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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.
the later version has a very dumb bug which (sadly) prevents the gold ingots and other items to appear. This is the only reason why I haven't thrown the earlier version away a long time ago. And I fear, because of an engine bug (or maybe bad communication/documentation?), this is not going to chang...
I don't think we should pull plant growth down to light level 7. Maybe 11 tops. Still bright enough for many shade loving plants. So there's a minimum light level also in option 4. Basically option 4 then is not that different from option 1 in terms of what can grow, if it wasn't because you are mo...
I'm surprised the 4th option got so much support. It's both impractical and unrealistic. Plantlife will grow too slowly so people will end up having to use mese lamps anyway if they actually want to farm efficiently, and yet it will still grow in places where you might not want it to grow and where ...
@sofar, could you clarify this part of the license?: 1) you can re-distribute the artwork, but only if you: a) properly attribute b) do not modify the code "do not modify the code" as in the code of the mod? Does that mean it's not possible to make pull requests in github? as this would in...
The setup is done in such a way that AI code parts are not part of the monster table, the monster table just specifies the API methods available (think of it as a library of AI code bits). That's nice. But as the driver ecosystem grows maybe the state definition with the parameters for the drivers ...
Awesome! I like how the AI tables look like declarative programming. Which is quite appropriate for AI. Though it might make sense to separate the animation/sound definitions from the AI table so it could be possible to reuse the same AI for more than one mob (eg. chickens and sheeps may have simila...
This makes no difference in current hardware. Even if you use some sort of grayscale in your textures, at some point it'd end up translated into some internal representation that separates it in color channels that mix to give whatever shade of gray (that's how the screens work anyway). I doubt you'...
Adding "Game" to the name is not a change. This was done to try and ease the confusion between the engine (Minetest) and the official subgame (Minetest Game). It was a pity that the voting to change the subgame name resulted in that name... imho adding " Game" to the title of so...
Hi, I think you should update the HUD bars mod since currently the HUD bars are displayed incorrectly (probably because of an old bug in the mod, sorry). Thanks for the heads up. I'll get to it on the weekend. EDIT: Did it. I also changed the room spawning to use the new LBMs and fixed some warning...
I'm not sure, but I think this function calculates a vector between two positions I don't think so, for that you only need to subtract the initial position from the final position, vector.subtract(b, a) would return the vector from point a to point b. Just as Hybrid Dog and Ruberwardy said, the uni...
what's screwing up Pipeworks (and therefore technic) is not having a drawtype for pipes Actually, I think the connected nodeboxes from latest release could help there. You'd only need one node and configure it to connect itself to nodes of the given groups. The connection logic is just done client-...
You can probably use the function "get_staticdata" as if it was the opposite of "on_activate". The string that on_activate receives as parameter is the same that get_staticdata returns. get_staticdata gets called when the entity deactivates (unloads) and the string is saved so th...
Using entities to simulate nodes would probably be too much... not to mention that they may disappear / pop-up spontaneously, since entities are only loaded when really needed. Maybe a new param2type could be added to store the index of the mesh/texture to use from an array in the nodedef. That way ...
The changelog is incomplete as always ...;) The changelog is a broad overview of the engine changes alone, not for the MTG game. There are even more things than what you mentioned added to MTG. The creative inventory received an overhaul, written books now are divided in pages, steel ladder, steel ...
Yes, but only if you also distribute the source code of your modifications, as the GPL license states. Are you making changes to both the engine and the game or only the game?
If it's used on a server, it would be better if the admin removes the recurring request to punch a tree or make a farm, i wouldnt want to have to go through it every time. Specially given that usually you spawn in protected areas where you cant punch anything or you have restricted permissions.. or ...
jp wrote:Wrong. It's a table, which is good enough to display overly long titles.
No, it crops them exactly like labels do: http://imgur.com/nmPxLM7 I also noticed an important problem with the paging, I made a ticket for it in github. But this is going off-topic, discuss there.
sofar's Tutor doesn't use formspecs, but the HUD API with a fake formspec's box-like as background. It has more space for displaying the text and is not subject to the formspec's aleatory behaviour on positioning. Wouldn't that bring other possible problems that have been already fixed with current...
Like I said, it has some advantages and also some limitations. Point 1 is entirely subjective. They are different experiences, that's no doubt, but I personally find the goal-based "spoon-feeding philosophy" more immersion-breaking and annoying when it's provided by means of popups that ge...
This is certainly a better approach than the Tutorial subgame. Good job. It's a different approach, with its own advantages, but I wouldn't say it's necessarily better. As a player who already knew most of the mechanics (playing Minecraft), I would have probably found this kind of tutorial boring t...
Looks like a nice concept. But is it gonna be a map then that you are building by hand or are you actually generating the terrain and features in lua? Is it gonna have special areas inside the caves or is it only a maze of tunnels?
I plan to continue working on this, but at the moment it's in a dormant state. I'm busy with some things IRL. But I don't think it would be a problem if you wanted to make your own implementation or if you like the design and wanted to join and help me with it, together we might be able to make a be...
You guys can feel free to use and change the bones nodebox for whatever, no problem. But good luck getting it accepted in vanilla Minetest, though. I think it needs improvement and as a replacement for the bones node it should try to be taller for the nodes to be able to make a pile properly. I made...
Sorry, Neuromancer, that it took me so long to answer. Yes, it's doable, but many rooms and puzzles would make very little sense without established constrains. If everything is destructible a lot of puzzles would make no sense. And at the same time, maybe people making new rooms may assume that you...
The current version of Dungeontest no longer generates dungeons that are infinite across the X-Z plane of the map. Each dungeon is limited to 5x5 rooms in the XZ plane (80x80 nodes.. ideally matching a mapchunk). They are only infinite in depth (Y axis, so you can keep going deeper and deeper down t...
@benrob0329 The "use" key is a good idea, but it still doesn't solve the problem with apples and food. How do you make an item edible and at the same time placeable without using the punch button to eat? Would we need yet another key? Wouldn't that be too much? To me, the apple problem is ...
Sorry for the delay, I run into some problems when using the mts files. However, with the help of some new features from the new version of the minetest engine (thanks paramat!), the Tutorial world generation should now generate a bit faster, it has no lightning issues and it doesn't depend or use w...