add disable_fire setting to minetest.conf.example
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add disable_fire setting to minetest.conf.example
minetest has a setting to disable fire, and it works, but it doen't display in minetest.conf.example. please, add it there and excuse mefor my english
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yes. you can add to minetest.conf.example something like this:sfan5 wrote:But we should still have a list of possible options for minetest_game
Code: Select all
#
#settings for minetest_game
#
#disable_fire = false
#maybe some other settings for minetest_game
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it's very uncomfortably. i think, it's be better to add a example configuration file to games/<game>/ folder and add note to minetest.conf.example, that you can also use settings from games/<your_game>/configexample.confCasimir wrote:Or for every mod itself.
minetest/games/gamemode/mods/modname/settings.example
And the settings have the syntax modname_settingname and have to be insert in the global minetest.conf.
e.g.
minetest_game/mods/fire/settings.example
fire_disable = false
fire_limit = 256
- Casimir
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My intentions was to write it into the mod folder because it is a setting of the mod, and has nothing to do with the game itself. When copying the mod into another gamemode the settings file will still be present. It just is logically a part of the mod.
Also when we make a decision on how to do it it is some sort of standard, mods that stand alone (normal mods that you download) would not take advantage of the standard if the settings.example is only used in gamemodes.
Also when we make a decision on how to do it it is some sort of standard, mods that stand alone (normal mods that you download) would not take advantage of the standard if the settings.example is only used in gamemodes.
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it's uncomfortably if someone trys to find some setting but he don't know, where is it, or only finding interesting settings to change.Casimir wrote:My intentions was to write it into the mod folder because it is a setting of the mod, and has nothing to do with the game itself. When copying the mod into another gamemode the settings file will still be present. It just is logically a part of the mod.
Also when we make a decision on how to do it it is some sort of standard, mods that stand alone (normal mods that you download) would not take advantage of the standard if the settings.example is only used in gamemodes.
what about writing settings to each mod AND to game folder?
Re:
Is this a thing?Casimir wrote:fire_limit = 256
I would like a way to reduce the time that fire takes to consume a node in my game and the time that takes to later disappear.. right now fire stay there forever not really burning things and just causing a lot of noise. Do I have to modify the fire mod itself?
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Re: Re:
Please do not harass dead topics!
You can modify the fire mod and present us your version as a pull request on GitHub.Ferk wrote:Is this a thing?
I would like a way to reduce the time that fire takes to consume a node in my game and the time that takes to later disappear.. right now fire stay there forever not really burning things and just causing a lot of noise. Do I have to modify the fire mod itself?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: Re:
Ow.. I'm sorry, I didn't realize this topic was dead, it might have just come up in a search and I didn't notice.
I was making some changes in the fire mod but it's probably not worth it for inclusion since it would probably go crazy in forests (I think fire spread already got nerfed in 0.4.13 because of this, it was giving performance problems in huge fires).
I realized that disabling the calculation for sounds boosts the performance quite a lot (like +10 FPS) when there's a lot of fire. I tried to do some optimizations in this regard but ended up having buggy behavior (fire sound sometimes disappearing at times when the world is closed and reopened) and I ended up giving up.
Nevertheless.. I'll leave a link to my changes in case it's ever useful for somebody.
I was making some changes in the fire mod but it's probably not worth it for inclusion since it would probably go crazy in forests (I think fire spread already got nerfed in 0.4.13 because of this, it was giving performance problems in huge fires).
I realized that disabling the calculation for sounds boosts the performance quite a lot (like +10 FPS) when there's a lot of fire. I tried to do some optimizations in this regard but ended up having buggy behavior (fire sound sometimes disappearing at times when the world is closed and reopened) and I ended up giving up.
Nevertheless.. I'll leave a link to my changes in case it's ever useful for somebody.
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