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About multi-channel wireless mesecons, look at this: https://github.com/Jeija/minetest-mod-mesecons/pull/110
by Nore
Tue Jul 30, 2013 15:53
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 536371

Mauvebic: with my mod, there are barriers, and a few differences between realms: sea level, sea material (lava/water), tree size, frequency and materials.
EDIT: it is at y=20000
by Nore
Sat Jul 06, 2013 18:45
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

You need to get a more recent version of Minetest (at least 0.4.6, IRC)
by Nore
Sat Jul 06, 2013 18:14
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

Could you post the lines just before that? (about 10 lines)
by Nore
Sat Jul 06, 2013 18:11
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

1. Did you read that: http://forum.minetest.net/viewtopic.php?id=6450
2. If this does not help, could you post the error message?
by Nore
Sat Jul 06, 2013 18:05
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

Mauvebic: I am currently doing something like that, but it is not very developped yet. You can still try it at https://github.com/Novatux/realms
by Nore
Sat Jul 06, 2013 16:18
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

@VanessaE: Hoping this topic will get sticky:
http://forum.minetest.net/viewtopic.php?id=6450
by Nore
Wed Jul 03, 2013 19:26
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 247163

Naming conventions – read this if “mod doesn't work”

I've seen enough "bug reports" of mods not working because of naming conventions, so I will explain these here briefly: - Modpacks folders can be named with any name, but the subfolders inside must follow naming conventions - Mods must have a name corresponding to the nodes/items/etc. they...
by Nore
Wed Jul 03, 2013 19:23
 
Forum: Mod Releases
Topic: Naming conventions – read this if “mod doesn't work”
Replies: 0
Views: 6783

Naming conventions – read this if “mod doesn't work”

I've seen enough "bug reports" of mods not working because of naming conventions, so I will explain these here briefly: - Modpacks folders can be named with any name, but the subfolders inside must follow naming conventions - Mods must have a name corresponding to the nodes/items/etc. they...
by Nore
Wed Jul 03, 2013 19:23
 
Forum: Minetest Mods
Topic: Naming conventions – read this if “mod doesn't work”
Replies: 0
Views: 4885

Naming conventions – read this if “mod doesn't work”

I've seen enough "bug reports" of mods not working because of naming conventions, so I will explain these here briefly: - Modpacks folders can be named with any name, but the subfolders inside must follow naming conventions - Mods must have a name corresponding to the nodes/items/etc. they...
by Nore
Wed Jul 03, 2013 19:23
 
Forum: WIP Mods
Topic: Naming conventions – read this if “mod doesn't work”
Replies: 0
Views: 15989

It is because calinou_mods or mesecons are modpacks, so the name of the modpack folder does not care. However, pipeworks is a mod, so it should be called pipeworks to follow the naming conventions.
by Nore
Wed Jul 03, 2013 19:06
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 247163

I saw in IRC that it was possible with VoxelManipulator... However, I have no idea how to do it.
by Nore
Wed Jul 03, 2013 18:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628197

I just changed my video driver from radeon to the amd proprietary one, and now it is much faster, but I get now the same error (which I had not before): GLSL not available. Minetest info: Irrlicht Engine version 1.7.3 Linux 3.2.0-4-amd64 #1 SMP Debian 3.2.35-2 x86_64 Using renderer: OpenGL 1.4 AMD R...
by Nore
Fri Jun 28, 2013 09:51
 
Forum: Minetest Problems
Topic: GLSL NOT AVAILABLE
Replies: 9
Views: 1589

Where does the VoxelArea thing come from? It gives me a nil value error when I try to run that code...
by Nore
Fri Jun 28, 2013 07:29
 
Forum: Minetest News
Topic: [0.4.8] LuaVoxelManipulator
Replies: 72
Views: 33493

Did you try to add a neighbors = {"void"} field to the ABM ? It will avoid unecessary operations.
by Nore
Thu Jun 27, 2013 19:57
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

Is it water at the top of the map? That looks strange on a moon... @mauvebic: were you finally able to finish your code for an atmosphere? If so, I'd like to see it. paramat: If you want faster generation for those who have the indev release, without affecting the generation time for the others, use...
by Nore
Thu Jun 27, 2013 06:44
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

I have a little suggestion: add some way to smooth the terrain around the places where you place buildings, so it is not visible that you are adding dirt_with_grass around it...
by Nore
Wed Jun 26, 2013 13:57
 
Forum: Mod Releases
Topic: [Mod] Structures [git] [minetest_mods_structures]
Replies: 87
Views: 23467

We need a function to change the time for only one player, and to change his stars/moon/sun background... We could get real space...
by Nore
Tue Jun 25, 2013 04:59
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

This code will replace all air between heights ymin and ymax with void. Notes: - Not perfect, still little holes. You can register 2 times more ores, and they will disappear. - You need to add it *after* the code of paramat, and *not* in an on_generated function. Else, his replacing of air with ston...
by Nore
Mon Jun 24, 2013 19:08
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

It would be quite easy... (2 lines code, very fast to execute with minetest.register_ore) The hard part is to add air physics after that.
by Nore
Mon Jun 24, 2013 18:13
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

If you change the tree spawn code to be in lua, use only one schematic for the whole map chunck, and then add it, it will be faster than the spawn_tree calls (it allows for example to fill a block with stone in less than a second, so it will be faster than the current code if you want to spawn a lea...
by Nore
Mon Jun 24, 2013 10:49
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200514

It will perhaps be fixed by that: https://github.com/minetest/minetest/pull/790
by Nore
Mon Jun 24, 2013 10:44
 
Forum: Minetest Problems
Topic: I can't see text in the menu!
Replies: 3
Views: 828

A 3D Dwarf Fortress? That would take years to code! And it would have to be done with the engine itself, and no control for lua, so bad.
by Nore
Mon Jun 24, 2013 09:51
 
Forum: Minetest Features
Topic: About when will we get proper mobs in minetest?
Replies: 81
Views: 20625

I think you should base them on REAL elements then make the Minetest ones Compounds. Also remember that not all element's names have to be 2 letters. Well, two letters is easier to remember than two, and, actually, have you seen the periodic table, as it contains two letters max for each element. T...
by Nore
Sun Jun 23, 2013 13:46
 
Forum: Minetest-Related
Topic: Minetest Periodic Table
Replies: 20
Views: 5465

You need to post your mods in Modding General and then ask them to be moved to Mod Releases.
by Nore
Sun Jun 23, 2013 12:21
 
Forum: Minetest General
Topic: Why cant i post in Mod Releases?
Replies: 1
Views: 462

paramat, you should try to use the new functions to set multiple nodes that were added today: it is now insanely fast (less than a few seconds for a full chunck). I am doing a mod that creates multiple realms at y=20000, and it went at least 100 times faster with the new version. Here is the code: (...
by Nore
Sat Jun 22, 2013 14:42
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

You should also modify the replace code, or add lua code that checks if every node has been replaced, because there are still lots of air bubbles in the stone (perhaps register_ore 16 times instead of 8 will be enough)
by Nore
Sat Jun 22, 2013 06:57
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

Your mods are amazing, as always... A problem with the tint is the transition between the different levels of tint, and the fact that the sky will change whenever we are above/below ground. Moreover, you should add a function that places tint again when a node is dug.
by Nore
Fri Jun 21, 2013 07:57
 
Forum: Mod Releases
Topic: [Mod] Moon realm [0.9.2] [moonrealm]
Replies: 235
Views: 65087

paramat has made a mod for that (the chasm mod)
by Nore
Thu Jun 20, 2013 14:39
 
Forum: WIP Mods
Topic: Can Someone Make Mod That Can Make Ravine?
Replies: 5
Views: 1263

PseudoRandom is buggy (I've seen cases where it generates always the same number, and sometimes that caused regurlarly-spaced nyan cats (one every 80 nodes)), so I use math.randomseed(seed) followed by math.random.
by Nore
Wed Jun 19, 2013 18:14
 
Forum: Mod Releases
Topic: [Mod] Mines [0.3 beta] [mines]
Replies: 44
Views: 17130
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