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Re: Post your mapgen questions here (modding or engine)

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...
by paramat
Tue Mar 14, 2017 01:44
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: The secret realm (floating islands)

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...
by paramat
Tue Mar 14, 2017 01:31
 
Forum: Minetest General
Topic: The secret realm (floating islands)
Replies: 9
Views: 2382

Re: Post your screenshots!

ABJ i don't know how to make models, so for the moment i am happy with a cube, seen my 'mesecar' mod? same approach.
by paramat
Thu Mar 09, 2017 11:41
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362067

Re: Post your mapgen questions here (modding or engine)

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...
by paramat
Thu Mar 09, 2017 11:32
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

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
by paramat
Thu Mar 09, 2017 11:29
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: Post your mapgen questions here (modding or engine)

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...
by paramat
Thu Mar 09, 2017 11:25
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76687

Re: select grass sides in advanced game menu?

I like grassy sides. You can use a mod to override default:dirt_with_grass to alter the textures.
by paramat
Thu Mar 09, 2017 11:18
 
Forum: Minetest Features
Topic: select grass sides in advanced game menu?
Replies: 10
Views: 5138

Re: Post your screenshots!

Image

Working on a rover for my 'moonrealm' mod.
by paramat
Tue Mar 07, 2017 16:39
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362067

Re: Shouldn't ores reserves be proporsional to the depth?

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.
by paramat
Tue Mar 07, 2017 03:25
 
Forum: Minetest Features
Topic: Shouldn't ores reserves be proporsional to the depth?
Replies: 16
Views: 7913

Re: Minetest 0.4.15

Hehe as usual the wiki is about 3 years out of date.
I would be that expert, i can write something but i don't have wiki access.
by paramat
Mon Mar 06, 2017 05:52
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52619

Re: Leafdecay changes: Changes needed in tree mods

Correct the leafdecay group is now not used by MTGame as has no effect in MTGame, but we left the group there in case mods use it.
by paramat
Sun Mar 05, 2017 00:44
 
Forum: Minetest News
Topic: Leafdecay changes: Changes needed in tree mods
Replies: 17
Views: 5968

Re: Astronomical sun path

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...
by paramat
Thu Mar 02, 2017 22:17
 
Forum: Minetest Features
Topic: Astronomical sun path
Replies: 7
Views: 3872

Re: Post your screenshots!

duane wrote:Might have got a little carried away with this one...

I like it.
by paramat
Wed Mar 01, 2017 06:40
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362067

Re: Different soils for forests

PR merged.

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.
by paramat
Wed Mar 01, 2017 06:32
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10273

Re: Use leveldb instead of sqlite for huge maps

/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 paramat
Wed Mar 01, 2017 06:26
 
Forum: Minetest General
Topic: Use leveldb instead of sqlite for huge maps
Replies: 7
Views: 1249

Re: Are there any plans in extending the world size?

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...
by paramat
Sun Feb 26, 2017 22:29
 
Forum: Minetest Features
Topic: Are there any plans in extending the world size?
Replies: 12
Views: 1669

Re: Different soils for forests

PR using npx's textures https://github.com/minetest/minetest_game/pull/1587
npx is CC BY-SA 3.0 ok? this is the usual license we use for textures.
by paramat
Sun Feb 26, 2017 01:55
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10273

Re: Are there any plans in extending the world size?

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 +...
by paramat
Sat Feb 25, 2017 23:15
 
Forum: Minetest Features
Topic: Are there any plans in extending the world size?
Replies: 12
Views: 1669

Leafdecay changes: Changes needed in tree mods

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...
by paramat
Sat Feb 25, 2017 04:26
 
Forum: Minetest News
Topic: Leafdecay changes: Changes needed in tree mods
Replies: 17
Views: 5968

Re: Opinons needed: Possible change in map block serializati

Best open an issue in the Github Minetest engine webpage.
by paramat
Fri Feb 24, 2017 23:17
 
Forum: Minetest News
Topic: Opinons needed: Possible change in map block serialization
Replies: 10
Views: 4566

Re: Post your screenshots!

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:

Image
by paramat
Tue Feb 21, 2017 00:04
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362067

Re: Suddenly: black hole in landscape

There is a PR being reviewed now that should fix shadows caused by saplings growing.

> More light/shadow bugs on flat surface:

In latest 0.4.15dev?
by paramat
Mon Feb 20, 2017 19:55
 
Forum: Minetest Problems
Topic: Suddenly: black hole in landscape
Replies: 19
Views: 9261

Re: Nyancat textures renamed

In 0.4.15 they should do, below y = 47.
by paramat
Sun Feb 19, 2017 23:44
 
Forum: Minetest Texture Packs
Topic: Nyancat textures renamed
Replies: 6
Views: 4088

Re: Post your screenshots!

Image
by paramat
Sun Feb 19, 2017 23:34
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1362067

Re: Contrast crosshair

The crosshair can be customised by using a crosshair texture in a texture pack, see https://github.com/minetest/minetest/blob/master/doc/texture_packs.txt#L60
by paramat
Fri Feb 17, 2017 19:33
 
Forum: Minetest Features
Topic: Contrast crosshair
Replies: 8
Views: 1781

Re: Make water and reviens spawn underground?

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...
by paramat
Fri Feb 17, 2017 19:30
 
Forum: Minetest General
Topic: Make water and reviens spawn underground?
Replies: 8
Views: 1648

Re: Why doesn't fill this code the air?

Now solved.
by paramat
Fri Feb 17, 2017 19:23
 
Forum: Modding Discussion
Topic: Why doesn't fill this code the air?
Replies: 3
Views: 839

Re: Automatic, random texture placement

Since you're exchanging stone for stone you probably don't need to recalculate lighting either, so try without vm:set lighting, vm:calc lighting.
by paramat
Fri Feb 17, 2017 19:17
 
Forum: Modding Discussion
Topic: Automatic, random texture placement
Replies: 11
Views: 1693

Re: Automatic, random texture placement

It's quite simple, just simplify and alter this code https://github.com/PilzAdam/nether/blob/d6d388b1c78edbe63c337c64b4919efabf3078b7/init.lua#L424
Line 424 onwards.
You can remove 'vm:update_liquids()' from the end.
by paramat
Wed Feb 15, 2017 03:55
 
Forum: Modding Discussion
Topic: Automatic, random texture placement
Replies: 11
Views: 1693
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