Minetest 0.4.15

User avatar
GreenDimond
Member
 
Posts: 812
Joined: Wed Oct 28, 2015 01:26
Location: Just outside of existence.
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Minetest 0.4.15

by GreenDimond » Thu Dec 29, 2016 06:48

Punk wrote: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?


Make sure you add the ppa (sudo add-apt-repository ppa:minetestdevs/stable) and then run the command.
I am Green. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
I moderate the HOMETOWN server!
Diz mah mods! :D
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
Deez some subgames! :D
Farlands (contributer) - Coming Soon: WaterWars
 

User avatar
Punk
Member
 
Posts: 37
Joined: Sun Dec 25, 2016 06:52

Re: Minetest 0.4.15

by Punk » Thu Dec 29, 2016 12:26

GreenDimond wrote:
Punk wrote: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?


Make sure you add the ppa (sudo add-apt-repository ppa:minetestdevs/stable) and then run the command.


I used $ sudo snap install minetest-luk3yx.
It's ok?

Thanks!
 

User avatar
taikedz
Member
 
Posts: 608
Joined: Sun May 15, 2016 11:11
Location: Scotland, UK
GitHub: taikedz
IRC: DuCake
In-game: DuCake

Re: Minetest 0.4.15

by taikedz » Thu Dec 29, 2016 14:03

Not sure who packages minetest for snappy (if anyone at all) - havent seen any mention before. So if it didnt work then probably no, not ok yet.

The supported ways to get the latest is to use the PPA or to compile it yourself
 

User avatar
Chibi ghost
Member
 
Posts: 383
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: Minetest 0.4.15

by Chibi ghost » Thu Dec 29, 2016 19:45

Chibi ghost wrote:
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

problem sort of solved I can't use my 14.14 game and move it to 14.15 this is irritating is there anyway of making minetest backwards compatible to maps created on previous versions of minetest or at least to the last update
 

User avatar
Alcyone
Member
 
Posts: 33
Joined: Mon Dec 12, 2016 18:47
Location: France
IRC: Alcyone
In-game: Alcyone

Re: Minetest 0.4.15

by Alcyone » Sat Dec 31, 2016 09:18

Chibi ghost wrote:problem sort of solved I can't use my 14.14 game and move it to 14.15 this is irritating is there anyway of making minetest backwards compatible to maps created on previous versions of minetest or at least to the last update


I wonder if it would be possible to create a king of lauchncher letting the player choosing the Minetest version he wants to play to keep compatibility when it is needed (yes like Minecraft). Sure it raises some other problem like for mod versions too.
-- Alcyone --

Website with french articles on MT : alcyone.toile-libre.org
 

User avatar
Echoes91
Member
 
Posts: 70
Joined: Thu Feb 19, 2015 13:21
Location: Lombardy, Italy
In-game: Echoes

Re: Minetest 0.4.15

by Echoes91 » Sat Dec 31, 2016 11:58

Very well done developers!
I hope to come back maintaining my little content soon, even if such a good work on default could make my subgame obsolete some day :D
"It wasn't easy to break so many functions by editing a single line"
 

User avatar
taikedz
Member
 
Posts: 608
Joined: Sun May 15, 2016 11:11
Location: Scotland, UK
GitHub: taikedz
IRC: DuCake
In-game: DuCake

Re: Minetest 0.4.15

by taikedz » Tue Jan 03, 2017 11:41

Chibi ghost wrote:problem sort of solved I can't use my 14.14 game and move it to 14.15 this is irritating is there anyway of making minetest backwards compatible to maps created on previous versions of minetest or at least to the last update


Minetest 0.4.* farming should be backwards compatible already...

Version number should not be relevant, the ABM for wheat growing hasn't really changed all that much far as I can see.... what did you do to "sort of solve" the issue....?

Alcyone wrote: wonder if it would be possible to create a king of lauchncher letting the player choosing the Minetest version he wants to play to keep compatibility when it is needed (yes like Minecraft). Sure it raises some other problem like for mod versions too.


On Linux, you can already choose your version of MT to be run -- by compiling it yourself. (On WIndows, just download the corresponding "portable" ZIP for each version). The instructions are fairly straightforward for compiling, you'll just need to git-clone a copy and git-branch to the state from around 15th of May 2016 to get 0.4.14. You can git-branch to stable-0.4 to get the latest of the series I think (currently 0.4.15)

If you want to create a way to automate all this, and slap a handy picker in front of it, that would be interesting too.

I wouldn't encourage/ask trying to make minetest installable in different versions on the same Linux via package management.
 

User avatar
Chibi ghost
Member
 
Posts: 383
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: Minetest 0.4.15

by Chibi ghost » Tue Jan 03, 2017 21:19

I moved my world from 04.14 on which it was created to 04.15 then found out the wheat and cotton didn't grow
to fix the problem I moved the world back from 15 to 14 which I re-downloaded
and I run minetest from windows 10 and I am not that technical about program management
 

User avatar
rubenwardy
Developer
 
Posts: 4596
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Minetest 0.4.15

by rubenwardy » Tue Jan 03, 2017 21:21

Chibi ghost wrote:I moved my world from 04.14 on which it was created to 04.15 then found out the wheat and cotton didn't grow
to fix the problem I moved the world back from 15 to 14 which I re-downloaded
and I run minetest from windows 10 and I am not that technical about program management


Were the plants planted in 0.4.14 or 0.4.15? How long did you wait?
 

Fixerol
Member
 
Posts: 698
Joined: Sun Jul 31, 2011 11:23
Location: Ukraine
IRC: Fixer
In-game: Fixer

Re: Minetest 0.4.15

by Fixerol » Tue Jan 03, 2017 23:46

Interesting, on Liberty Land there was something like that too. I don't know if he fixed it.
 

sofar
Developer
 
Posts: 895
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: Minetest 0.4.15

by sofar » Tue Jan 03, 2017 23:59

If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again
 

User avatar
Chibi ghost
Member
 
Posts: 383
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: Minetest 0.4.15

by Chibi ghost » Wed Jan 04, 2017 20:45

rubenwardy wrote:
Chibi ghost wrote:I moved my world from 04.14 on which it was created to 04.15 then found out the wheat and cotton didn't grow
to fix the problem I moved the world back from 15 to 14 which I re-downloaded
and I run minetest from windows 10 and I am not that technical about program management


Were the plants planted in 0.4.14 or 0.4.15? How long did you wait?

the plants were planted in 15 and I waited almost a minetest month and then they only grew when I moved the map back to 14
I even created two worlds to test the crop growth one vanilla no mods and one with all my mods loaded to see if
if there was a issue with the mods and the main game
 

User avatar
Chibi ghost
Member
 
Posts: 383
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: Minetest 0.4.15

by Chibi ghost » Wed Jan 04, 2017 20:55

sofar wrote:If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again

okay I have some learning issues so please bear with me I think this is the file so please high light the area in bold for me to delete thank you
day_count = 176
game_time = 172768
last_clear_objects_time = 0
lbm_introduction_times = :doors:replace_doors_door_glass~0;:doors:replace_doors_door_obsidian_glass~0;:doors:replace_doors_door_steel~0;:doors:replace_doors_door_wood~0;:doors:replace_my_castle_doors_door10~0;:doors:replace_my_castle_doors_door11~0;:doors:replace_my_castle_doors_door12~0;:doors:replace_my_castle_doors_door13~0;:doors:replace_my_castle_doors_door1_locked~0;:doors:replace_my_castle_doors_door2_locked~0;:doors:replace_my_castle_doors_door3~0;:doors:replace_my_castle_doors_door4~0;:doors:replace_my_castle_doors_door5~0;:doors:replace_my_castle_doors_door6_locked~0;:doors:replace_my_castle_doors_door7_locked~0;:doors:replace_my_castle_doors_door8_locked~0;:doors:replace_my_castle_doors_door9~0;:doors:replace_my_cottage_doors_door1_locked~0;:doors:replace_my_cottage_doors_door2~0;:doors:replace_my_default_doors_door1_locked~0;:doors:replace_my_default_doors_door2_locked~0;:doors:replace_my_default_doors_door3_locked~0;:doors:replace_my_default_doors_door4_locked~0;:doors:replace_my_default_doors_door5_locked~0;:doors:replace_my_fancy_doors_door1_locked~0;:doors:replace_my_fancy_doors_door2~0;:doors:replace_my_fancy_doors_door3~0;:doors:replace_my_fancy_doors_door4_locked~0;:doors:replace_my_fancy_doors_door5_locked~0;:doors:replace_my_fancy_doors_door6_locked~0;:doors:replace_my_fancy_doors_door7_locked~0;:doors:replace_my_fancy_doors_door8_locked~0;:doors:replace_my_hidden_doors_hidden_door_grey~0;:doors:replace_my_hidden_doors_hidden_doorbookshelf~0;:doors:replace_my_hidden_doors_hidden_doorbrick~0;:doors:replace_my_hidden_doors_hidden_doorchest~0;:doors:replace_my_hidden_doors_hidden_doorcobble~0;:doors:replace_my_hidden_doors_hidden_doordesert_cobble~0;:doors:replace_my_hidden_doors_hidden_doorfurnace~0;:doors:replace_my_hidden_doors_hidden_doorstone~0;:doors:replace_my_hidden_doors_hidden_doorstone_brick~0;:doors:replace_my_hidden_doors_hidden_doorwood~0;:doors:replace_my_misc_doors_door1~0;:doors:replace_my_misc_doors_door2~0;:doors:replace_my_misc_doors_door3_locked~0;:doors:replace_my_misc_doors_door4_locked~0;:doors:replace_my_misc_doors_door5~0;:doors:replace_my_old_doors_door1_locked~0;:doors:replace_my_old_doors_door2_locked~0;:doors:replace_my_old_doors_door3_locked~0;:doors:replace_my_old_doors_door4_locked~0;:doors:replace_doors_japanese_door~6153;:doors:replace_doors_prison_door~6153;:doors:replace_doors_rusty_prison_door~6153;:doors:replace_doors_screen_door~6153;:doors:replace_doors_slide_door~6153;:doors:replace_doors_woodglass_door~6153;fishing:remove_sandy~33115;:farming:start_nodetimer_cotton~81964;:farming:start_nodetimer_wheat~81964;default:3dtorch~81964;default:convert_saplings_to_node_timer~81964;xpanes:gen2~81964;:doors:replace_castle_jail_door~163850;:doors:replace_castle_oak_door~163850;moretrees:convert_existing_cocos_palms_to_regrow_coconuts~163850;moretrees:restart_coconut_regrow_timer~163850;moretrees:restart_dates_regrow_timer~163850;:agriculture:start_nodetimer_carrot~165258;:agriculture:start_nodetimer_corn~165258;:agriculture:start_nodetimer_strawberry~165258;:agriculture:start_nodetimer_sugar_beet~165258;:agriculture:start_nodetimer_tomato~165258;
lbm_introduction_times_version = 1
time_of_day = 8333
EnvArgsEnd
 

KCoombes
Member
 
Posts: 295
Joined: Thu Jun 11, 2015 23:19
Location: SW Florida, USA
In-game: Knatt or Rudilyn

Re: Minetest 0.4.15

by KCoombes » Wed Jan 04, 2017 23:39

Chibi ghost wrote:
sofar wrote:If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again

okay I have some learning issues so please bear with me I think this is the file so please high light the area in bold for me to delete thank you
day_count = 176
game_time = 172768
last_clear_objects_time = 0
lbm_introduction_times = :doors:replace_doors_door_glass~0;:doors:replace_doors_door_obsidian_glass~0;:doors:replace_doors_door_steel~0;:doors:replace_doors_door_wood~0;:doors:replace_my_castle_doors_door10~0;:doors:replace_my_castle_doors_door11~0;:doors:replace_my_castle_doors_door12~0;:doors:replace_my_castle_doors_door13~0;:doors:replace_my_castle_doors_door1_locked~0;:doors:replace_my_castle_doors_door2_locked~0;:doors:replace_my_castle_doors_door3~0;:doors:replace_my_castle_doors_door4~0;:doors:replace_my_castle_doors_door5~0;:doors:replace_my_castle_doors_door6_locked~0;:doors:replace_my_castle_doors_door7_locked~0;:doors:replace_my_castle_doors_door8_locked~0;:doors:replace_my_castle_doors_door9~0;:doors:replace_my_cottage_doors_door1_locked~0;:doors:replace_my_cottage_doors_door2~0;:doors:replace_my_default_doors_door1_locked~0;:doors:replace_my_default_doors_door2_locked~0;:doors:replace_my_default_doors_door3_locked~0;:doors:replace_my_default_doors_door4_locked~0;:doors:replace_my_default_doors_door5_locked~0;:doors:replace_my_fancy_doors_door1_locked~0;:doors:replace_my_fancy_doors_door2~0;:doors:replace_my_fancy_doors_door3~0;:doors:replace_my_fancy_doors_door4_locked~0;:doors:replace_my_fancy_doors_door5_locked~0;:doors:replace_my_fancy_doors_door6_locked~0;:doors:replace_my_fancy_doors_door7_locked~0;:doors:replace_my_fancy_doors_door8_locked~0;:doors:replace_my_hidden_doors_hidden_door_grey~0;:doors:replace_my_hidden_doors_hidden_doorbookshelf~0;:doors:replace_my_hidden_doors_hidden_doorbrick~0;:doors:replace_my_hidden_doors_hidden_doorchest~0;:doors:replace_my_hidden_doors_hidden_doorcobble~0;:doors:replace_my_hidden_doors_hidden_doordesert_cobble~0;:doors:replace_my_hidden_doors_hidden_doorfurnace~0;:doors:replace_my_hidden_doors_hidden_doorstone~0;:doors:replace_my_hidden_doors_hidden_doorstone_brick~0;:doors:replace_my_hidden_doors_hidden_doorwood~0;:doors:replace_my_misc_doors_door1~0;:doors:replace_my_misc_doors_door2~0;:doors:replace_my_misc_doors_door3_locked~0;:doors:replace_my_misc_doors_door4_locked~0;:doors:replace_my_misc_doors_door5~0;:doors:replace_my_old_doors_door1_locked~0;:doors:replace_my_old_doors_door2_locked~0;:doors:replace_my_old_doors_door3_locked~0;:doors:replace_my_old_doors_door4_locked~0;:doors:replace_doors_japanese_door~6153;:doors:replace_doors_prison_door~6153;:doors:replace_doors_rusty_prison_door~6153;:doors:replace_doors_screen_door~6153;:doors:replace_doors_slide_door~6153;:doors:replace_doors_woodglass_door~6153;fishing:remove_sandy~33115;:farming:start_nodetimer_cotton~81964;:farming:start_nodetimer_wheat~81964;default:3dtorch~81964;default:convert_saplings_to_node_timer~81964;xpanes:gen2~81964;:doors:replace_castle_jail_door~163850;:doors:replace_castle_oak_door~163850;moretrees:convert_existing_cocos_palms_to_regrow_coconuts~163850;moretrees:restart_coconut_regrow_timer~163850;moretrees:restart_dates_regrow_timer~163850;:agriculture:start_nodetimer_carrot~165258;:agriculture:start_nodetimer_corn~165258;:agriculture:start_nodetimer_strawberry~165258;:agriculture:start_nodetimer_sugar_beet~165258;:agriculture:start_nodetimer_tomato~165258;
lbm_introduction_times_version = 1
time_of_day = 8333
EnvArgsEnd
 

User avatar
Alcyone
Member
 
Posts: 33
Joined: Mon Dec 12, 2016 18:47
Location: France
IRC: Alcyone
In-game: Alcyone

Re: Minetest 0.4.15

by Alcyone » Thu Jan 05, 2017 07:51

taikedz wrote:
Alcyone wrote: wonder if it would be possible to create a king of lauchncher letting the player choosing the Minetest version he wants to play to keep compatibility when it is needed (yes like Minecraft). Sure it raises some other problem like for mod versions too.


On Linux, you can already choose your version of MT to be run -- by compiling it yourself. (On WIndows, just download the corresponding "portable" ZIP for each version). The instructions are fairly straightforward for compiling, you'll just need to git-clone a copy and git-branch to the state from around 15th of May 2016 to get 0.4.14. You can git-branch to stable-0.4 to get the latest of the series I think (currently 0.4.15)

If you want to create a way to automate all this, and slap a handy picker in front of it, that would be interesting too.

I wouldn't encourage/ask trying to make minetest installable in different versions on the same Linux via package management.


Understood :) not really easy for me at the moment though
-- Alcyone --

Website with french articles on MT : alcyone.toile-libre.org
 

User avatar
Chibi ghost
Member
 
Posts: 383
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: Minetest 0.4.15

by Chibi ghost » Thu Jan 05, 2017 12:44

KCoombes wrote:
Chibi ghost wrote:
sofar wrote:If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again

okay I have some learning issues so please bear with me I think this is the file so please high light the area in bold for me to delete thank you
day_count = 176
game_time = 172768
last_clear_objects_time = 0
lbm_introduction_times = :doors:replace_doors_door_glass~0;:doors:replace_doors_door_obsidian_glass~0;:doors:replace_doors_door_steel~0;:doors:replace_doors_door_wood~0;:doors:replace_my_castle_doors_door10~0;:doors:replace_my_castle_doors_door11~0;:doors:replace_my_castle_doors_door12~0;:doors:replace_my_castle_doors_door13~0;:doors:replace_my_castle_doors_door1_locked~0;:doors:replace_my_castle_doors_door2_locked~0;:doors:replace_my_castle_doors_door3~0;:doors:replace_my_castle_doors_door4~0;:doors:replace_my_castle_doors_door5~0;:doors:replace_my_castle_doors_door6_locked~0;:doors:replace_my_castle_doors_door7_locked~0;:doors:replace_my_castle_doors_door8_locked~0;:doors:replace_my_castle_doors_door9~0;:doors:replace_my_cottage_doors_door1_locked~0;:doors:replace_my_cottage_doors_door2~0;:doors:replace_my_default_doors_door1_locked~0;:doors:replace_my_default_doors_door2_locked~0;:doors:replace_my_default_doors_door3_locked~0;:doors:replace_my_default_doors_door4_locked~0;:doors:replace_my_default_doors_door5_locked~0;:doors:replace_my_fancy_doors_door1_locked~0;:doors:replace_my_fancy_doors_door2~0;:doors:replace_my_fancy_doors_door3~0;:doors:replace_my_fancy_doors_door4_locked~0;:doors:replace_my_fancy_doors_door5_locked~0;:doors:replace_my_fancy_doors_door6_locked~0;:doors:replace_my_fancy_doors_door7_locked~0;:doors:replace_my_fancy_doors_door8_locked~0;:doors:replace_my_hidden_doors_hidden_door_grey~0;:doors:replace_my_hidden_doors_hidden_doorbookshelf~0;:doors:replace_my_hidden_doors_hidden_doorbrick~0;:doors:replace_my_hidden_doors_hidden_doorchest~0;:doors:replace_my_hidden_doors_hidden_doorcobble~0;:doors:replace_my_hidden_doors_hidden_doordesert_cobble~0;:doors:replace_my_hidden_doors_hidden_doorfurnace~0;:doors:replace_my_hidden_doors_hidden_doorstone~0;:doors:replace_my_hidden_doors_hidden_doorstone_brick~0;:doors:replace_my_hidden_doors_hidden_doorwood~0;:doors:replace_my_misc_doors_door1~0;:doors:replace_my_misc_doors_door2~0;:doors:replace_my_misc_doors_door3_locked~0;:doors:replace_my_misc_doors_door4_locked~0;:doors:replace_my_misc_doors_door5~0;:doors:replace_my_old_doors_door1_locked~0;:doors:replace_my_old_doors_door2_locked~0;:doors:replace_my_old_doors_door3_locked~0;:doors:replace_my_old_doors_door4_locked~0;:doors:replace_doors_japanese_door~6153;:doors:replace_doors_prison_door~6153;:doors:replace_doors_rusty_prison_door~6153;:doors:replace_doors_screen_door~6153;:doors:replace_doors_slide_door~6153;:doors:replace_doors_woodglass_door~6153;fishing:remove_sandy~33115;:farming:start_nodetimer_cotton~81964;:farming:start_nodetimer_wheat~81964;default:3dtorch~81964;default:convert_saplings_to_node_timer~81964;xpanes:gen2~81964;:doors:replace_castle_jail_door~163850;:doors:replace_castle_oak_door~163850;moretrees:convert_existing_cocos_palms_to_regrow_coconuts~163850;moretrees:restart_coconut_regrow_timer~163850;moretrees:restart_dates_regrow_timer~163850;:agriculture:start_nodetimer_carrot~165258;:agriculture:start_nodetimer_corn~165258;:agriculture:start_nodetimer_strawberry~165258;:agriculture:start_nodetimer_sugar_beet~165258;:agriculture:start_nodetimer_tomato~165258;
lbm_introduction_times_version = 1
time_of_day = 8333
EnvArgsEnd

it works thank you very much Image
 

User avatar
Punk
Member
 
Posts: 37
Joined: Sun Dec 25, 2016 06:52

Re: Minetest 0.4.15

by Punk » Sun Jan 08, 2017 10:03

taikedz wrote:Not sure who packages minetest for snappy (if anyone at all) - havent seen any mention before. So if it didnt work then probably no, not ok yet.

The supported ways to get the latest is to use the PPA or to compile it yourself


Oh, I forgot to say.... I saw it here:
viewtopic.php?f=42&t=16088
 

User avatar
taikedz
Member
 
Posts: 608
Joined: Sun May 15, 2016 11:11
Location: Scotland, UK
GitHub: taikedz
IRC: DuCake
In-game: DuCake

Re: Minetest 0.4.15

by taikedz » Sun Jan 08, 2017 12:39

Punk wrote:
taikedz wrote:Not sure who packages minetest for snappy (if anyone at all) - havent seen any mention before. So if it didnt work then probably no, not ok yet.

The supported ways to get the latest is to use the PPA or to compile it yourself


Oh, I forgot to say.... I saw it here:
viewtopic.php?f=42&t=16088


In which case if it is not working it would be better to report there. This thread knows nothing of the snap ;-)
 

User avatar
BBmine
Member
 
Posts: 2960
Joined: Sun Jul 12, 2015 22:51
Location: USA
GitHub: BBmine
IRC: BBmine
In-game: Baggins

Re: Minetest 0.4.15

by BBmine » Mon Jan 09, 2017 00:23

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

It's ready now!
God's not dead!
Mods, Servers, and My Youtube Channel
Wait for July 20th! That's when me and mcg get the VPS for our servers :D
The new forum that doesn't keep you from having fun:http://minetestofftopic.createaforum.com
Please PM me if you hate my new signature.
 

User avatar
trev
Member
 
Posts: 42
Joined: Fri Sep 26, 2014 16:49
In-game: trev

Re: Minetest 0.4.15

by trev » Thu Jan 12, 2017 19:39

Awesome!

I just want to highlight how important it is that we have such an open and powerful game and engine, with source code, all for free. Minetest was the first computer game I ever played on my homebuilt desktop, on Ubuntu. It was also the first game I set out to modify and customize.

Great job everyone!
Do what you love, and you will love what you do! :)
 

User avatar
spiral8
New member
 
Posts: 0
Joined: Thu Jan 12, 2017 23:39

Re: Minetest 0.4.15

by spiral8 » Thu Jan 12, 2017 23:44

I am really enjoying this build, thank you. I'm not sure if this is a regression, so I'm posting it here just in case: I can no longer use shaders, even though it seems my graphics card (GeForce 9600 GT) supports them. I was able to use shaders in an earlier build. Any advice on troubleshooting this? I'm on Ubuntu 14.04. Thank you.
 

User avatar
BirgitLachner
Member
 
Posts: 160
Joined: Thu May 05, 2016 10:18
In-game: Bibs

Re: Minetest 0.4.15

by BirgitLachner » Fri Jan 13, 2017 08:54

I just flied a bit around in a new created World with mgv7 in 0.4.15

New features are nice but I have some things, that I want to say ;-)

1.) Bush-Stems should not be used to produce planks. It makes more sense to make sticks out of them.
2.) The Bush-Leaves do not disappear when the stem is taken away. Shouldn't it behave like with the tree that the leaves disappear?
3.) For floating island I can change the settings ... okay ... but when the trees are created before caves are created it can happen that a tree is growing in the air. Well, there was stone at one side, but it looks a bit wired.
4.) In cold areas the water is frozen, that's okay. But it is then frozen from the water surface to the ground. So you can have single stone ice pillars with liquid water around.
I do remember that on an older world, there was a layer of ice over the sea in cold areas and under it the water was still liquid. This looks a bit better in my opinion.
5.) I understand, that some things only happen, if the player is close to it (the ABM things). May be that's the reason why water, that flows down in caves or dungeon, starts flowing down when I came close to the caves. That's a bit strange that the water starts suddenly, when I come close to it. May be, water needs to react earlier, if a player comes close to it. I know that flowing water needs more calculation power but may be it could be connected to the view range. Longer view range, bigger range to ABMs to act, too!?

Nethertheless, thanks a lot for all the efforts of the developer.
 

User avatar
taikedz
Member
 
Posts: 608
Joined: Sun May 15, 2016 11:11
Location: Scotland, UK
GitHub: taikedz
IRC: DuCake
In-game: DuCake

Re: Minetest 0.4.15

by taikedz » Fri Jan 13, 2017 18:15

I have an {answer to/opinion on} some of those :-)

BirgitLachner wrote:1.) Bush-Stems should not be used to produce planks. It makes more sense to make sticks out of them.


I agree on that one!

BirgitLachner wrote:2.) The Bush-Leaves do not disappear when the stem is taken away. Shouldn't it behave like with the tree that the leaves disappear?


Think of a regular low bush; if you remove the stem, the leaves could maintain themselves in shape. So I think this makes sense...?

BirgitLachner wrote:4.) In cold areas the water is frozen, that's okay. But it is then frozen from the water surface to the ground. So you can have single stone ice pillars with liquid water around.
I do remember that on an older world, there was a layer of ice over the sea in cold areas and under it the water was still liquid. This looks a bit better in my opinion.


DELETE - Probably depends on the temperature... I think there are both "glacier" and "frozen sea" biomes (need to check the code in default's mapgen) so the frozen-all-the-way-down areas could be glacier. To be checked maybe...

BirgitLachner wrote:5.) I understand, that some things only happen, if the player is close to it (the ABM things). May be that's the reason why water, that flows down in caves or dungeon, starts flowing down when I came close to the caves. That's a bit strange that the water starts suddenly, when I come close to it. May be, water needs to react earlier, if a player comes close to it. I know that flowing water needs more calculation power but may be it could be connected to the view range. Longer view range, bigger range to ABMs to act, too!?


DELETE - Water flowing (adding water_flowing nodes around water_source) seems to be ABM-based. I don't think it would be a good idea to make an exception for liquids, separating them from ABMs.

For the effect to kick in further away from the player, set "active_block_range" to 3 or greater. From the minetest.conf.example file:

Code: Select all
#    How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
#    In active blocks objects are loaded and ABMs run.
#    type: int
# active_block_range = 3


So if the active range is = 1, then only ABMs in the current 16x16x16 nodes block will fire around the player. If it is 3, then the current block, plus two blocks to the north, south, east, west, above and below will fire.

That's more like (5^3 * 16^3). At least I think that's the range.

3 is probably what you want on a local game; I have it at 2 on my servers which are low to medium grade. If you have a really powerful server, maybe set it at 5 or 6? Exponential rules apply ;-)
Last edited by taikedz on Fri Jan 13, 2017 23:25, edited 2 times in total.
 

paramat
Developer
 
Posts: 2834
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: Minetest 0.4.15

by paramat » Fri Jan 13, 2017 19:38

Bushes were added to provide wood for a tool if you spawn far from a forest, so they have to provide a wood plank.

The bush leaves don't decay because the nodes are intended to also be usable for hedges, ornamental hedges or hedge mazes. It also reduces load on the already intensive leafdecay ABM.

Trees are only ever placed on ground, but because large caves 'overgenerate' they can extend beyond a mapchunk border into a previously generated mapchunk and remove the ground from below a tree.

In mgv6 the iceshelf is quite thin so you usually get water underneath. In all other mapgens it is 10 nodes thick so you only get water underneath in deeper ocean.

Water is not by ABM. It reacts as fast as it can, but liquids processing is very intensive so sometimes it takes a while to start reflowing.
 

BlueTangs Rock
Member
 
Posts: 79
Joined: Sun Jul 10, 2016 05:00

Re: Minetest 0.4.15

by BlueTangs Rock » Fri Jan 13, 2017 22:53

I can't wait to update the game on my computer!
 

PreviousNext

Return to News



Who is online

Users browsing this forum: No registered users and 4 guests