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I should have set this up years ago. But it's no tale of woe.
Whether the temperature is high or low, regardless of cold winds blow,
away we go like Edgar Allan Poe, on now with the show. BTW rhymes are welcome.
I know that in theory, SVG texturing is entirely possible within Irrlicht, even advantageous (compared to high-resolution, bitmap textures), but I wondered if it could perheps be technically feasible to implement within Minetest.
A somewhat simplified method of faking a cube-world on a single map might be to use something like "Möbius" Farlands: a procedurally-generated border to the map that symmetrically joins one edge to its opposite. This could be a Perlin mountain range, or a desert, or even a vast Tethys Ocea...
For what it's worth, I have long since been a fan of midi and would also love to see support for it added to minetest, however, I would like it to be more than just a simple midi file player. I can image building a programmable sequencer from mesecons, for example. I hope this can become a reality ...
Diagram demonstrating one possible (somewhat simplistic) implementation of server-side score generation. The idea is that the server would generate a score per biome. One of these would be fed to the player (as a stream of OpenSound packets, or MIDI notes, or whatever), depending on their location. ...
My suggestion is that - like the "leveled" type of nodebox - "scaled" nodeboxes would use param2 to store the "level" of the nodebox, and all other dimensions would be interpreted as fractions (technically multiples) of param2 . This introduces a method to parametricall...
I don't know about deleting, but there are some alternatives: * Random respawn anywhere on the map. When you respawn 30000 nodes away from your first spawn, you probably won't find your old world again. * ABM to replace air with some other node, containing an check if the player died. That way the ...
The Project: Attempting to implement a "co-operative hardcore mode", in which the death of all players triggers the deletion and re-generation of the map. The Problem: In order to delete the map files (without causing errors and additional problems) the server will need to cease reading a...
Could somebody make a mod, where are some blocks you can steer in the water (just like boats, but to build with)? It would be very cool and allow to build driving sail ships or so. You should look at [meshnode] by stu, or [airship] by Pavel_S. These work by converting map nodes ("blocks")...
Update: Am currently designing & writing new, custom formspecs for Deimos . Bonus Linkage: I recently watched these two videos (from the Extra Credits channel), which posed some interesting arguments about what can make compelling and different game-play (independent of considerations like narr...
I have been intending to work on generative architecture. ... I'd been thinking about generative urban architecture using modules. If you generated a coarse, roughly Gaussian height map, centred upon the pre-defined epicentre (or geometric centroid) of a city grid, you could quickly fill organic-lo...
... The crystals look nice. They would look nicer if the shape was not a cube but something that looks more like a crystal. Plantlike or a nodebox could help. ... Although I know that "cubic" is actually a natural and very common class of crystal habit, I have to agree. Perhaps cubic node...
Short question: How to detect in which biome a player is? HeroOfTheWinds' [tempidity] is a simple demonstration of how temerature and humidity data (which control biome generation) can be polled for player position, during play. That data (as well as things like elevation, sea-level, and light leve...
As paramat suggests, the simplest way to implement placenames would be to build a table of "sub-words" that sound okay together, and then assign a (more or less) random combination of 2-3 of them for each spawned village. Unfortunately, places are usually named after prominent physical fea...
Hey, people. What about actually explaining nodeboxes instead of pointing to 3rd party tools right from the beginning? ;-) (*snip*) The only thing that I'd add to this (apart from a link to the wiki ) is to mention a few of the limitations of nodeboxes: ⋅ Nodeboxes are always orthogonal....
I'd like to help with regard to English placenames. I studied languages for a few years. I should point out, though, that "English" placenames are frequently derived from languages other than English. I can also help out with French and Polynesian placenames
Awhile back, I compiled a list of components. It grew quite large, so I dispaired of ever implementing it. Still, if it could be of any use to you, here is the component list. == Components == -- tool heads _arrow_head _axe_head _battleaxe_head _bodkin_head _chisel_blade _dagger_blade _drill_bit _fi...
Since Deimos has received the most interest, I've started to work upon it in earnest. Sidenote: You wouldn't believe how many chemicals it takes to keep a person alive on an airless moon! Synthetic food is likely to be the biggest challenge. Thankfully, Deimos (the moon) is probably (as far as we kn...
Since the advent of half-slab terrain (q.v.) and moreblocks (q.v.) the scaled-down kind of voxel scaling has become somewhat moot. I must say though that the idea of a scaled-up voxel world, as suggested by webdesigner97 does have significant potential.
May I suggest the inclusion of fluid / flowing mud, sand and gravel? By that, I mean blocks that when unsupported change their behavior to drawtype = "flowingliquid" and/or liquidtype = "flowing", so that they spread and re-settle.
Hi, folks, I've been fermenting a few ideas for a game built in the minetest engine, and I wanted to present a few of the more interesting ones here in order to gauge response, generate feedback, and finally decide to which one I will commit (as you'll see, each of the projects are rather too ambiti...
[mobf] is the more powerful API to my mind, unless something massive has changed with [mobs] since I last played with it. [mobs] does have the performance advantage, which is hard to argue against. I think as an out-of-the-box mod, [mobs] is nicer. But [mobf] is of more use for mod/game development ...
I discovered Minetest through PlayDeb , and I think that is probably a more suitable outlet for this game than Steam. Not that I think the game ought to be exclusive to that audience, but that I think it is better targeted toward the people who are more likely to appreciate MT versus Minecraft and b...
Please use 16x16 textures when making something for the game. Leave it up to texture packs to make highres textures and such. (...) I know, I know - "visual style" and all that. :sheepish grin: I still say that 32x is a better compromise. :P @kilarin : Thanks. I'll try adjusting/sharpenin...