[Game] Carbone [carbone] – minetest_game, improved

Subgames that have been abandoned and no longer work properly with the latest version of Minetest.
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LionsDen
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by LionsDen » Sun Jul 06, 2014 18:05

Calinou wrote:
LionsDen wrote:I am using a texture pack and it does support the more_ores mod. If the tin you are using comes from that it is nearly white against the stone texture and is easily seen. Just haven't found any more so far.


More Ores isn't supposed to be used at the same time as Carbone, if you really want it, disable tin and silver generation in the mod. Else, you have duplicate tin and silver.


I'm not using the More Ores mod, I just meant that if the texture is named the same as it is in the More Ores mod then I will see them. I have looked and you named them default_mineral_{ore name}.png so I copied the More Ores textures in the texture pack I am using and renamed the copies as default so I should now be able to see them. :) The texture pack I am using is 256x256 so the little 16x16 textures placed on the stone texture would be nearly invisible. I did go in and test it and I am now finding tin and silver. lol
 

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LionsDen
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by LionsDen » Sun Jul 06, 2014 21:34

I just found out that the dry shrubs don't burn as fuel. I went into the crafting.lua under default and added the following lines to the end giving it the same burn time as the default:grass_1. You might want to modify it for the regular download if you did indeed want to use dry shrubs as fuel.

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Code: Select all
minetest.register_craft({
   type = "fuel", recipe = "default:dry_shrub", burntime = 3,
})
 

getsmp
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by getsmp » Tue Jul 08, 2014 02:58

What about adding a search field? Yes, it's Minecraft-like, but clicking hundreds of arrows when searching for items is not a good idea. Oh, and it should support UTF-8 characters. Thank you in advance.
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Wed Jul 09, 2014 10:40

getsmp wrote:What about adding a search field? Yes, it's Minecraft-like, but clicking hundreds of arrows when searching for items is not a good idea. Oh, and it should support UTF-8 characters. Thank you in advance.


I don't feel like installing a custom inventory mod (too complex) and I can't code such a thing, so no.

The creative inventory pages are larger already and the page changing is seamless, which means you can go from the last page to the first page with just one button click.
 

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JPRuehmann
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by JPRuehmann » Thu Jul 10, 2014 06:34

Hello
Unified-Inventory has a search field. https://forum.minetest.net/viewtopic.php?id=3933
have Fun,
JPR
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Thu Jul 10, 2014 07:48

JPRuehmann wrote:Hello
Unified-Inventory has a search field. https://forum.minetest.net/viewtopic.php?id=3933
have Fun,
JPR


Yes, but it breaks inventory looks and is rather heavy (lots of code I don't need).
 

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LionsDen
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by LionsDen » Thu Jul 10, 2014 17:55

Crafting guide has a search field but it doesn't seem to work right. Plus when an item has group as part of it's recipe it shows an unknown block.
 

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Wuzzy
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Wuzzy » Mon Jul 14, 2014 00:14

The nyan cat rainbow looks wrong in Carbone.

viewtopic.php?f=3&t=4589&p=148388#p142241
viewtopic.php?f=3&t=4589&p=148388#p148371

Edit: It is not possible to get the “Castorama” award, despite placing 100s of iron checkers.
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Mon Jul 14, 2014 09:37

Balance changes:
  • 1 wooden plank is now crafted into 9 sticks, 9 sticks can be crafted into 1 wooden planks. Sticks stack up to 1000.
  • Mese is now faster than diamond, but doesn't last very long.
  • Diamond is now slower.
  • Nyan tools are slightly less durable.
 

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Inocudom
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Inocudom » Tue Jul 15, 2014 16:51

Gitorious went down again, again, again...
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Tue Jul 15, 2014 17:03

Inocudom wrote:Gitorious went down again, again, again...


Download link for latest version: https://dl.dropboxusercontent.com/u/823 ... arbone.zip

2014-07-15: Gitorious seems to be up now.
 

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Inocudom
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Inocudom » Fri Jul 18, 2014 16:18

Carbone and the etherial mod don't get along too well:
Image
 

eth0
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by eth0 » Sat Jul 19, 2014 15:43

May be a dumb question but how do I install it? If I unzip ir in the mods folder ~/.minetest it keeps saying there is no init.lua.

thanks in advance.
 

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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Evergreen » Sat Jul 19, 2014 16:50

eth0 wrote:May be a dumb question but how do I install it? If I unzip ir in the mods folder ~/.minetest it keeps saying there is no init.lua.

thanks in advance.

It goes in the games folder, not the mods folder. If the games folder doesn't exits, create it in ~/.minetest/games
 

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TenPlus1
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by TenPlus1 » Sun Jul 20, 2014 14:13

The soccer mod is pretty good although having sheep and things spawn on the grass while playing so I've added some fake grass to the soccer mod on my side, here's the code:

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-- Astroturf (Fake Grass)
minetest.register_node('soccer:astroturf', {
   description = "Astroturf (Fake Grass)",
   tiles = {"default_grass.png"},
   inventory_image = minetest.inventorycube("default_grass.png"),
   sunlight_propagates = false,
   paramtype = 'light',
   groups = { snappy = 3 },
   sounds = default.node_sound_leaves_defaults(),
})

minetest.register_craft({
   output = "soccer:astroturf 2",
   recipe = {
      { "wool:dark_green", "wool:green", "" },
      { "wool:green", "wool:dark_green", "" },
   },
})
 

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Inocudom
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Inocudom » Wed Jul 23, 2014 18:02

In Carbone, custom skins are not saved per player.
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Wed Jul 23, 2014 18:24

Inocudom wrote:In Carbone, custom skins are not saved per player.


Rename the player_textures mod to .player_textures (with a dot at the beginning) in the game's mods directory to disable it and use another skin mod.
 

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Inocudom
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Inocudom » Mon Aug 04, 2014 23:20

It looks like a new glitch has appeared concerning skins. When I change the skin that I am using ingame, the player model becomes a solid color and stays that way until the next play session. The mods I used are below:
https://github.com/minetest-technic/datastorage-datastorage
https://forum.minetest.net/viewtopic.php?f=11&t=3933-unified_inventory
https://forum.minetest.net/viewtopic.php?f=11&t=9807-u_skins
Yes, player_textures was removed from Carbone at the time.
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Tue Aug 05, 2014 10:14

Inocudom wrote:It looks like a new glitch has appeared concerning skins. When I change the skin that I am using ingame, the player model becomes a solid color and stays that way until the next play session. The mods I used are below:
https://github.com/minetest-technic/datastorage-datastorage
https://forum.minetest.net/viewtopic.php?f=11&t=3933-unified_inventory
https://forum.minetest.net/viewtopic.php?f=11&t=9807-u_skins
Yes, player_textures was removed from Carbone at the time.


3d_armor and wieldview probably don't support your skins mod.
 

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Inocudom
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Inocudom » Thu Aug 07, 2014 05:47

https://forum.minetest.net/viewtopic.php?p=150432#p150432
Item_frames got an uptate (a pretty good one too.)
 

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oleastre
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by oleastre » Wed Aug 13, 2014 22:41

I found it sometimes hard to find some specific ores.

So, I created a mod, only tested with carbone (uses carbone pick and ores definitions), to overcome this problem.

It let's you create some "runes" that helps you finding specific ores by showing your a way to the nearest ore of a given type.

Example:
Image

Source: https://github.com/oleastre/runes

If you find it interesting to include into carbone I will be happy.
Otherwise, I can release it as a standalone mod.
 

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Topywo
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Topywo » Thu Aug 14, 2014 08:58

oleastre wrote:I found it sometimes hard to find some specific ores.

So, I created a mod, only tested with carbone (uses carbone pick and ores definitions), to overcome this problem.

It let's you create some "runes" that helps you finding specific ores by showing your a way to the nearest ore of a given type.

If you find it interesting to include into carbone I will be happy.
Otherwise, I can release it as a standalone mod.


Reminds me of randomproofs mineral detector, a mod you might like:
viewtopic.php?f=9&t=615
 

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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Cryterion » Thu Aug 14, 2014 09:10

Small bug fix request!

line 1744 in /default/nodes.lua needs to be commented out the locked_furnace_abm as has already been done for the normal furnace (line 1794)
To prevent server crash if there is no space in the dst slots for a new item.
No trees or animals were hurt in the production of this message. However, a large number of Electrons were temporarily inconvenienced.
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Thu Aug 14, 2014 09:53

oleastre wrote:I found it sometimes hard to find some specific ores.

So, I created a mod, only tested with carbone (uses carbone pick and ores definitions), to overcome this problem.

It let's you create some "runes" that helps you finding specific ores by showing your a way to the nearest ore of a given type.

Example:
https://raw.githubusercontent.com/oleastre/runes/master/doc/miners_rune.png

Source: https://github.com/oleastre/runes

If you find it interesting to include into carbone I will be happy.
Otherwise, I can release it as a standalone mod.


Interesting. :)

Feel free to release it as a standalone mod, even though I may eventually implement it in Carbone (but not right now, as it needs tweaking, balancing and better textures).

Or I could just fix and add randomproof's mineral detector.
 

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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by lightonflux » Fri Aug 15, 2014 17:18

Could you include BlockMens beds rewrite? It is much more reliable and makes double beds look nice. at the moment, there are not coloured beds (only red) as far as i know. But you don't drop to the first floor if you wake up on the second like with pilzadams mod.
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Fri Aug 15, 2014 19:14

lightonflux wrote:Could you include BlockMens beds rewrite? It is much more reliable and makes double beds look nice. at the moment, there are not coloured beds (only red) as far as i know. But you don't drop to the first floor if you wake up on the second like with pilzadams mod.


I'd rather only cherry-pick the fixes to make it work reliably. I don't like the blocking formspec and Minecraft-like look.
 

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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Danfun64 » Wed Aug 20, 2014 00:49

I really like this game. As the thread title says, it's truly "an improvement to minetest_game". I was able to remove half of my mods because they have been implemented here, and better at that (hitting a mob causes them to jump like minecraft, which IMO makes it feel more lively.)

My only real complaint is the death sound used. For a fairly wholesome game, why did you pick Open Arena's gibbing sound? It doesn't fit at all!

I think this sound from Red Eclipse fits the mood of the game much better.
 

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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Minetestforfun » Wed Aug 20, 2014 12:53

Congratulations Calinou, thank you for your work, we can now drive boats without problems ! (https://gitorious.org/calinou/carbone/c ... 1145ec956d)

Bravo Calinou d'avoir enfin pu rendre les bateaux agréable à conduire !
 

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Calinou
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Calinou » Wed Aug 20, 2014 14:52

Danfun64 wrote:I really like this game. As the thread title says, it's truly "an improvement to minetest_game". I was able to remove half of my mods because they have been implemented here, and better at that (hitting a mob causes them to jump like minecraft, which IMO makes it feel more lively.)

My only real complaint is the death sound used. For a fairly wholesome game, why did you pick Open Arena's gibbing sound? It doesn't fit at all!

I think this sound from Red Eclipse fits the mood of the game much better.


The player isn't a robot and the death sound must remain gender-neutral.
 

Danfun64
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Re: [Game] Carbone [carbone] – an improvement to minetest_ga

by Danfun64 » Wed Aug 20, 2014 15:46

No, the player is not a robot, but then again, the player's death isn't gory either.

The sound I picked was at one extreme, yours is on the other. Can you think of a better sound which fits the theme of the game?
 

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