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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.
Is it possible to use biomes to generate different stone underground? I tried it, but it didn't work. Maybe I did something wrong? Yes it's possible, just define 'node stone'. But the y limits of the biome need to be > 80 nodes apart or either side of a mapchunk border because the biome for the ent...
I might add an optional way to get up there in mgv7. Mostly my intention was for mods to provide a way up somehow. Note currently the biomes are a mess up there with underwater trees, grass etc. We don't yet have a dedicated set of biomes for the floatlands but i'm working on it. The next set of flo...
Wuzzy, "mudflow" moves dirt that sits on the edge of vertical drops and moves it to the base of the drop, like soil erosion, it's done twice in a loop. Use 'minetest.set_mapgen_setting()' https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2296 in a mod to set any of the mapg...
How can I make ridges in mgv7 less deep? And the underground and the shores a bit more rough. Ridges look so polished Mgv7 rivers are fixed depth. The riverbed will always be a smooth curve, but you can make the river course more twisty by increasing octaves and/or persistence of mgv7_np_ridge_uwater
What is needed that dungeons are generated with cobble stone? I made a minimal subgame and I don't get any errors, but dungeons are generated with stone. The same issue exists in the minimal development game. Cobble node is registered, but not used for dungeons Some dungeons use desert stone or san...
Having many different ore densities would add many ore registrations, we like to keep it simple. But maybe there's an argument for one more much deeper increase to reward going deeper.
It's doable, but i feel low priority. MT cosmology is highly unrealistic already, with a cubic planet rotating between Sun and Moon which are always opposite from each other. Making things cosmologically realistic would need a lot of new code and i don't see much need, MT is highly unrealistic to ke...
We're looking for textures for coniferous forest ground, dead needles. burli's is close but needs more contrast and should not create lines on the landscape.
/emergeblocks takes 2 co-ordinates in node units, it means 'emerge or generate the mapblocks that intersect the volume defined by these node co-ordinates'.
By writing 'Nether' and 'Aether' i meant to show how these realms in MC cannot be physically below and above, even when the 'Aether' was intended to be above the clouds. I didn't mean to suggest we copy these MC realms in MT, we wouldn't want to and couldn't for copyright reasons, they would need di...
Crumbs this subject again. I thought the other threads did explain. It's because a S16 (signed 16-bit integer) was chosen for co-ordinates, which is limited to +/- 32768 (= 2^16 / 2). The next larger choice would be a S32 (32-bit integer) which is very much larger but is slower to process. Because +...
The leafdecay ABM has been removed from Minetest Game and replaced with an API using event-based decay: decay only happens around a trunk node when that node is removed. You will need to edit your tree mods to register leafdecay for each tree type, details are below and in game_api.txt. Apologies fo...
I'm playing with engine code. These are high-density dungeons and intersect, so it may be possible to travel quite far up inside. Here's a better one without the central square column, just dungeons:
Mgv7 and all non-mgv6 mapgens have large and dense forests, especially if it is a rainforest, a forest biome can occasionally be as large as 1000 nodes. mgv6 is small-scale, the others are more of an adventure, you need to travel. In non-mgv6 mapgens there are water caves underground, where these me...