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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 whole mesecons system is intended more as supply electronics than electricity, that is, it is for logic circuits much more than electric stuff, so this will most probably never be changed to be like you say.
The light is currently stored in param1 of each node, as two 4-bit fields: light on day and light on night, so coming from MC, you just need to set night light to artificial light, and day light to the maximum of sunlight and artificial light. Thanks. I have it working! Could you tell me exactly wh...
I have another question for the developers: how is the lighting information stored in the map? It seems like the light propagates the same or similar in Minetest as it does in Minecraft, and I can already calculate the light for Minecraft so it would probably be easy to adapt, if I only knew how it...
Hmm, I am surprised that it may even exist on disk. You can try to do as you say, but beware that it may have strange consequences, so try to avoid it if possible.
Default water level is z = 0. About generating new mapblocks, it happens when the player is close enough; I think it can be configured but I don't remember the default radius. Also, the map is generated in mapchunks of 5*5*5 mapblocks (that's the default; if you produce your own maps, it is advised ...
I suggest you use the oldest version that supports all the features you want; version 25 may be a good choice since it is already quite old (at least a few years), while version 27 was introduced just a few days ago to fix lighting problems, so pre-v27 mapblocks may be slightly slower to load on new...
There are no blocks id per se, all mapblocks contain something called "name-id mapping", that explain the mapping between the id of a node in the mapblock, and its name (like, "default:stone" for stone). To know the name of the various nodes, you can look that up on the wiki ( ht...
The format is more or less always the same, (almost) the only thing that changes is how the blocks are stored in the db. More precisely, each 16*16*16 block is first serialized, then inserted into the db, the serialization being the same for all db backends. The most used one is sqlite3, as it was o...
Hi, I'm the author of that "impossible to understand code" :). Line 231 you're talking about is used for tile entities, which are not the bulk node data, so changing it is needed, but won't change much. The solution is indeed in extract_slice; the idea of the code in it is just to reverse ...
Gang, I seem to be able to get every Technic device to output to tubes save the MV Furnace. All machines in the chain are upgraded with the Control Logic Unit... and the furnace just feeds what it smelts back into its own input... Latest minetest/ mods. Thoughts? This means your furnace is facing t...
Yes, these are the two main problems with that idea. The best way to correct this would be to add a fourth "dimension" to the positions, but again, this would have quite a lot of compatibility problems. Thus, I need to think more about it. Maybe some kind of global value that would hold th...
Besides, do you really have to create fake players? Isn't there a better solution? It seems awfully hackish and destroys many assumptions modders can make about players. :-( The problem with your approach is, that it makes is_player() completely mostly meaningless. :-( The point of is_player is to ...
Well, I should look at the C++ code that generates those ores, then; there might be something I didn't take into account in there. I would say that (1) is definitely not the answer (if, as I guess, you enabled technic before the creation of your world; if not, all statistics you can make that includ...
The noise would be more like X_1 + 0.7 * X_2 + 0.7^2 * X_3, where X_1, X_2, X_3 are uniformly distributed on [-1,1], and with X_2 having a frequency double of that of X_1, X_3 one double of that of X_2 (that is: there are smaller-scale variations). Thus, a threshold of 0.55 is quite less that 50% ch...
Well, these metals are *on average* common. However, you need to find "veins" of them, which will be areas where you can find high concentrations of them. Thus, the gameplay objective is to make you find those veins, and establish an zinc mine somewhere, a chromium mine elsewhere, etc. Thi...
Hi, Technic should be compatible with the latest version of Minetest game, and needs a fairly recent version of the engine as well (the topic title saying 0.4.11 is unfortunately quite outdated). If cables look like full size blocks, this means you version of the engine is not recent enough: it uses...
It looks like pipeworks is not installed or has not been enabled... If it is correctly installed or enabled, though, it looks strange. Could you tell me if there is a "Pipeworks loaded!" message appearing in the console before the crash?
Yes, but you will need to modify the source a bit. If you want to remove the villages and the area they flattened, simply replace lines 19-21 (function is_village_block) of villages.lua by "return false". If you want to remove the villages but leave the area flattened, so you can easily bu...
You probably have an installation problem; I just checked the repository and the stainless steel ingot is there. It is however not in the 32x directory (which is not intended to replace all textures but some of them only), which is not really maintained anyway.
It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).
Nore, have you seen the polyworld module for Terasology? https://github.com/Terasology/PolyWorld Yes, already did... I also made my own code, that is still a WIP demo in Python though, and that produces 2D maps and not Minetest ones. Also, why MC1.0? World format should be the same in MC1.1, with o...