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Re: [Mod] WorldEdit [1.0] [worldedit] {GitHub}

Can I rerun mapgen on a region somehow?
I have a very old world and some parts of it were generated with old generators. I want to regenerate them with current generator. Is this possible with this mod or any other?
by neko259
Sat Jan 03, 2015 12:21
 
Forum: Mod Releases
Topic: [Mod] WorldEdit [1.0] [worldedit]
Replies: 658
Views: 282996

Re: Per-mod and global ABM limit

I don't know why that would make sense. The leaves must be removed/updated anyway - somewhen. Just use a higher "chance" variable to spread the load. Chance is to limit the "in-game speed". This means if I want the trees to grow slowly, I'll lower the chance. But what if I want ...
by neko259
Sun Dec 28, 2014 19:40
 
Forum: Minetest Features
Topic: Per-mod and global ABM limit
Replies: 2
Views: 643

Per-mod and global ABM limit

As my nature mod was very heavy with many of the ABMs on leaves, I introduced a "limited" which disallows my ABMs to be run more than a number of times per time unit. I think this is a useful thing and could be added to minetest engine or at least the ABM API (add some "limit" pa...
by neko259
Sun Dec 28, 2014 18:05
 
Forum: Minetest Features
Topic: Per-mod and global ABM limit
Replies: 2
Views: 643

Re: [Mod] Nature [nature_pack]

In the latest commits I added the mechanism to prevent server overload when there is too much tree, moss or anything else. Now only a limited number of actions can be run per a time unit (usually second or more), and after a passing of time nothing will be run. I will add some more optimizations and...
by neko259
Sun Dec 28, 2014 18:00
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

Updates in 1.2.0: Removed cactus and papyrus growing. I found out they already grow in the default mod, so... Refactored moss and tree growth, it should be fasted now. Moss grows only in dark places AND close to water. Also I've finally added cavenature to the stable mod version. In future I intend ...
by neko259
Tue Dec 16, 2014 21:09
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: Mod threads

The problem is: Both languages are interpreted. Interpreted languages are always slower than compiled languages performing the same task. I’m happy that the Minetest code is written in a compiled language for all the critical tasks. I wish mods would use Python instead of Lua but that’s not that mu...
by neko259
Sun Dec 14, 2014 15:40
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1348

Re: Mod threads

If minetest was in python or java... I’m happy that it isn’t. Python is awesome and Java is …uhm … versatile … in a way. But both aren’t optimized for performance. Don't judge them on the software you seen on the internet. They can be very perfomant, but you won't see good optimized java applicatio...
by neko259
Sun Dec 14, 2014 14:05
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1348

Re: Mod threads

In the sims 3, each object has its own thread. It works because they can request a resource and lock it. You would need to completely redesign the modding API. It is very unlikely to happen. Why do you have to break or change anything? The only thing that will be locked is working with the server (...
by neko259
Sun Dec 14, 2014 13:41
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1348

Re: Mod threads

Krock wrote:You can start developing anytime.

I'm not very familiar with C++, and can do almost nothing for multithreading in lua. If minetest was in python or java...
by neko259
Sat Dec 13, 2014 19:44
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1348

Re: Mod threads

Krock wrote:
neko259 wrote:Does minetest use one threads for all mods now or a thread per each mod?

Lua runs on one thread - you can notice the lag when a Lua mapgen generates terrain.

Does anyone work to make it use more threads? I think this would greatly improve performance. Or am I wrong?
by neko259
Sat Dec 13, 2014 19:36
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1348

Mod threads

Does minetest use one threads for all mods now or a thread per each mod?
by neko259
Sat Dec 13, 2014 19:33
 
Forum: Minetest Features
Topic: Mod threads
Replies: 12
Views: 1348

Re: [Mod] Nature [nature_pack]

stormchaser3000 wrote:OFFTOPIC
is your matches mod going to be updated? mabey to use the default fire if the default fire is installed?

ONTOPIC

nice mod

When the default fire mod was implemented, I thought there are already some igniters there. If there aren't, I can update my mod to work with it.
by neko259
Sat Nov 08, 2014 09:54
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

Appears to work just fine. I'll make the fungus "grow" algorithm and then release a new version of nature. As for now you can update from the repo, it works fine (tested on my server).
by neko259
Fri Nov 07, 2014 22:53
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

Esteban wrote:Made a more "natural" looking moss. It does not take the full block and has mid tones as well.
Image
Texture:
Image

Great, thanks! I'll try that one now.
by neko259
Fri Nov 07, 2014 22:41
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

222.png
222.png (199.83 KiB) Viewed 1888 times

Hmm, maybe we need less overlay and more half-tones? I mean like in the coal texture next to it. There are only several black coal lines, they do not cover the whole stone block like in your one.
by neko259
Sun Nov 02, 2014 16:31
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

Great, I'll take a look on it in the game now.
by neko259
Sun Nov 02, 2014 16:26
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

Esteban wrote:Would you like this texture? Or a different one?

Could you make it in blue or violet colors? In my imagination the illuminating fungus is more bright, and blue is a "dark light" color. Does this sound reasonable?
by neko259
Sun Nov 02, 2014 16:03
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

I can give a try! What type of fungus you want? the classic view of fungus? moss looking? I want a moss looking fungus cause it will act similar to moss. It will appear in the dark caves instead of the stone blocks and will "grow" (less bright fungus blocks will become brighter), and it w...
by neko259
Sun Nov 02, 2014 15:50
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature [nature_pack]

I'm looking to making fungus stone blocks in the dark caves that could give some nature light into the caves and corridors. For this I need 3 or 4 fungus texture I will overlay on the stone texture. The difference will be the fungus "level": the more it is grown the more light it will give...
by neko259
Sat Nov 01, 2014 18:47
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature

Well, you can just disable some mods from the plantlife and you will get a fast plantlife. But plantlife adds new plants, so I can concentrate on working with the existing ones. Just out of ideas now. Growing stone is too hardcore, footsteps already exist.
by neko259
Fri Oct 31, 2014 21:43
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature

A lightweight nature modpack would be very very welcome :-) One that concentrates on speed, while still looking nice and adding more nature to the default game. It's no problem to concentrate on speed. I just don't understand well what the mod should do. All that I wanted seems to be in the plantli...
by neko259
Fri Oct 31, 2014 20:21
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature

Maybe these additional flowers could then be placed into one new mod so that they can be used in combination with minetest_game. I have to rethink the purpose of my mod as I looked over the plantlife mod and it does the things were done in nature. Its bushes are prettier :) Maybe I'll just concentr...
by neko259
Fri Oct 31, 2014 20:01
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature

Most of the nature modpack got included in the plantlife modpack, as Inocudom already said. Due to the huge amount of plants and the way plants can define how their environment ought to be, plantlife still isn't fast, so there's more than enough room for additional mods. Plantlife creates extremly ...
by neko259
Fri Oct 31, 2014 19:40
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: Server speedup

I can tell now what exactly I want to speedup. I am the only player on the server, and when I try to open or close a door there is sometimes a 1-2 second lag. Minetest process does not take too much CPU or ram, so it's not the PC performance issue. Something in the game engine is very slow, and I tr...
by neko259
Fri Oct 31, 2014 12:28
 
Forum: Minetest General
Topic: Server speedup
Replies: 8
Views: 1369

Re: Server speedup

Krock wrote:What exactly do you try to speed up?
Your server? Get a better one.
Your Harddisk? Defrag it.

btrfs does not fragment :P
I'm just thinking, not trying to speedup a particular server. Will putting it to tmpfs give a profit?
by neko259
Thu Oct 30, 2014 17:59
 
Forum: Minetest General
Topic: Server speedup
Replies: 8
Views: 1369

Re: Server speedup

Esteban wrote:Using these setting in the minetest.conf can speed up a server:
https://forum.minetest.net/viewtopic.php?id=7879
https://forum.minetest.net/viewtopic.php?id=1825

Yeah, I know that. I'm talking about speeding it up from out of minetest.
by neko259
Thu Oct 30, 2014 17:49
 
Forum: Minetest General
Topic: Server speedup
Replies: 8
Views: 1369

Re: [Mod] Nature

Inocudom wrote:The following forks of Minetest exist now:
http://voxelands.com/
http://freeminer.org/

Freeminer seems to be dead, there are no updates for very long and no servers in the official server list. But I see voxelands for the first time, I'll check it.
by neko259
Thu Oct 30, 2014 17:48
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Server speedup

What are the tricks to speed up the server? The first that comes in mind is to put the world into tmpfs and sync it with the disk once an hour or so. Will this work, or minetest already holds the active map in memory and putting the whole world there will be useless?
by neko259
Thu Oct 30, 2014 17:36
 
Forum: Minetest General
Topic: Server speedup
Replies: 8
Views: 1369

Re: [Mod] Nature

When was the last version you used? The game now has a lot of cool stuff to be released in 4.11: fire looks like MCs, node highlighting (no more black square), Meshes (3d models) can be used for nodes, and more! :D Well, my mods were really updated a year or more ago. My mods are mostly for operati...
by neko259
Thu Oct 30, 2014 17:31
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488

Re: [Mod] Nature

Esteban wrote:Anyways, is nice to see old mods being updated :)

The funny thing is I don't even know if the code is still "good". Maybe some new features were added to the API. But the good thing is that it's still working so nothing was removed :D
by neko259
Thu Oct 30, 2014 17:18
 
Forum: WIP Mods
Topic: [Mod] Nature [nature_pack] 1.3.0
Replies: 37
Views: 5488
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