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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.
Does this filter work both sides? I'm looking for a method to export fragments of Minetest worlds to Blender. I thought I might import a .we file in MC's WorldEdit and then use the Mineblend filter to export. There is a minecraft to blender python script called mineblend, that might provide a start...
The mod expects mapittest2.png and mapittest2_thumb.png to be in the textures directory of the mod, but I'll come up with some debug code to see why it isn't recognising the directory properly.
Looks like it's not copying the files correctly. I've only ever tested with linux, but that part of the code should be os independent. I take it you've got a file called mapit.png in your textures folder (you should as it's in the git and I'd expect a different error if not). You could try commentin...
Oh I get what you mean. The problem is that when converting a minecraft world, using minetest blocks doesn't necessarily work very well. Amongst others, problems were that doors didn't open correctly, rotation of blocks is very random and difficult to predict, even simple items such as the anvil don...
I just wanted to say this is my favorite mod of all time, but I've always found it intensly irritating that it didn't show up in the inventory. Thanks to balthazariv, I now know the following needs to be added to the register function and it shows up fine (so could you please merge this suggestion):...
Sorry the MapWorlds.sh script is no longer required. mapit automatically generates the map when it is loaded by minetest. I've removed the reference to it.
@HybridDog: This mod links up the textures with the names of the blocks/items in minecraft, and enables minecraft-style blocks to be used in minetest. What you seem to have described is nothing but moving files around, and the graphic is useless without being actually linked to something. I also can...
This mod provides a layer to make direct use of minecraft texture packs. Download: https://github.com/dgm3333/mcblocks It has primarily been developed to allow conversion of minecraft worlds using mcimport https://forum.minetest.net/viewtopic.php?f=5&t=11146&start=25 without using minetest b...
I've uploaded an update to mcimport to git, and created a pull request for it from my git:- https://github.com/dgm3333/mcimport Changes are: Corrected mirrored import of x axis for Anvil format files (now text reads correctly) Changed so unknown blocks are imported and will be displayed as unknown (...
Brilliant hotel Sokomine. BTW on the griefing front, I've discovered that it's very difficult to control the android minetest version, and as a result extremely easy for some inadvertent griefing. My daughter must have been in the running for saint-hood after she went round patching up numerous hole...
I've updated the mcblocks mod, which will get it's own post in a little while... https://dl.dropboxusercontent.com/u/21225632/mcblocks.zip This mod provides a layer to make use of minecraft texture packs. It also provides basic conversions for approximately 1000 nodes which will fit the names of the...
Is there a mod (or some other way) to have minetest start up and shut down the redis server if it's not already been started? It's a bit of a pain having to browse to a bash script every time I want to run one (having said that the speed does seem to be worth it)
I get the same error on the 0.4.10 official build with infinItely high rails when they terminate going up a slope. This happens when im watching someone on the pc/server building a track. Also certain items eg chests and traps are shown upside down in inventory and toolbar Finally i cant really use ...
What would be make this mod *really* amazing would be the ability to change font size from the editing dialog (even if it was for the entire sign rather than the differential colours you've acheived). It's always annoyed me how rubbish the classic signs look, and this gives the option of any font ty...
Unfortunately my next work project has hit, so I will be unlikely able to work on this mod for a bit. But here are my latest efforts. The following is the beginnings of a mcblocks mod. It lists all (?) minecraft blocks and replaces default water, lava and fire with a safe version (the default minete...
That worked. thanks - and dropped a pillar of lava on my head :-( The code now excludes lava and water from display just paste it into an init.lua file in a directory of your choice BTW in 0.4.11 debug (F5) tells which node you're pointing at if you want to identify them local displayAllNodes = func...
This is my code to create the chat command ('/dan') It should create an inverted pyramid starting above the players head and going out and down, but Unfortunately the for loop doesn't work, it returns a node count of 0, so I'm no further on... local displayAllNodes = function(pos) local nodeCount = ...
The code excludes lava water and fire from display (else it obscures your view, or combusts everything) just paste it into an init.lua file in a directory of your choice, or extract the zip file https://dl.dropboxusercontent.com/u/21225632/displayallnodes.zip BTW in 0.4.11 debug (F5) tells which nod...
can someone put up a death note map like they have for minecraft. i would love to have a death note world but i can't find one and building it takes too long. If you install mcimport you'll be able to import yourself, admittedly its not perfect yet, but its pretty good. https://forum.minetest.net/v...
Looks like the x and z axes haven't been correctly reversed. # MT -X +X -Z +Z Y # MC +Z -Z +X -X Y-63 # In Minecraft, West is +Z (max=∞) and East is -Z (min=-∞), North is -X (min=-∞) and South is +X (max=∞), Up is +Y (max=256) and Down is -Y (min=0), ground level is 63 # In Minetest, -X (west) <--- ...
Another somewhat unsatisfactory way of stopping mapgen griefing is to eliminate mapgen entirely. Putting the following as the contents of map_meta.txt turns it into a singlenode (ie air only) mapgen, which politely leaves all other nodes intact. chunksize = 5 mg_biome_np_heat = { flags = defaults la...
I have been attempting to stop some of the mapgen features by editing map_meta.txt. Unfortunately despite deleting flags and the mgv6_np_cave section before loading the world (so my flags were: mg_flags = trees, noflat, light), they were restored and activated on entering the world. Thus my map_meta...
paramat mentioned that uniflat (a landscape flattening mod) might be helpful for blending edges of imports: https://forum.minetest.net/viewtopic.php?f=11&t=7701 Also noted in https://forum.minetest.net/viewtopic.php?p=138972#p138972 You can actually stop caves removing particular nodes (in MGV6 ...
Also currently doors aren't importing correctly. The bottom half of them isn't joined to the top half, and will chop a hole in the ground when it's opened, and both top and bottom open in random directions.
Here are some more node definitions which expand the conversion. I've currently thrown in MCxxx blocks when there is no known converstion, so it will be possible to identify them in an import - I haven't yet figured out how to do this direct in the mcimport code. The new imports make use of the ries...