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Had a problem with, apparently, Dylan spreading lava & water near the spawn point. Cleaning this up, but sdfgffgs is repeatedly killing, preventing this, claiming that I and Doyousketch2 are the griefers.
by dsalt
Sun Mar 03, 2013 02:56
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Creative Server [git/dev]
Replies: 1384
Views: 241084

Like some other area-clearance code, canyon generation eats leaves and tree trunks; parts of trees are left in mid-air. Fun! ☺
by dsalt
Wed Feb 27, 2013 02:38
 
Forum: Mod Releases
Topic: [Mod] Canyon river systems [0.4.2] [canyon]
Replies: 79
Views: 27472

Interact priv for me too? (dsalt)
by dsalt
Tue Feb 26, 2013 23:14
 
Forum: Minetest Servers
Topic: [Server] VanessaE's Creative Server [git/dev]
Replies: 1384
Views: 241084

I've found it easier to use local git repositories with branches for packaging purposes. When I want to do a build, I merge the branches which I want (not necessarily committing the result) and then “debuild binary”. dpkg takes care of the rest. As for missing dependencies, install using apt-get or ...
by dsalt
Tue Feb 26, 2013 23:02
 
Forum: Minetest Builds
Topic: [Debian / Ubuntu] 1-line script: install Minetest Git
Replies: 128
Views: 62847

I can trigger
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
FIXME: Meshbuffer ran out of indices
Too many vertices for 16bit index type, render artifacts may occur.
without adding snow…
by dsalt
Sat Feb 23, 2013 18:39
 
Forum: Mod Releases
Topic: [Mod] Snow Biomes [3.2] [snow]
Replies: 272
Views: 96181

Yes… dependency issues are Fun™. I have a patch which does two-pass initialisation – first pass (hooks.lua) for things which don't depend on other mods, then the second pass (init.lua) for the rest. That said, I think that that splits things in the wrong way for what you want, which would appear to ...
by dsalt
Sat Feb 23, 2013 18:36
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200503

Moving a whole tree down is doable and not too terribly hard to detect when it needs to happen, but it would be slow given the sheer number of nodes in a tree, even if the engine did all the work. Could very well be… Bushes should be easy to fix, just add "plantslib:" in front of that function call...
by dsalt
Fri Feb 22, 2013 16:52
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200503

Patching the engine to automatically trigger the falling code is beyond my skills at this point. I may be able to do that; I've not looked at the relevant code, though, so I can't say any more than that. […] About the other falling stuff, I'm not sure I understand what you're getting at - are you s...
by dsalt
Fri Feb 22, 2013 02:23
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200503

[img=Trunk eaten by leaves!]http://www.moreofthesa.me.uk/minetest/moretrees-20130221-trunk-oops.jpg[/img]

Looks like one tree trunk has been ‘eaten’ by leaves from another…

(Current moretrees git; current minetest git; blossom provided by the ‘nature’ mod.)
by dsalt
Thu Feb 21, 2013 20:16
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200503

Just executing remove_node() by itself doesn't cause them to fall. Adding the dig_node() call right after is what does it, probably because that call is intended to simulate a player actually digging the node (even if it's air), which triggers the engine's attached-item-falling code and also forces...
by dsalt
Thu Feb 21, 2013 19:56
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200503

My wishlist for this mod… ⋅ Have some blocks properly invertable, as can be done with standard step/staircase blocks. ⋅ Update the buttons to show example blocks for whatever block type is dragged to the mill. (Where a type is missing, the corresponding button should show the def...
by dsalt
Thu Feb 21, 2013 16:40
 
Forum: Mod Releases
Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
Replies: 107
Views: 38895

There are problems with the lantern as it stands… ⋅ Flicker. When the brightness is checked, the object may briefly disappear. This is… sometimes rather noticeable in that it's briefly dark. ⋅ As others have noted, all variants (different brightnesses) appear in the palette in cr...
by dsalt
Wed Feb 20, 2013 13:39
 
Forum: Mod Releases
Topic: [Mod] Magic Lantern [magic_latern]
Replies: 19
Views: 15626

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