Minetest 0.4.15

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Re: Minetest 0.4.15

by Fixerol » Sun Dec 25, 2016 13:42

Here is my Minetest 0.4.15 changelog featuring interesting parts (from older to newer)

Some interesting bits on engine:

  • PostgreSQL backend / May 14 2016
  • Tolerate packet reordering in the early init process / 22 May 2016 / potentially fixes some obscure server stalls
  • Big refactoring of mapgen code / May 28 2016 / mapgen developers rejoice!
  • Always carve river channels in mountain terrain in Mapgen v7 / 30 May 2016 / this one should produce very nice canyons and tunnels in mountain terrain that looks very awesome
    Pic: https://i.imgur.com/WT4qok1.jpg
  • Color chat / May 31 2016 / mod makers rejoice! coloured text can be used in game now.
  • Sapier's fix for the RESEND RELIABLE problem / 3 Jun 2016 / important workaround that fixes some very annoying server stalls (slowly dying server symptom), if you have strange server lock ups or stalls - be sure to try out newest dev build.
  • Initial Gamepad support / 3 Jun 2016 / initial support, more work will be done later
  • Dungeons: Generalise use, add capabilities, various modifications on 17 Jun 2016 / this one allows to customize and tweak dungeons even more. Example of ultra dense underground dungeon below.
    Pic: https://cloud.githubusercontent.com/ass ... dbcf43.png
  • Remove cinematic toggle on F8 / 5 Jul 2016 / some people may dislike this, but you can set it back in game settings
  • Replace game profiler / 12 Jul 2016 / finally old mod profiler was replaced by a new, improved version. Mod profiler is built in tool that allows you to analyse execution speed of lua code of mods and games.
  • You can now Zoom in like in optifine by pressing Z key / Aug 10 2016 / works if you have zoom privilege.
    Screen: https://i.imgur.com/rwQGUAt.jpg
  • Code: Select all
    [opacity:<r>
    texture modifier, that makes the base image transparent according to the given ratio / Aug 12 2016
  • Fix updateFastFaceRow tiling issue / Aug 18 2016 / people who have weak videocards may benefit from this (less triangles to draw).
  • Disable pre v25 init sending by default for clients / Aug 22 2016 / Disable the ability to connect to old servers by default to improve password security. If people still want to connect to old (0.4.12 and earlier) servers, they can flip the send_pre_v25_init setting.
  • Make plantlike drawtype more fun / Aug 26 2016 / Adds several new ways that the plantlike drawtype mesh can be changed. Useful for mods and default game.
  • Higher frequency limit for view/hand bobbing and footsteps / Aug 26 2016 / useful for sprinting mods, faster walking - faster view bobbling for example.
  • Disallow registering users with the same name / Aug 29 2016 / Prevents duplicate names: 'NickName', 'nickname', 'NICKNAME'. Skips already registered users, so they can connect as usual.
  • Anticheat: Use the physics_override modifiers aswell / Sep 9 2016 / This should allow you to use anticheat with speed booths and other custom physics.
  • Throw error if node 'light_source' > core.LIGHT_MAX / Sep 17 2016 / light_source = 15 in mods causes light glitches, so modmakers should avoid it for now.
  • Do not serialize empty NodeMetadata / Sep 21 2016 / This fixes curious bug that added some unnecessary "garbage" into mapblock data.
  • Builtin/falling: Add fallback vector in case of nil 'wallmounted to dir' / Oct 3 2016 / Some people reported this annoying bug causing server to crash, should be fixed for now.
  • New settings to prevent spam in chat (chat messages length limit, message rate before limiting, message rate before kicking) / Oct 5, 2016 / Very useful for server administrators
  • Added attached particle spawners / Oct 13, 2016 / As requested by modmakers
  • Use range-based fog instead of z-plane based. / Oct 14, 2016 / Now fog rendered is more properly, equally in all direction
  • Enable mod security by default / Oct 16, 2016 / Protects against rogue mods, at the moment breaks some mods, disable if problems arise
  • Don't use day light sky unless noclip and free_move are enabled / Oct 17, 2016 / Now if you fly underground your background will look properly, enable noclip and fly to see bright background
  • Damage flash: Reduce maximum alpha. Avoid fade overload / Oct 21, 2016 / Now you can see better in combat when you take damage
  • Harmonize Irrlicht and shader fog calculations / Oct 24, 2016 / Fog fixes, since those recent changes it looks so much better
  • Improved lighting and other / Oct 27, 2016 / Lighting algorithm fixes, famous water on water drawing with bucket bug is fixed
  • Optionally disable optimization that causes underwater and cave rendering / Oct 31, 2016 / Now you can disable optimisation and enjoy much better rendering of ocean and caves, it costs some fps though
  • Only give singleplayer 4 basic privs / Nov 7, 2016 / No more outright cheating in singleplayer, only basic privs are available
  • Fix bugs caused by 'ignore' nodes / Nov 7, 2016 / Related to massive sand collapsing errors
  • Don't use reduced vertical limits for mapblock send and generation / Nov 7, 2016 / Player will see blocks to higher heights.
  • Occlusion culling: Fix 'end offset' distance, half this for centre point / Nov 8, 2016 / Adds a bit more occluded blocks causing slightly faster FPS
  • Retrieve mapblocks from the server in a sphere, not a cube / Nov 8, 2016 / Should reduce amount of stuff sent over network
  • Draw bottom of the sky box in 'cloudy fog color' / Nov 8, 2016 / Fixes very old "bug", now bottom part of scene is blended into fog nicely.
  • Fix incorrect distance computation for visible blocks / Nov 11, 2016 / Some mapblocks not rendered for people on very low rendering ranges, fixed.
  • Highlight selected face / Nov 12, 2016 / Feature, that allows you to highlight given face of the block
  • Add control information to player interacts / Nov 12, 2016 / Useful for modders
  • Rename nodeupdate and nodeupdate_single and make them part of the official API / Nov 14, 2016 / Useful for modders
  • Mgv7: Add optional floatlands, disabled by default / Nov 16, 2016 / If enabled, floatlands will start at 1280, they look quite nice, large in size, have biomes and water.
  • Enable tool breaking sounds / Nov 18, 2016 / Support for breaking sound of tools is added to engine
  • Fix superflous shader setting updates / Nov 22, 2016 / Important fix, improves FPS by about 40% (when shaders are enabled, as in default for PC)
  • Various fixes to mod security / Nov 24, 2016 / There are still some things to fix in mod security.
  • Allow overriding the hand / Nov 26, 2016 / Now you can override your hand via mod with something else
  • Limit light_source in the engine / Nov 28, 2016 / This commit limits nodes' light_source to 14 due to crashes
  • Optimize/adjust blocks/ActiveObjects sent at the server based on client settings / Nov 30, 2016 / Servers will greatly benefit from this in terms of bandwidth and load, basically, players with smaller v_ranges (for example slow PC, phone or tablet) will request only mapblocks they see.
  • Liquids finally alive and flow! / Dec 7, 2016 / Long awaited and important fix. Yes, no more stuck liquids! Waited for this for years...
  • Simple deco: Allow setting param2 value on placement / Dec 7, 2016 / This adds a `param2` field to the simple deco type that is checked to be between 0 and 255, and put to the placed node at mapgen.
  • Various view range fixes / Dec 7, 2016
  • Make mgv7 the default mapgen / Dec 12, 2016 / Mgv7 is now default mapgen for new worlds
  • Fix camera jumping on Android when panning past 0/360 mark / Dec 12, 2016
  • Fix segfault on startup error on Android / Dec 12, 2016
  • Mgv7: Change default cave width to 0.09 / Dec 13, 2016 / After some complaints caves were made slightly bigger.
  • Wider tunnels in mgflat, mgfractal, mgvalleys / Dec 14, 2016 / self-explanatory
  • Make mgv7 the default in UI / Dec 16, 2016 / Mgv7 is now default mapgen for new worlds, featuring updated biomes
  • Fix unnecessary block loading and duplicating objects / Dec 18, 2016 / Makes the game load blocks only if they are not in the memory. Fixes infamous item duplication bug.
  • Mod security fixes / Dec 20, 2016 / More fixes of mod security
  • Disable mod security by default / Dec 21, 2016 / Mod security was delayed and is disabled by default in 0.4.15 stable
  • Avoid crash when object pos over limit / Dec 21, 2016 / Game should no longer crash when objects cross map limit.

Some Minetest Game changes:

  • Convert plants and saplings to use node timers / 25 May 2016 / IIRC this should be a big thing for everyone, now plants will grow even when player is not around, allowing you to harvest more.
  • Enable ignition of tnt, gunpowder and permanent flame above coalblock using flint and steel / 4 Jun 2016 / now flint and steel has some more use! also, for people who like permanent fires... rejoice, by using flint and still on coal block you can light permanent fire on it for use in decorations (be safe with fire though).
    Pic of eternal flame enclosed in obsidian structure: https://cloud.githubusercontent.com/ass ... 31d9e5.png
  • Add mossy cobble slab and stair / 15 Jun 2016 / welcome addition, to have it in survival you need to create cobblestone stair/slabs and put them near water to convert into mossy variants.
  • Make brick and plank nodes rotatable / 29 May 2016 / finally you can rotate them to align with full block counterparts.
  • Remove mortar from stone brick, desert stone brick / 22 Jun 2016 / this one is lighten ups the look of brick blocks, easier on eyes
    Pic: https://cloud.githubusercontent.com/ass ... 1ecbda.png
  • Stair recipe returns 8 stairs not 6 / 22 Jun 2016 / now, when you craft some stairs, you will have 8 stairs (+2 stairs)
  • Add stone / desert stone / sandstone / obsidian blocks / 25 Jun 2016 / wanted polished stones in Minetest? Arrived!
    Pics of new polished blocks:
    https://cloud.githubusercontent.com/ass ... 2024fc.png
    https://cloud.githubusercontent.com/ass ... 7293fc.png
    https://cloud.githubusercontent.com/ass ... 27fade.png
    https://cloud.githubusercontent.com/ass ... 599437.png
    https://cloud.githubusercontent.com/ass ... 9712a6.png
  • Craft locked chest from chest plus steel ingot / 27 Jun 2016 / finally you can convert all your simple chests to locked ones
  • Enable crafting of mese crystal fragments into mese crystal / 27 Jun 2016 / have lots of mese crystal fragments? Now they can be crafted back into a full crystal, less trash lying around.
  • Ore spawn rework / 5 Jul 2016 / some prominent changes in ore spawning: iron spawning up to Y=0, closer to the surface copper spawn, ore spawn above Y=1024 for other realms, etc.
  • Save respawn position when entering bed, only read bed spawns once / 13 Jul 2016 / welcome rework of bed spawning, should be more robust now.
  • Move nyancats into a separate mod / 18 Jul 2016 / nyans are now separate mod
  • New bone and mese textures
    Pics of few new textures:
    Bone:
    https://cloud.githubusercontent.com/ass ... 83bdc1.png
    Surprisingly, this new block allows you to build roads or other neat things (0.4.15 will be year of polished stone and asphalt roads):
    https://i.imgur.com/gcjZYbS.png
    Mese block:
    https://cloud.githubusercontent.com/ass ... 5ff8ef.png
  • Prevent placing sapling if grown tree intersects protection / Jul 27 2016 / prevents griefing via saplings
  • Changed snow nodebox to 'walkable = false' / Aug 9 2016 / you can walk in snow now
  • Add labels to ABMs / Aug 9 2016 / Now modmakers can add their abm's a proper name to see in new profiler output.
  • Optimise and simplify leafdecay ABM, remove cache / Aug 15, 2016 / Leaf decay should be way easier on RAM now.
  • Vary wood burn times according to wood density / Sep 4 2016 / Burn time is unchanged for applewood, and increases in the order: aspen, pine, apple, acacia, jungle which is also the order of wood colour darkness.
  • Convert xpanes to connected nodeboxes / Sep 10 2016 / Glass panes and iron bars are working differently now.
  • Big simplification of slabs combination / Sep 14, 2016 / Helps slab builders a lot, now you can place identical slabs muuuch faster, no more screwdriver pains.
  • 'Silver sand' added for cold desert biome / Oct 6, 2016 / new variety of sand for cold desert biomes
  • Added coral nodes and death ABM / Oct 13, 2016 / new blocks in works for tropical sees
  • Add damage and falling damage sounds / Oct 24, 2016 / New sounds
  • Add flint and steel sound Oct 24, 2016 / New sounds
  • Change many metal nodes to use default metal sounds / Oct 25, 2016 / New sounds on metal nodes
  • Make flammable: Flowers, grasses and several crafitems / Oct 25, 2016 / They burn
  • Add bush stem and leaves nodes / Oct 27, 2016 / Bushes will be introduced soon
  • Allow buckets to trigger the on_punch of entities and nodes / Nov 2, 2016 / Useful for modders
  • Flammable TNT and gunpowder that activates when burnt / Nov 2, 2016 / Fire can activate gunpowder and TNT
  • Add and edit fuel registrations / Nov 2, 2016 / Various wooden stuff can be used in furnace now
  • Make flint-and-steel use node on_ignite functions / Nov 7, 2016 / You can figure it on your own
  • Don't auto-grant home priv to singleplayer / Nov 7, 2016 / No more cheating in singleplayer, use bed
  • Make snowblock change / Nov 10, 2016 / Putting snowblock over dirt will turn it into dirt with snow
  • Make snow walkable again / Nov 10, 2016 / Snow is walkable again, instead pine trees will be more taller later
  • Make nyancat and rainbow light sources / Nov 10, 2016 / Nyancat glows!
  • Add tool breaking sounds / Nov 18, 2016 / You can hear new tool breaking sounds
  • Add 'group:cools_lava' for lavacooling by snowblock and ice / Nov 18, 2016 / Snowblock and ice cools lava to stone
  • Use player yaw on place, align player yaw with boat on enter / Nov 20, 2016 / Long awaited fix for boats
  • Merge boost_cart as "carts" mod / Nov 21, 2016 / Historic day for minetest - we have carts, power and brake rails, you can punch cart when riding it to move forward and change your direction with A,D keys, or slow down with S. Use power rails to achieve maximum speed.
  • Add water footstep sounds / Nov 21, 2016 / C.O.
  • Merge 'torches' mod as default:torch / Nov 24, 2016 / 3D torches are finally here! No more ugliness.
  • Keys: Allow easy sharing of access without commands / Nov 25, 2016 / Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. You can make a key to your door/chest/etc and give it to someone else. Warning: keys are not labelled at the moment $)
  • Add sfinv to allow tabs to be added to the inventory / Nov 27, 2016 / Mod makers can add tabs to inventory for easier access.
  • Various cart fixes / Nov 27, 2016
  • Avoid "leaking" creative inventories to other players / Nov 28, 2016 / Important fix, some servers experienced spawning at 0 0 0 and very long wait times before teleport to actual position and playability. Fixed, most major mods also fixed this.
  • Add Cobble Walls to Moss Growth ABM / Dec 1, 2016 / You can now generate mossy cobble walls with water
  • New biomes. Limit dirt blobs. Add corals, bushes / Dec 3, 2016 / Very important. Added 'sandstone desert', 'cold desert', 'snowy grassland', some renamed, some removed, bushes and corals introduced into the world and other changes
  • Rewrite fire sound code / Dec 7, 2016 / Old buggy code was rewritten with pretty simple code that supports fire for now
  • Make furnaces work when unloaded / Dec 7, 2016 / Makes the furnace work as if it was loaded all the time even when no one is around.
  • Carts: Stronger handbrake / Dec 7, 2016 / Faster breaking
  • Furnace exploit fixes / Dec 17, 2016 / Important furnace bugs were fixed introduced by new changes.
  • Avoid crash if boat pos over limit / Dec 21, 2016 / Game should no longer crash when boat cross map limit.

Merry Christmas
 

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Re: Minetest 0.4.15

by stu » Mon Dec 26, 2016 13:40

I see no mention of minetest.close_formspec() or the changes to the player model, I'd say those were fairly interesting too.
 

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Re: Minetest 0.4.15

by Wayward_One » Mon Dec 26, 2016 15:17

Great job and thank you to everyone involved! :)
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Re: Minetest 0.4.15

by GreenDimond » Mon Dec 26, 2016 18:42

Fixerol wrote:[*]New bone and mese textures
Pics of few new textures:
Bone:
https://cloud.githubusercontent.com/ass ... 83bdc1.png
Surprisingly, this new block allows you to build roads or other neat things (0.4.15 will be year of polished stone and asphalt roads):
https://i.imgur.com/gcjZYbS.png


LOL. Making roads out of peoples dead remains. Very respectful dontchyathink? People walk on those you know :P
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Re: Minetest 0.4.15

by ManElevation » Mon Dec 26, 2016 19:18

Thanks to all developers. What is the difference. appart from the new textures and the mod menu, oh i found the errors to be read ;)
Image
Last edited by ManElevation on Mon Dec 26, 2016 19:33, edited 1 time in total.
 

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Re: Minetest 0.4.15

by taikedz » Mon Dec 26, 2016 19:31

ManElevation wrote:Thanks to all developers. What is the difference. appart from the new textures and the mod menu


viewtopic.php?p=243949#p243949
 

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Re: Minetest 0.4.15

by Chibi ghost » Mon Dec 26, 2016 19:44

has there been any changes to the time it takes wheat to grow I'm having problems growing it and I want to know if it's a me problem or feature of the new minetest
I am cheating a bit by going through creative


nevermind I was being stupid and was cleaning the files in my computer and wiped my game

it took me a stupid long time to find planet ghost but I did it, so re-regard my query pls
 

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Re: Minetest 0.4.15

by Andrey01 » Tue Dec 27, 2016 16:06

Hurray!0.4.15 is released!I hope have you added new mobs, e.g from mobs_redo or animals modpack?
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
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Re: Minetest 0.4.15

by Wuzzy » Tue Dec 27, 2016 16:24

taikedz wrote:
ManElevation wrote:Thanks to all developers. What is the difference. appart from the new textures and the mod menu


viewtopic.php?p=243949#p243949


Please note this is an unofficial changelog and also incomplete. The official changelog is still not written yet, check the first post later.

has there been any changes to the time it takes wheat to grow I'm having problems growing it and I want to know if it's a me problem or feature of the new minetest

Yes, the farming plant growth mechanic has been completely reworked (see Minetest Game commit 70ef7864c1533cc50ef1da95985ff6b741778066).
According to the commit description, the growth should be now slightly shorter. A fully-grown wheat or cotton plant will now take 2-3 game days or ca. 1 h in real time, if I can believe the description. There's still an element of chance involved, so not all plants grow equally fast.
If your plants don't grow at all then you either found a very embarrassing bug in Minetest Game or you forget something. But the farming gameplay mechanic hasn't changed at all, only the code for growth; this is mostly only an internal change. See also: http://wiki.minetest.net/Wheat_(plant)
Last edited by Wuzzy on Tue Dec 27, 2016 16:47, edited 1 time in total.
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Re: Minetest 0.4.15

by Chibi ghost » Tue Dec 27, 2016 16:41

Andrey01 wrote:Hurray!0.4.15 is released!I hope have you added new mobs, e.g from mobs_redo or animals modpack?

no mobs sorry
 

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Explanation of the new Minetest Game stuff

by Wuzzy » Wed Dec 28, 2016 00:25

Explanation of the new Minetest Game stuff

Carts
  • Crafted from steel ingots (“U” shape like boat)
  • Place on rails
  • Rightclick to enter and leave
  • Sneak+rightclick to collect
  • Drop items on cart to transport items with the cart
  • While in cart: Hold down [Down] to slow down (handbrake)
  • While in cart: Hold down [Left] and [Right] in cart to turn around at T-junctions and crossings
  • Powered rails accellerate moving carts
  • Brake rails slow carts down

Keys
  • Skeleton keys are crafted from a single gold ingot
  • Used to share access on things with locks (e.g. Locked Chest, Steel Trapdoor, Steel Door)
  • Rightclick with skeleton key on a locked thing to match the key to it; this turns the skeleton key into a key
  • Give the key to other people, anyone who possesses the key can open the thing you matched the key to. But only this!
  • If the locked thing is removed, all keys which have been matched to it become useless; new keys must be created
  • The owner of locked things never needs to use keys for own things
  • Keys and skeleton key can always be smelted back to gold ingots

Bushes
  • Bushes appear in grasslands, decidious forests and snowy lands
  • Acacia bushes spawn in savannahs
  • Bush leaves never decay
  • A bush stem can be crafted to 1 wooden plank

Corals
  • Corals appear in warm shallow oceans (maybe near deserts or savannahs. Not sure)
  • Orange Coral and Brown Coral drop coral skeletons; the colored corals can not be “legally” obtained
  • Orange Coral and Brown Coral turn to Coral Skeleton when exposed to air
  • Dig with pickaxes
  • Corals have no real use other than decoration

Tips and tricks
  • Use a flint and steel on a coal block to create a permanent flame
  • Flint and steel can finally ignite TNT and gunpowder (bute the torch still works)
  • Water now creates moss on cobblestone slabs, cobblestone stairs and cobbletone walls
  • Throw a flammable item (e.g. wooden planks) into lava or fire and it will get destroyed
  • The mese crytsal fragment is no longer useless—it is used to craft powered rails
  • Snow blocks and ice now cool down lava as well and turn it into obsidian or stone (like water before)


PS: With my Help modpack and the mod Minetest Game item help [doc_minetest_game] you can access many useful information about Minetest Game in-game.

PPS: This post is neither a changelog nor official. I'm waiting eagerly (like probably everyone else) for the official changelog to appear on the first post.
Last edited by Wuzzy on Wed Dec 28, 2016 01:10, edited 5 times in total.
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Re: Explanation of the new Minetest Game stuff

by hajo » Wed Dec 28, 2016 00:36

Wuzzy wrote:Explanation of the new Minetest Game stuff
Carts
  • Crafted from steel ingots (“U” shape like boat)
  • Place on rails
    ..
  • mese crystal fragment .. is used to craft powered rails

Thanks for collecting all those infos !

I was wondering if rails running at 45 degrees would be possible ?
 

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Re: Minetest 0.4.15

by Wuzzy » Wed Dec 28, 2016 00:38

I think 45° rails are possible (in theory), the [advtrains] mod uses steps of 30°: viewtopic.php?f=11&t=14726

But I strongly doubt something like this will ever be added to Minetest Game, meaning we're probably stuck with 90° in Minetest Game forever. Reason: This is probably too complex and also clearly breaks with the voxel grid paradigm.
But that's why Minetest has mod and subgame support! :-)
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Re: Minetest 0.4.15

by KCoombes » Wed Dec 28, 2016 02:08

Fixerol wrote: -snip-

Some Minetest Game changes: -snip-

[*]Add sfinv to allow tabs to be added to the inventory / Nov 27, 2016 / Mod makers can add tabs to inventory for easier access.


Anyone else notice that sfinv is now the default inventory, even if Unified_Inventory is enabled? Major bug, IMO.
 

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Re: Minetest 0.4.15

by BBmine » Wed Dec 28, 2016 02:35

Nice! When will it be ready for download in the Debian packaging system? Right now it's still at 0.4.14.
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Re: Minetest 0.4.15

by taikedz » Wed Dec 28, 2016 02:55

KCoombes wrote:
Fixerol wrote: -snip-

Some Minetest Game changes: -snip-

[*]Add sfinv to allow tabs to be added to the inventory / Nov 27, 2016 / Mod makers can add tabs to inventory for easier access.


Anyone else notice that sfinv is now the default inventory, even if Unified_Inventory is enabled? Major bug, IMO.


Noticed. Unified Inventory update fixes this.
 

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Re: Minetest 0.4.15

by BBmine » Wed Dec 28, 2016 03:56

KCoombes wrote:
Fixerol wrote: -snip-

Some Minetest Game changes: -snip-

[*]Add sfinv to allow tabs to be added to the inventory / Nov 27, 2016 / Mod makers can add tabs to inventory for easier access.


Anyone else notice that sfinv is now the default inventory, even if Unified_Inventory is enabled? Major bug, IMO.

I noticed that too.
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Re: Minetest 0.4.15

by rubenwardy » Wed Dec 28, 2016 18:07

KCoombes wrote:Anyone else notice that sfinv is now the default inventory, even if Unified_Inventory is enabled? Major bug, IMO.


Not a bug. Update your unified inventory version
 

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Re: Minetest 0.4.15

by Chibi ghost » Wed Dec 28, 2016 18:49

Wuzzy wrote:
has there been any changes to the time it takes wheat to grow I'm having problems growing it and I want to know if it's a me problem or feature of the new minetest

Yes, the farming plant growth mechanic has been completely reworked (see Minetest Game commit 70ef7864c1533cc50ef1da95985ff6b741778066).
According to the commit description, the growth should be now slightly shorter. A fully-grown wheat or cotton plant will now take 2-3 game days or ca. 1 h in real time, if I can believe the description. There's still an element of chance involved, so not all plants grow equally fast.
If your plants don't grow at all then you either found a very embarrassing bug in Minetest Game or you forget something. But the farming gameplay mechanic hasn't changed at all, only the code for growth; this is mostly only an internal change. See also: http://wiki.minetest.net/Wheat_(plant)

I planted the wheat over 2 minetest weeks ago and still no crop I have deleted the game first saving planet ghost in a separate file and am going to re-download minetest and see if it works and I can farm properly
 

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Re: Minetest 0.4.15

by ExeterDad » Wed Dec 28, 2016 20:03

Chibi ghost. That is certainly too long.
You sure there is water nearby?
 

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Re: Minetest 0.4.15

by Chibi ghost » Wed Dec 28, 2016 20:35

yeah my usual pattern is
soil, soil, soil, water, soil, soil, soil, water, so I should have plenty of water

the only thing I could do is went I started I had another mod running agriculture but I turned it off
maybe I should reactivate it maybe that should help
 

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Re: Minetest 0.4.15

by Punk » Wed Dec 28, 2016 21:24

Very good! Very fast version!

In Ubuntu 16.04 I tried sudo apt-get install minetest and install 0.4.13. How should I do?
 

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Re: Minetest 0.4.15

by Fixerol » Wed Dec 28, 2016 21:33

even if Unified_Inventory is enabled


You sure? I've used Unified_Inventory very recently very close to release and it was fine. Make sure to use latest version.
 

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