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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.
Update 2.2 changelog: ⋅ replaced the floor wall code with a more generic aproach ⋅ balanced for fun gameplay ⋅ bugfixes I think the physics are almost finished. The only things that i have left on my list are: ⋅ fix attached node removal ⋅ add physic...
Unrelated question: Has anyone tried out this mod with a Valleys map? It seems to me that the rivers generated by Valleys get a bit messed up when the water in them can flow freely downhill and out into the regular-water ocean. I'm thinking I should have river water flow disabled by default. Haven'...
Update 2.1 changelog: ⋅ Added wall and floor physics, strange to get used to (needs more improvemend) ⋅ Added physics for all stairs and slabs, optional dependency. ⋅ Added physics for glass and other default deco ⋅ Also Propably lots of bugs, so watch out Try...
I did a little update, pilars in a crossshape can be build higher than single block pilars. Also added junglewood and pine_wood (thanks for pointing this out Diamond knight) I think that the attributes should be scaled by a factor or ten so that there can be more variance in weight (wood blocks are ...
Is it possible to use the torch7 framework in a minetest mod? Website: http://www.torch.ch It uses lua so i tought that maybe i could use this, it would make things a lot easier. No Idea how to get it in minetest through. You can require it as a package like in other lua scripts, but it needs to be...
Is it possible to use the torch7 framework in a minetest mod? Website: http://www.torch.ch It uses lua so i tought that maybe i could use this, it would make things a lot easier. No Idea how to get it in minetest through.
I think custom blocks for this mod would be nice: eg. Steel cables, steel frames, etc. and support for all the default (and some mods) non natural blocks, and a setting for difficulty (easy, medium, hard, realistic) (will affect the supporting qualities of materials, and some way to make all defaul...
I am not sure what callbacks are called using set_node As i understand it now: set_node(non-air) on a non-air node triggers the "on_construct" , "on_destruct" and "after_destruct" callbacks set_node(non-air) on a air node triggers the "on_construct" callback s...
Hi people, I have made a new version (2.0)! Changelog: ⋅ TNT affects blocks again ⋅ Moved all processing to a coroutine effects: ⋅ It uses on_construct and after_destruct so it should be compatible with all destroying mods ⋅ There should be no lag because if t...
I think nodes should collapse if there is no block connected touching to ground. Otherwise we cannot build a bridge :) I don't know what you mean? You are propably using a node without physics Wow! I am quite impressed by the idea alone. Very innovative. It completely turns the entire building aspe...
Simple Block Physics Info This mod adds very very simple block physics to minetest. Some inspiration came from this post: https://forum.minetest.net/viewtopic.php?id=3032 credits to Fiberous The mod only affects humanmade blocks that don't use there param2. It uses the param2 variable of the affect...