Nore wrote: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...
redblade7 wrote:Nore wrote: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 them on the fly?
Nore wrote:redblade7 wrote:Nore wrote: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 them on the fly?
If you remove this mod from a server, this will not affect the part of the map which has already been generated. However, there will be discontinuities at chunk borders where the map was not previously generated and is generated by another mapgen instead of mg if you remove it.
redblade7 wrote:I don't understand, can you please explain?
I just want to make sure that this mod won't become/isn't broken with new versions of Minetest and then everything everyone's built has to be erased.
qwertymine3 wrote:This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.
redblade7 wrote:qwertymine3 wrote:This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.
But if mg is being integrated right now, wouldn't the nodes be there correctly when you download/compile the latest Minetest version?
I'd rather keep mg as long as possible.
qwertymine3 wrote:redblade7 wrote:qwertymine3 wrote:This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.
But if mg is being integrated right now, wouldn't the nodes be there correctly when you download/compile the latest Minetest version?
I'd rather keep mg as long as possible.
The nodes that are being integrated, have had their name changed to fit the naming style of minetest_game. This means that your nodes will still become un-known nodes if you remove this mod.
qwertymine3 wrote:redblade7 wrote:I don't understand, can you please explain?
I just want to make sure that this mod won't become/isn't broken with new versions of Minetest and then everything everyone's built has to be erased.
If you un-install the mod, and generate new terrain, the mg terrain and the new terrain with will be at different heights, due to the terrain being a different shape - so there will be a flat cliff between the old and new terrain (in some areas).
Here is an example in Minecraft:
+ Spoiler
This is not pretty, but hardly world-breaking.
This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.
If you haven't used any of those nodes, then this is fine - but it you have, this may make you structures look ugly.
You can fix this by keeping only the bit of the mod which adds the nodes - and removing the rest.
This small bit of the mod is unlikely to break in future versions of minetest, as it is mostly basic API definitions+ How I think you could do this
philipbenr wrote:Cave system:
+ Images
Nore wrote:It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).
and insideva:containsp(pos0)
Nore wrote:About the code you posted, could you post the context with it please?
if x*x + y*y + z*z <= rad2 and insideva:containsp(pos0) and
((wherein == c_ignore and data[a:indexp(pos0)] ~= c_water) or
data[a:indexp(pos0)] == wherein) then
data[a:indexp(pos0)] = name
end
2016-08-18 19:29:30: WARNING[Main]: BanManager: creating C:\minetest-0.4.14\bin\..\worlds\mg neu\ipban.txt
2016-08-18 19:29:30: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-08-18 19:29:30: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\mg\init.lua:
2016-08-18 19:29:30: ERROR[Main]: C:\minetest-0.4.14\bin\..\mods\mg/villages.lua:323: 'end' expected (to close 'function' at line 315) near 'endfunction'
2016-08-18 19:29:30: ERROR[Main]: stack traceback:
2016-08-18 19:29:30: ERROR[Main]: [C]: in function 'dofile'
2016-08-18 19:29:30: ERROR[Main]: C:\minetest-0.4.14\bin\..\mods\mg\init.lua:341: in main chunk
2016-08-18 19:29:30: ERROR[Main]: Siehe debug.txt für Details.
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