mauvebic wrote:Are those nodeboxes or angled nodes? really cool :-)
I used
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drawtype = "flowingliquid"
but the nodes don't spread like water or lava.
mauvebic wrote:Are those nodeboxes or angled nodes? really cool :-)
drawtype = "flowingliquid"
Mossmanikin wrote:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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drawtype = "flowingliquid"
but the nodes don't spread like water or lava.
mauvebic wrote:Interesting, is the code posted anywhere?
minetest.register_node("dunes:desert_sand", {
description = "Desert Sand",
drawtype = "flowingliquid",
liquidtype = "flowing",
liquid_alternative_flowing = "group:liquid",
liquid_alternative_source = "default:desert_sand",
paramtype = "light",
walkable = false,
inventory_image = minetest.inventorycube("default_desert_sand.png"),
tiles = {"default_desert_sand.png"},
special_tiles = {image="default_desert_sand.png"},
groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
},
drop = 'default:desert_sand',
sounds = default.node_sound_sand_defaults(),
})
Mossmanikin wrote:mauvebic wrote:Interesting, is the code posted anywhere?
Not yet, since it's not organized at all.
But here's an example:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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minetest.register_node("dunes:desert_sand", {
description = "Desert Sand",
drawtype = "flowingliquid",
liquidtype = "flowing",
liquid_alternative_flowing = "group:liquid",
liquid_alternative_source = "default:desert_sand",
paramtype = "light",
walkable = false,
inventory_image = minetest.inventorycube("default_desert_sand.png"),
tiles = {"default_desert_sand.png"},
special_tiles = {image="default_desert_sand.png"},
groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
},
drop = 'default:desert_sand',
sounds = default.node_sound_sand_defaults(),
})
Inocudom wrote:Are you working on something that imports images into Minetest by replacing pixels with blocks?
Evergreen wrote:Epic dungeon that I found. I did a bit of exploring, and took several pictures along the way. Seed: 579677145995689766
Coordinates for entrance to dungeon (first screenshot): -81.8, 4.2, -1169.0 Texture pack: MT-Faithful
http://i.imgur.com/cejsh29.png
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
Iqualfragile wrote:Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
You would not belive how stupid i feel right now…
webdesigner97 wrote:Iqualfragile wrote:Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
You would not belive how stupid i feel right now…
You don't need to feel stupid, I also didn't know that :D
Iqualfragile wrote:Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
You would not belive how stupid i feel right now…
I actually knew about this a while ago. WE MUST SHARE THE KNOWLEDGELionsDen wrote:Iqualfragile wrote:Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
You would not belive how stupid i feel right now…
I had no clue of this as well. :)
glenalec wrote:And an underground swimming pool with water piped down from the surface and lava-under-obsidian-glass heating of the spa end (the copper block is for thermal transfer!) :-)
http://www.glenalec.net/mt/Snapshot04.jpg
MirceaKitsune wrote:Hybrid Dog wrote:Could you add streets?
Calculating and adding streets would be crazy and require pretty difficult formulas. But I'm thinking about it still. Not sure when / if it will happen.
Iqualfragile wrote:please disable bi/trilinear filtering for low resolution texture packs, it just looks wrong
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