Stupid Questions - The Topic
Stupid Questions - The Topic
Hey, guys! Put your amazing question here!
1) How can I check versions of subgames and mobs?
2) Is it difficult to learn Lua programming language?
3) What the best way to clean lava lakes to search below?
4) Where do I find river water?
Thanks!
1) How can I check versions of subgames and mobs?
2) Is it difficult to learn Lua programming language?
3) What the best way to clean lava lakes to search below?
4) Where do I find river water?
Thanks!
- GreenXenith
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Re: Stupid Questions - The Topic
Well, you can always look at the forum post. Otherwise, you can look in the README or version.txt (yeah, I have seen a few of those).Punk wrote:1) How can I check versions of subgames and mobs?
Not really. There are much harder languages out there. Some of the Lua API is stupid, but other than that it's easy (I think) to learn.2) Is it difficult to learn Lua programming language?
I find sand/gravel works well. Water works too, but obsidian is not the easiest to mine.3) What the best way to clean lava lakes to search below?
You don't.4) Where do I find river water?
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Re: Stupid Questions - The Topic
Is it dangerous to play minetest at 3:00 am?
Testin' mines since 1989
- Krock
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Re: Stupid Questions - The Topic
@Punk: Interestingly you start with some very good questions.
1) I recommend cloning them from git directly, so you can simply run "git log -1" to see how new it is - and update quickly using "git pull" :)
2) Yeah, somewhat difficult. /s
3) Like above - sand and an occasional water bucket
4) mg_name = valleys
@Joseph13: Not at all. The oerkkis will be happy about the late midnight snack.
What's the fastest way to make a 1x1 pile?
1) I recommend cloning them from git directly, so you can simply run "git log -1" to see how new it is - and update quickly using "git pull" :)
2) Yeah, somewhat difficult. /s
3) Like above - sand and an occasional water bucket
4) mg_name = valleys
@Joseph13: Not at all. The oerkkis will be happy about the late midnight snack.
What's the fastest way to make a 1x1 pile?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- AccidentallyRhine
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Re: Stupid Questions - The Topic
Why does setting player_transfer_distance = <anything other than 0> seem to have no effect?
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Re: Stupid Questions - The Topic
@AccidentallyRhine If you set that in-game, you'll have to restart the server to apply the new settings.
However, if you set it manually and there aren't any Minetest processes active that use that configuration file, then update to 0.4.16 or newer (if possible).
However, if you set it manually and there aren't any Minetest processes active that use that configuration file, then update to 0.4.16 or newer (if possible).
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: Stupid Questions - The Topic
Deleted
Last edited by u19503 on Tue Dec 05, 2017 12:18, edited 1 time in total.
- Wuzzy
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Re: Stupid Questions - The Topic
River water only generates naturally in rivers in the “valleys” mapgen.
https://wiki.minetest.net/River_Water
https://wiki.minetest.net/River_Water
- xianjiro
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Re: Stupid Questions - The Topic
Have tried consulting both the wiki and these forums but I don't get the relationship between mapgen(s) and Minetest or minetest_game nor have I found any way to select such when starting up the game. Mostly I'm just trying to understand which version of mapgen I'm seeing in my game.
I'm playing v.0.4.16.
So which mapgen am I most likely using?
I'm playing v.0.4.16.
So which mapgen am I most likely using?
- GreenXenith
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Re: Stupid Questions - The Topic
The default is v7 as of 0.4.16. When you press "New" on the menu, under the world name and seed you can set the mapgen. To find it after you create your world, you can look in your world's map_meta.txt, it should say something like mg_v7 or mgflat, etc...xianjiro wrote:Have tried consulting both the wiki and these forums but I don't get the relationship between mapgen(s) and Minetest or minetest_game nor have I found any way to select such when starting up the game. Mostly I'm just trying to understand which version of mapgen I'm seeing in my game.
I'm playing v.0.4.16.
So which mapgen am I most likely using?
There is v5 (no idea), v6 (normal), v7 (somewhat-crazy, interesting, floatlands), flat (flat - duh), fractal (fractals.. julia? I don't remember), and valleys (self-explanatory). There is singlenode (air), but I don't think it shows up by default. In the next release we will have Carpathian :3
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- xianjiro
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Re: Stupid Questions - The Topic
Okay, now it all makes sense. Thanks! :)GreenDimond wrote:The default is v7 as of 0.4.16. When you press "New" on the menu, under the world name and seed you can set the mapgen. To find it after you create your world, you can look in your world's map_meta.txt, it should say something like mg_v7 or mgflat, etc...xianjiro wrote:Have tried consulting both the wiki and these forums but I don't get the relationship between mapgen(s) and Minetest or minetest_game nor have I found any way to select such when starting up the game. Mostly I'm just trying to understand which version of mapgen I'm seeing in my game.
I'm playing v.0.4.16.
So which mapgen am I most likely using?
There is v5 (no idea), v6 (normal), v7 (somewhat-crazy, interesting, floatlands), flat (flat - duh), fractal (fractals.. julia? I don't remember), and valleys (self-explanatory). There is singlenode (air), but I don't think it shows up by default. In the next release we will have Carpathian :3
- sorcerykid
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Re: Stupid Questions - The Topic
In the node registration, what is the relationship between wield_image and inventory_image, if one or the other is not specified? Or is it always necessary to specify both if you want them to be the same image?
Just curious, since I'm always looking for ways to avoid redundancy :)
Edit: Nvm, upon further testing I discovered the two values are completely independent. I'll keep the question here for reference :)
Just curious, since I'm always looking for ways to avoid redundancy :)
Edit: Nvm, upon further testing I discovered the two values are completely independent. I'll keep the question here for reference :)
Last edited by sorcerykid on Thu Dec 21, 2017 22:38, edited 1 time in total.
Re: Stupid Questions - The Topic
sorcerykid wrote:In the node registration, what is the relationship between wield_image and inventory_image, if one or the other is not specified? Or is it always necessary to specify both if you want them to be the same image?
Just curious, since I'm always looking for ways to avoid redundancy :)
https://dev.minetest.net/minetest.register_node wrote: inventory_image — This texture will be used for every state except when placed in the world (i.e. it will be used in inventory and when dropped). If undefined (nil) an image will be automatically constructed from tiles.
wield_image — The texture to display in place of the hand texture when the node is wielded. If undefined (nil), the inventory image will be used.
- sorcerykid
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Re: Stupid Questions - The Topic
Okay, another question. With particle spawners, what is he difference between the parameters attached and playername?
It seems that attached actually attaches the particle spawner to a single player, whereas playername shows the particlespawner only to a single player. However, the attached parameter is not even mentioned in the wiki:
http://dev.minetest.net/minetest.add_particlespawner
Apparently, it was added to the engine over a year ago, according to this pull request:
https://github.com/minetest/minetest/pull/4409
So is there any more complete documentation about these two parameters and their behavior with relationship to one another?
Edit: Nvm, upon closer inspection I see the lua_api.txt was updated. It is the wiki page that is obsolete.
It seems that attached actually attaches the particle spawner to a single player, whereas playername shows the particlespawner only to a single player. However, the attached parameter is not even mentioned in the wiki:
http://dev.minetest.net/minetest.add_particlespawner
Apparently, it was added to the engine over a year ago, according to this pull request:
https://github.com/minetest/minetest/pull/4409
So is there any more complete documentation about these two parameters and their behavior with relationship to one another?
Edit: Nvm, upon closer inspection I see the lua_api.txt was updated. It is the wiki page that is obsolete.
- AccidentallyRhine
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Re: Stupid Questions - The Topic
In the documentation for server commands, it states that banning should work for players whether online or offline.
"Banning a player prevents him/her to connect to the server again. The player does not need to be connected at this time."
However, when I try this it just fails with "No such player". Broken for both LAN and dedicated server 0.4.16. This is the only thing keeping me from dropping xban2. Is there a possible configuration I'm overlooking?
"Banning a player prevents him/her to connect to the server again. The player does not need to be connected at this time."
However, when I try this it just fails with "No such player". Broken for both LAN and dedicated server 0.4.16. This is the only thing keeping me from dropping xban2. Is there a possible configuration I'm overlooking?
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Re: Stupid Questions - The Topic
I believe the wiki is fake news about that. I use xban for the same reason.AccidentallyRhine wrote:In the documentation for server commands, it states that banning should work for players whether online or offline.
"Banning a player prevents him/her to connect to the server again. The player does not need to be connected at this time."
However, when I try this it just fails with "No such player". Broken for both LAN and dedicated server 0.4.16. This is the only thing keeping me from dropping xban2. Is there a possible configuration I'm overlooking?
Re: Stupid Questions - The Topic
This is a legitimate bug. Banning a player should be possible even if that player has logged off. The documentation is probably correct, but the engine has a b0rkage.AccidentallyRhine wrote:In the documentation for server commands, it states that banning should work for players whether online or offline.
"Banning a player prevents him/her to connect to the server again. The player does not need to be connected at this time."
However, when I try this it just fails with "No such player". Broken for both LAN and dedicated server 0.4.16. This is the only thing keeping me from dropping xban2. Is there a possible configuration I'm overlooking?
- Linuxdirk
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Re: Stupid Questions - The Topic
Not quite … But beware: Playing Minetest at night is a way to time travel. If you look at the clock at 3am and start playing a second later you look at the clock again and it is 8am :DJoseph13 wrote:Is it dangerous to play minetest at 3:00 am?
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Re: Stupid Questions - The Topic
Thanks, sofar.I see you have already opened an issue. I would have done so earlier had I known it was a bug.sofar wrote:This is a legitimate bug. Banning a player should be possible even if that player has logged off. The documentation is probably correct, but the engine has a b0rkage.
Re: Stupid Questions - The Topic
Yep, read about circadian rhythm and melatonin.Joseph13 wrote:Is it dangerous to play minetest at 3:00 am?
I know it was a joke, but I really have these problems.
- Linuxdirk
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Re: Stupid Questions - The Topic
Actually … If I would life after my circadian rhythm I would get up around 1-2pm and go to bed around 5-6am with my most active phase somewhere around 11pm. Welcome to my life of constant tiredness because of socially enforced chrononormative behavior.Punk wrote:Yep, read about circadian rhythm and melatonin.
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