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Mossmanikin
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by Mossmanikin » Mon Jul 29, 2013 23:14

mauvebic wrote:Are those nodeboxes or angled nodes? really cool :-)

I used
Code: Select all
drawtype = "flowingliquid"

but the nodes don't spread like water or lava.

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by mauvebic » Mon Jul 29, 2013 23:18

Mossmanikin wrote:
Code: Select all
drawtype = "flowingliquid"

but the nodes don't spread like water or lava.


Interesting, is the code posted anywhere?
 

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by Mossmanikin » Mon Jul 29, 2013 23:48

mauvebic wrote:Interesting, is the code posted anywhere?


Not yet, since it's not organized at all.

But here's an example:
Code: Select all
minetest.register_node("dunes:desert_sand", {
    description = "Desert Sand",
    drawtype = "flowingliquid",
    liquidtype = "flowing",
    liquid_alternative_flowing = "group:liquid",
    liquid_alternative_source = "default:desert_sand",
    paramtype = "light",
    walkable = false,
    inventory_image = minetest.inventorycube("default_desert_sand.png"),
    tiles = {"default_desert_sand.png"},
    special_tiles = {image="default_desert_sand.png"},
    groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
    selection_box = {
        type = "fixed",
        fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
    },
    drop = 'default:desert_sand',
    sounds = default.node_sound_sand_defaults(),
})

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mauvebic
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by mauvebic » Tue Jul 30, 2013 00:31

Mossmanikin wrote:
mauvebic wrote:Interesting, is the code posted anywhere?


Not yet, since it's not organized at all.

But here's an example:
Code: Select all
minetest.register_node("dunes:desert_sand", {
    description = "Desert Sand",
    drawtype = "flowingliquid",
    liquidtype = "flowing",
    liquid_alternative_flowing = "group:liquid",
    liquid_alternative_source = "default:desert_sand",
    paramtype = "light",
    walkable = false,
    inventory_image = minetest.inventorycube("default_desert_sand.png"),
    tiles = {"default_desert_sand.png"},
    special_tiles = {image="default_desert_sand.png"},
    groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
    selection_box = {
        type = "fixed",
        fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
    },
    drop = 'default:desert_sand',
    sounds = default.node_sound_sand_defaults(),
})


Thanks ill have to try that with grass :-)
 

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by kaeza » Wed Jul 31, 2013 03:46

Image
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal
 

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by Inocudom » Wed Jul 31, 2013 05:24



Are you working on something that imports images into Minetest by replacing pixels with blocks?
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

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by kaeza » Wed Jul 31, 2013 05:29

Inocudom wrote:Are you working on something that imports images into Minetest by replacing pixels with blocks?

Yup: https://forum.minetest.net/viewtopic.php?pid=103026#p103026
Last edited by kaeza on Wed Jul 31, 2013 05:29, edited 1 time in total.
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by winstonebook » Wed Jul 31, 2013 05:54

Evergreen wrote:Epic dungeon that I found. I did a bit of exploring, and took several pictures along the way. Seed: 579677145995689766
Coordinates for entrance to dungeon (first screenshot): -81.8, 4.2, -1169.0 Texture pack: MT-Faithful


http://i.imgur.com/cejsh29.png



What a weird dungeon! It seems to me like Jungle Temples :P
 

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by winstonebook » Wed Jul 31, 2013 05:56

Made a Minetest video!

https://www.youtube.com/watch?v=BrNcZp8sXqw

Just a basic video of me building a basic house :)
 

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by Iqualfragile » Wed Jul 31, 2013 09:50

Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

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by webdesigner97 » Wed Jul 31, 2013 11:48

Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…

You don't need to feel stupid, I also didn't know that :D
 

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by Inocudom » Wed Jul 31, 2013 16:29

webdesigner97 wrote:
Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…

You don't need to feel stupid, I also didn't know that :D


This should be taught more often on servers.
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by LionsDen » Wed Jul 31, 2013 17:18

Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…


I had no clue of this as well. :)
 

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Evergreen
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by Evergreen » Wed Jul 31, 2013 20:22

LionsDen wrote:
Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…


I had no clue of this as well. :)
I actually knew about this a while ago. WE MUST SHARE THE KNOWLEDGE
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by Evergreen » Wed Jul 31, 2013 22:51

Some very weird jungle tree generation using Casimir's mapgen settings

Image
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Casimir
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by Casimir » Thu Aug 01, 2013 04:15

Talking about mapgenbugs...
Image

For better version of the mapgen settings follow the link.
 

glenalec
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by glenalec » Sat Aug 03, 2013 12:08

Gateway, leading to...
Image
 

glenalec
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by glenalec » Sat Aug 03, 2013 12:09

Big gold and obsidian pyramid (with some sandstone placeholding yet-to-be-mined gold)...
Image
 

glenalec
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by glenalec » Sat Aug 03, 2013 12:09

Beneath which is an underground orchard:
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by glenalec » Sat Aug 03, 2013 12:10

And an underground swimming pool with water piped down from the surface and lava-under-obsidian-glass heating of the spa end (the copper block is for thermal transfer!) :-)
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by Iqualfragile » Sat Aug 03, 2013 12:38

glenalec wrote:And an underground swimming pool with water piped down from the surface and lava-under-obsidian-glass heating of the spa end (the copper block is for thermal transfer!) :-)
http://www.glenalec.net/mt/Snapshot04.jpg

please disable bi/trilinear filtering for low resolution texture packs, it just looks wrong
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

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by Exilyth » Sat Aug 03, 2013 17:32

MirceaKitsune wrote:
Hybrid Dog wrote:Could you add streets?


Calculating and adding streets would be crazy and require pretty difficult formulas. But I'm thinking about it still. Not sure when / if it will happen.


Most cities have a motorway/highway; from which main streets branch off; from which side streets branch off; from which back alleys branch off...

If you look at it like that, you could (ab-)use L-Systems for the streets. The hard part would then be assigning buildings to the space between the streets.
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.
 

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by paramat » Sat Aug 03, 2013 19:25

Good stuff glenalec.
Last edited by paramat on Sat Aug 03, 2013 19:25, edited 1 time in total.
 

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by champer » Sat Aug 03, 2013 19:49

Image

Just a « little » castle. The exterior is not finished yet.
 

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