BrandonReese wrote:I just pushed an update that keeps track of some player stats (number of nodes dug and replaced, deaths, travel distance, etc...). It also gives experience for digging and placing nodes. Every 100 nodes you place or dig you will get experience and the more you have placed the more experience you will get (e.g 100 nodes 5 exp, 200 nodes 10 exp, 300 nodes 15 exp)
swordpaint12 wrote:Also, I was looking at the mods list and I opened up the mg_villages mod. I copied and pasted that file as a whole into my minetest mods file. I opened up dependencies and I saw handle_schematics. What is this? Is it possible to download? Was I right to paste it in my minetest mods folder?
swordpaint12 wrote:Furthermore, the few times I managed to get adventuretest to work for me the terrain around the villages I spawned in was very eratic with very few trees neerby and most commonly laden with snow. Is it usual to spawn in villages and to have very 'nearly unusable' terrain around the village?
swordpaint12 wrote:Okay, so I have a few questions. First, in the adventuretest mod's register_functions.lua, I had to delete default.player_globalstep(dtime) and default.leaf_globalstep(dtime) because of an error. Was this the right step? At first I deleted hunger.global_step(dtime) but that caused it to crash when I got hungry(it opened up just fine after deleting that), so I replaced it and I then edited hunger.global_step(dtime) so that it read hunger_globalstep(dtime). At first the error said that global_step was a nil value, then that hunger_globalstep was a nil value. A little help with that?
BrandonReese wrote:I pushed a couple of updates last night.
- New dungeons are now populated with goblins and if it's a large enough dungeon it will have a chest full of treasure and a dungeon master guarding the treasure. Goblins are pretty weak but can overwhelm you with their numbers for be cautious. Dungeons don't repopulate and chests don't refill with treasure. Some of the close quarters made it hard to place spawn blocks plus if the dungeons repopulate you could find yourself fighting a never ending horde of goblins.
BrandonReese wrote:That's pretty strange. I would delete it from the games folder, download it again and try it. Also start with a brand new world if you can.
Samson1 wrote:I need the mob villages from this mod but I don't know how to remove the other mobs! Could some one help?
philipbenr wrote:I'm 99% sure it will work. Unless Brandon here changed default around... Also, VanessaE just pull requested in some support for default straw, so, might want to think a bit... crafting could be off.
BrandonReese wrote:supporting cottages:straw along side default straw might not be a bad idea.
Sokomine wrote:BrandonReese wrote:supporting cottages:straw along side default straw might not be a bad idea.
Yes, that's a bit of a problem. Cottages has it, Darkage has it, Castles has it, default has it...but there's no guarantee that all these mods are installed. RealTest doesn't have straw to my knowledge. Yet all these duplicate nodes are a bit too much straw. Aliases don't always work as desired. If anyone has a good idea, please tell me.
TuxerP wrote:I want to run adventuretest as a second minetest service on my minetest service. Having carbone-ng running on port 30000 with worldname "world" I created a second service with, but I keeps using the default worldname "world". Minetest is running on a headless ubuntu linux server with systemd. Setting the world path in the minetest.conf or defining a different worldname on the command line does not create a different world directory in my .minetest/world directory. Anyone any idea how I can solve this? I think adventuretest is a great subgame and would like to test it very much.
minetestserver --config <config file for this instance> --worldname world2 --port 31000 --logfile debug2.txt
minetestserver --gameid adventuretest --world adventuretest --port 30010
BrandonReese wrote:Create a folder for your new world in the worlds folder and create an empty world.mt file. That should do it.
swordpaint12 wrote:@FreeLikeGNU are you using the wood in your inventory first? Also, are you using your steel axe?
I myself keep having to trek across literally thousands of nodes just to find trees. In every single magpen(except singlenode, of course!).
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