Game] Minetest TNG [v16.06]

by LNJ » Tue Jun 21, 2016 05:14

doctorfrog wrote:I am not familiar with the Farming mod you added, so I'm not sure what behavior to expect. What I do know is that this wheat I planted is taking a very long time to grow. How does this work? Do I have to do something other than planting and waiting for something to grow? Will it grow if I am logged out of the server with the server running? Do I have to physically be in the area?

edit: never mind, it is growing now, it was too far away from a source of water.

I rewrote the mod, not added one. Now it is possible to set an average time to grow (wheat: 500s, cotton: 520s, potatoes: 480s, strawberries: 480s). Maybe this is longer than before (with stupid abms), if it's too long, please say.

Later I saw that they from MTG also added timers, (maybe they saw the idea on my ToDos) but there the time to grow depends on the step number (every step needs * to * seconds).

And you can also use 'Garden Soil', onto this plants don't need water. When the compost bin is ready, you'll be able to craft it from compost, bone meal and dirt. For now it's a bucket of water and dirt (you'll get an empty bucket back).
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[Update] TNG v16.07 - The Latest Update - Changelog + Wallpa

by LNJ » Sat Jul 30, 2016 22:05

The new Minetest TNG Wallpaper in higher resolutions:
Image
Copyright (C) 2016 LNJ; CC BY-SA 3.0
The Minetest TNG header is based on the Minetest NeXt header by BlockMen, 2015; CC BY-SA 3.0

Download:
PNG, 3840x2160 [16:9]
PNG, 5120x2160 [21:9 / 2.37:1]
PNG, 3440x1440 [21:9 / 2.39:1]
PNG, 5484x2176 [2.52:1]

Orignal Screenshot, 5484x2176 [2.52:1]

Here you can find all Wallpapers:
https://gamerbude.github.io/tng_wallpaper.html

Oh, and here is the
Changelog:
  • Documentation: Update Tree growing Functions
  • Ruins: Fix small warning
  • Farming: Fix recipe for hoes
  • Default: Move legacy stuff to extern mod
  • Default: Disable Sneak Glitch
  • Fences now connect with signs
  • Add bucket with snow
  • Use better sapling texture (from Wasteland/BlockMen)
  • settingtypes.txt: Correct TNT setting name (thanks, fscorpio)
  • Default: Stair recipe returns 8, not 6 (thanks MTG)
  • Bone meal recipe returns 2, not 4 (because you can get so many bones now)
You can find the full changelog on GitHub as well: https://github.com/Gamerbude/Minetest_T ... 6...v16.07
Last edited by LNJ on Sun Jul 31, 2016 11:10, edited 3 times in total.
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Re: [Game] Minetest TNG [v16.07]

by azekill_DIABLO » Sun Jul 31, 2016 09:23

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Re: [Game] Minetest TNG [v16.07]

by LNJ » Sun Jul 31, 2016 09:26

azekill_DIABLO wrote:Image

Why did you repost my Wallpaper in a resolution from 700x394?

Edit:
Oh, I did not seen the black doodle there...
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[Farming] Rightclick to harvest

by LNJ » Sun Jul 31, 2016 10:46

Did you know?

With the new update you can harvest mature plants with a simple rightclick! That should make many things easier! :)

Image
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Re: [Game] Minetest TNG [v16.07]

by Byakuren » Sun Jul 31, 2016 17:16

Is there any documentation? What should I know about playing the game, other than craft recipes?

Also it looks like the stick recipe isn't working ("LaTest" version)
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Re: [Game] Minetest TNG [v16.07]

by LNJ » Sun Jul 31, 2016 17:25

Byakuren wrote:Is there any documentation? What should I know about playing the game, other than craft recipes?

Also it looks like the stick recipe isn't working ("LaTest" version)

Three things you should know:
  • You can craft a Crafting Guide with a normal unwritten book
  • You can find the documentation for developers in the file 'game_api.txt' (at the moment there are 1-2 functions undocumented)
  • I had the same bug with the sticks, and fixed it ~1h ago (See: https://git.io/v6ewW)

Thanks for trying out TNG! :)
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