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Re: [Mod] Biome system experiment [30-biomes]

Nyarg: you need to use a recent version of minetest_game.
by Nore
Sat May 21, 2016 08:07
 
Forum: WIP Mods
Topic: [Mod] Biome system experiment [30-biomes]
Replies: 37
Views: 4208

Re: Perlin noise exceeds -1/1 range

If that can help, perlin noise will always be less than (1-(persistance^octaves))/(1-persistance) in absolute value; however, it will very rarely get close to that value, if there are a lot of octaves, as it means that all octaves have to be close to 1 at the exact same place. Thus, if you want to r...
by Nore
Fri May 13, 2016 11:18
 
Forum: Minetest Problems
Topic: Perlin noise exceeds -1/1 range
Replies: 5
Views: 652

Re: [Mod]IndustrialTest[itest]

Could you post the error then please?
by Nore
Fri May 06, 2016 16:18
 
Forum: WIP Mods
Topic: [Mod]IndustrialTest[itest]
Replies: 31
Views: 12178

Re: [Mod] Technic [0.4.11] [technic]

Yes, but the last version of technic needs a very recent minetest -- less than a month old, I would say. You should try to update it.
by Nore
Tue May 03, 2016 22:25
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 527268

Re: [Mod] Technic [0.4.11] [technic]

Hello,

Latest versions of technic use connected_nodes for cables: a feature that is only present in recent versions of Minetest. Thus, you need to update it.
by Nore
Tue May 03, 2016 06:01
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 527268

Re: [localization] Minetest Game

This was much discussed, and the conclusion that came was that since translations are only server-side. It is one of my objectives to add client-side translations, and they will allow localization of mods, and thus of Minetest Game.
by Nore
Fri Apr 29, 2016 06:42
 
Forum: Minetest Features
Topic: [localization] Minetest Game
Replies: 2
Views: 427

Re: Nore's personal TODO list

I definitely had no intentions of creating an issue. so I apologize When I read "It is mostly there to organize my thoughts, but also to get some feedback so that I can focus on what people actually want most." Maybe I misunderstood. I nowhere near claimed to be a sudden "expert"...
by Nore
Thu Apr 28, 2016 14:46
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 13248

Nore's personal TODO list

Hi all! :) This is my personal TODO list: things that I am working on, or about which I'd like to work on. It is mostly there to organize my thoughts, but also to get some feedback so that I can focus on what people actually want most. What I am currently working on are colored chat, and client-side...
by Nore
Wed Apr 27, 2016 15:39
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 13248

Re: RealBadAngel

Goodbye RealBadAngel, you were a very skilled developer, but much more than that, you were a friend. I will miss you, we will miss you.
by Nore
Thu Mar 24, 2016 13:24
 
Forum: Minetest General
Topic: RealBadAngel
Replies: 76
Views: 19688

Re: [Mod] Technic [0.4.11] [technic]

Regarding supply converters: I don't know why but after doing some real circuits I assume that a supply converter is an equivalent of a transformer. Real transformers have so-caled turns ratio, so output voltage = 1/n * input voltage. So an in-game supply converter could be a transformer with a rat...
by Nore
Tue Feb 23, 2016 21:06
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 527268

Re: [Mod] Experimental mapgen [mg]

Hello all! The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated... Is it safe to remove this mod from a server which used it from the beginning? Are the villages and biomes already in existence or does this generate...
by Nore
Fri Jan 29, 2016 07:32
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46451

Re: [Mod] Experimental mapgen [mg]

Hello all!
The mod was moved to minetest-mods, so you can expect more frequent updates or bugfixes now ;), even if mg is starting to get deprecated...
by Nore
Tue Jan 26, 2016 20:50
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46451

Re: [Mod] Converter Minecraft world to Minetest world

Besides, is there any "specs" "notice" "api" "datasheet" (I don't know the english word for that) that describes how Minetest maps are stored. I know it's by 80x80x80 chunks, but where can I find the details? (and is it a good idea?) I remember I looked at th...
by Nore
Mon Oct 05, 2015 08:27
 
Forum: Minetest Features
Topic: [Mod] Converter Minecraft world to Minetest world
Replies: 63
Views: 15851

Re: Magichet: "The 1.2 'Non-Commercial' Release"

@4aiman As I am also for free software, I would like you to release the modifications you made to voltbuild under a free license please (the original LGPL license is fine with me). Sure thing. I'd like to continue to use your work, however, and LGPL isn't something that would help me. Well, I was t...
by Nore
Sun Sep 20, 2015 17:25
 
Forum: WIP Subgames
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 31458

Re: Magichet: "The 1.2 'Non-Commercial' Release"

@4aiman As I am also for free software, I would like you to release the modifications you made to voltbuild under a free license please (the original LGPL license is fine with me).
by Nore
Sun Sep 20, 2015 08:09
 
Forum: WIP Subgames
Topic: [Game] Magichet: "The 1.2 'Non-Commercial' Release"
Replies: 208
Views: 31458

Re: Post your screenshots!

This terrain looks truly epic :).
by Nore
Mon Aug 24, 2015 21:14
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1337642

Re: [Mod] Experimental mapgen [mg]

Could you try to rename the folder to "mg" please ?
by Nore
Mon Aug 24, 2015 21:14
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46451

Re: [Game] Australopithecus [Tech Demo]

BobbyBonsaimind wrote:Is there interest in this?

Of course there is :).
by Nore
Sun Aug 23, 2015 19:56
 
Forum: WIP Subgames
Topic: [Game] Australopithecus [Tech Demo]
Replies: 58
Views: 11350

Re: [Game] Australopithecus [Tech Demo]

Ok, I see what you want to do, I guess it will look less strange then :). Anyway, it looks very promising, I'd like to see next versions!
by Nore
Sat Aug 22, 2015 07:09
 
Forum: WIP Subgames
Topic: [Game] Australopithecus [Tech Demo]
Replies: 58
Views: 11350

Re: [Game] Australopithecus [Tech Demo]

I have to say it too: mapgen is beautiful. However, I am wondering: why are there no grass ramps?
by Nore
Fri Aug 21, 2015 07:38
 
Forum: WIP Subgames
Topic: [Game] Australopithecus [Tech Demo]
Replies: 58
Views: 11350

Re: [Mod] Pipeworks [20131128] [pipeworks]

I have a cave im digging and collecting items from down -152 unitw. I set up a chest with a itemwise injector connected to a transport tube. and transporting it to a chest on the surface. I tried it on the surface and it worked fine but when i try it from the cave, all the items fall on the ground ...
by Nore
Sat Aug 15, 2015 07:20
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 244179

Re: [Game] Skyblock [skyblock]

Maybe protection could be added only after players completed a few tasks, so that these players wouldn't have a protected island.
by Nore
Sat Aug 01, 2015 08:21
 
Forum: Mod Releases
Topic: [Mod] Skyblock [skyblock]
Replies: 184
Views: 55154

Re: [Mod] Experimental mapgen [mg]

wcwyes wrote:
Nore wrote: It has been fixed in the latest version.
It still a little buggy

You mean the static_spawnpoint thing?
by Nore
Sun Jul 05, 2015 10:45
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46451

Re: [0.4.12dev] Cryt-Survival

Can I have interact please? (In-game name: nore)
by Nore
Sun Jun 14, 2015 06:39
 
Forum: Minetest Servers
Topic: [0.4.14dev] Cryt-Survival
Replies: 83
Views: 14835

Re: [Mod] Technic [0.4.11] [technic]

This is very strange, looks like an engine bug... Could you post some info about your OS, etc. please?
by Nore
Sat Jun 06, 2015 14:56
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 527268

Re: [Mod] Technic [0.4.11] [technic]

Could you post more information about the crash please? (The crash report you pasted is too short)
by Nore
Sat Jun 06, 2015 14:16
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 527268

Re: [Mod] Experimental mapgen [mg]

These are in the we schematics of the mods; I will see if I can fix that.
by Nore
Mon May 04, 2015 05:50
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 46451

Re: [Game] Fractured [0.01] [WIP]

I reckon you can't do that easily without switching to a lua mapgen, but paramat may be able to provide some help about it :)
by Nore
Sat May 02, 2015 14:23
 
Forum: WIP Subgames
Topic: [Game] Fractured [0.01] [WIP]
Replies: 128
Views: 22567

Re: [Game] SkyBlock [skyblock]

Just thinking about lava... Maybe it should be made renewable (it is no longer renewable in minetest_game since a long time), so that players could have infinite lava?
Also, since grass does not spawn naturally, it is not possible to farm wheat I reckon...
by Nore
Sat May 02, 2015 12:30
 
Forum: Mod Releases
Topic: [Mod] Skyblock [skyblock]
Replies: 184
Views: 55154

Re: [Mod] Pipeworks [20131128] [pipeworks]

They should be reliable, I don't understand why you lost items (maybe the output chest was full?)
by Nore
Sun Apr 26, 2015 06:35
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 244179
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