Extreme Survival Minetest server

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maikerumine
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Re: Extreme Survival Minetest server

by maikerumine » Fri Jan 29, 2016 13:57

snowflake wrote:HI Makiuermine

where do i find the mod for mese lamp?

I am assuming you are running version 4.12 minetest.
The meselamp was new in 4.13, you will need to update minetest to 4.13 to see meselamp as it is part of default.

As far as I know,
 

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Re: Extreme Survival Minetest server

by twoelk » Fri Jan 29, 2016 13:58

Maikerumine wrote:default:meselamp

may be translated to: "the Object (node) called meselamp in the mod called default", where "default" here is part of the subgame Minetest_Game that normally ships with the Minetest installation files as default game. The code may be found here (split over several files as part of default):
https://github.com/minetest/minetest_game/tree/master/mods/default

Ingame you can press the F5 key to view information of the object you point at on the top left of the screen.
I don't know how this is done on Android systems though.
 

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Re: Extreme Survival Minetest server

by DuDraig » Fri Jan 29, 2016 15:16

twoelk wrote:I don't know how this is done on Android systems though.

On Android, there is a gear icon on the top-right of the screen. Tapping that selects each of the debug modes. The first just brings up stats as text at the top of the screen that includes your position, orientation, and the formal name of the currently selected node, among other things.
 

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Re: Extreme Survival Minetest server

by stoneminer » Sat Jan 30, 2016 01:24

Hi maike,

I tried to join your server (ESM City) but it crashed at: "Initializing nodes... 68%". The clouds just stuck in mid-air and then Minetest closed and an error message appeared: "minetest.exe has closed unexpectedly" or something like that.

I don't know what the problem is. Do you have any idea, if it has something to do with your server?
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Re: Extreme Survival Minetest server

by maikerumine » Sat Jan 30, 2016 01:33

stoneminer wrote:Hi maike,

I tried to join your server (ESM City) but it crashed at: "Initializing nodes... 68%". The clouds just stuck in mid-air and then Minetest closed and an error message appeared: "minetest.exe has closed unexpectedly" or something like that.

I don't know what the problem is. Do you have any idea, if it has something to do with your server?

Hmmm. Try again and post your OS and build of mt. It was crashing kindles all day yesterday.
 

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Re: Extreme Survival Minetest server

by stoneminer » Sat Jan 30, 2016 01:43

maikerumine wrote:
stoneminer wrote:Hi maike,

I tried to join your server (ESM City) but it crashed at: "Initializing nodes... 68%". The clouds just stuck in mid-air and then Minetest closed and an error message appeared: "minetest.exe has closed unexpectedly" or something like that.

I don't know what the problem is. Do you have any idea, if it has something to do with your server?

Hmmm. Try again and post your OS and build of mt. It was crashing kindles all day yesterday.

Tried again and it didn't work. My OS is Ubuntu and I don't know what "build" means, so I'll just say that it was MT v0.4.13 and it was on a PC.
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Re: Extreme Survival Minetest server

by maikerumine » Sat Jan 30, 2016 05:04

stoneminer wrote:
maikerumine wrote:
stoneminer wrote:Hi maike,

I tried to join your server (ESM City) but it crashed at: "Initializing nodes... 68%". The clouds just stuck in mid-air and then Minetest closed and an error message appeared: "minetest.exe has closed unexpectedly" or something like that.

I don't know what the problem is. Do you have any idea, if it has something to do with your server?

Hmmm. Try again and post your OS and build of mt. It was crashing kindles all day yesterday.

Tried again and it didn't work. My OS is Ubuntu and I don't know what "build" means, so I'll just say that it was MT v0.4.13 and it was on a PC.

Sorry about the outage, I fixed it.
It was one node that caused the crash for many users. Maybe my style of coding needs much improvement. :-)

I'll update git and post proper.
 

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Re: Extreme Survival Minetest server

by stoneminer » Sat Jan 30, 2016 16:29

Thanks, I joined and it worked! :)
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Re: Extreme Survival Minetest server

by maikerumine » Sat Jan 30, 2016 18:22

20160129-- More performance tweaks with the minetest.conf file as well as using my media server to host media. There does seem to be much improvement with overall server lag. Added a new ore to the list: Purpellium. Yeah, I know, very unoriginal but hey, it looks pretty. :-) to grind the lumps into dust use the cottages wheat grinder. I have another test server running with a mini version of esm, it seems to be quite popular and fast, I still don't know why or how, but it works well with up to 30 players.
I temporary gave up on the colerize bit for textures, it was way too much trouble than it was worth, as LOTS of mods needed to be changed. Tool textures are going to be redone, this is in the works, using one handle for all tools. Added mud and toxic water to mapgen, good luck with that!
 

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Re: Extreme Survival Minetest server

by BlueFireIceUn » Sun Jan 31, 2016 05:02

Maike, did you correct meat problem? And a problem with screwdriver is they don't have 3rd mode . How do we do change axis then? Cause change rotation is cool but best is axis. And maike, you said server won' tlag, there are big lags still
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Re: Extreme Survival Minetest server

by maikerumine » Sun Jan 31, 2016 14:27

BlueFireIceUn wrote:Maike, did you correct meat problem? And a problem with screwdriver is they don't have 3rd mode . How do we do change axis then? Cause change rotation is cool but best is axis. And maike, you said server won' tlag, there are big lags still

Hi Blue!

Yes, meats cooked will give hunger now.

No, screwdriver is two function currently. You can get desired result by using combination of both rotate. It is tricky.

Yes, server is less laggy now, but can get lag spike sometimes. Video card memory will appear laggy if using old machine and viewing many texture at same time.
 

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Re: Extreme Survival Minetest server

by ajj » Sun Jan 31, 2016 18:10

Server still up?
 

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Re: Extreme Survival Minetest server

by BBmine » Sun Jan 31, 2016 21:31

ajj wrote:Server still up?

It should be.
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Re: Extreme Survival Minetest server

by DuDraig » Mon Feb 01, 2016 06:39

If anyone finds any willow or beech tree saplings, I'd really appreciate it if you could drop a few off in my open shelves outside my farmhouse on the east coast of the Western Continent. I fill those shelves with extra weapons and tools I get from killing mobs that are free for anyone who can use them.

I've traveled all over this world and have not yet found any. I finally did find a couple of oak and fir. I'm making some orchards and those are the only two I'm missing.

I think that, by the time the moretrees mod was activated, pine trees had already taken over the world. Everywhere you go, there are way too many freakin' pine trees. I hereby request a moritorium on pine trees!! I swear that, every time I login, the pine trees have multiplied and are moving closer to my house. Really! I'm not paranoid. Yes, I'm off my meds but they were making me paranoid. Why do you want me paranoid you pine tree collaborator??

Uhm... <pant>...

So, any willow or beech tree saplings would really be appreciated.
 

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Re: Extreme Survival Minetest server

by DuDraig » Mon Feb 01, 2016 15:03

My thanks to whoever delivered the willow sapling! Now all I need is a beech.
 

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Re: Extreme Survival Minetest server

by DuDraig » Tue Feb 02, 2016 15:21

Aaaarrrgghh!! What has become of my lovely dirt roads and paths??

Image
The top texture is now stone brick while the sides are still dirt with grass. It look kinda silly.

Image
And my grape vine paths have lost their lovely rustic look.

It would seem the texture consolidation has eliminated the dirt path texture. Could we get our dirt paths and roads back?
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Re: Extreme Survival Minetest server

by BBmine » Thu Feb 04, 2016 23:31

I made a safe house in the public mines! You can get to it from the Maikeru house elevator. Or, look at the coordinates. (Replacing the middle number with 1.5) :)
Image

There is also a chest with mining supplies.
Image
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Re: Extreme Survival Minetest server

by maikerumine » Sat Feb 06, 2016 15:38

BBmine wrote:I made a safe house in the public mines! You can get to it from the Maikeru house elevator. Or, look at the coordinates. (Replacing the middle number with 1.5) :)
Image

There is also a chest with mining supplies.
Image


I love it! I visited last night while mining!!
 

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Re: Extreme Survival Minetest server

by maikerumine » Sat Feb 06, 2016 15:50

20160206-- LOTZA updates...
Image
Added purpellium pick and sword. These are LONG lasting but as strong as emerald.
Added MOAR fall damage! Now Mese crystals, yes, the sharp ones will hurt you if you land on them. As well as Cactus, cactus kills on impact.
Depleted uranium, Infinium, Purpellium, and Toxic Water are radioactive.
Added new mob spawner, spawn good npc while caving or whatever. She is very strong, as well as her counterpart so watch out!!
Removed the itemdrop to test server performance gains, I do miss the popping sounds though!
Maybe I'll make a video showing all the features of the es mod and the esmobs, as things have really changed quite a bit!
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Re: Extreme Survival Minetest server

by BBmine » Sat Feb 06, 2016 17:27

maikerumine wrote:20160206-- LOTZA updates...
Image
Added purpellium pick and sword. These are LONG lasting but as strong as emerald.
Added MOAR fall damage! Now Mese crystals, yes, the sharp ones will hurt you if you land on them. As well as Cactus, cactus kills on impact.
Depleted uranium, Infinium, Purpellium, and Toxic Water are radioactive.
Added new mob spawner, spawn good npc while caving or whatever. She is very strong, as well as her counterpart so watch out!!
Removed the itemdrop to test server performance gains, I do miss the popping sounds though!
Maybe I'll make a video showing all the features of the es mod and the esmobs, as things have really changed quite a bit!

Ooohh! I'd better put something over my mese garden whenever I get around to building it. (If ever. :P)
God's not dead!
I actually did mine walls before I started playing this game....
Mods, Servers, and My Youtube Channel
Let us remember Just Test on April 16.
"Together, we will make America great again!" --President Trump
Please vote for the next video I should do here
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Re: Extreme Survival Minetest server

by stoneminer » Sat Feb 06, 2016 18:02

Hmm...maybe I'd better forget about growing cactus in my garden. Ouch.
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Re: Extreme Survival Minetest server

by maikerumine » Sun Feb 07, 2016 14:16

stoneminer wrote:Hmm...maybe I'd better forget about growing cactus in my garden. Ouch.

You can make cactus farm, just don't jump on them ;-)
 

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Re: Extreme Survival Minetest server

by DuDraig » Thu Feb 11, 2016 04:37

Something very strange happened today. I logged in and my character was not where I last left him. He was on one of those teleport pads that randomly teleports you to different pads. Before I had a chance to move off, I was teleported and instantly died with the message that I was found inside a wall.

I've lost my inventory and armor, and have no clue where the bones might be or even if they were not destroyed for being in a wall.
 

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Re: Extreme Survival Minetest server

by maikerumine » Thu Feb 11, 2016 05:27

DuDraig wrote:Something very strange happened today. I logged in and my character was not where I last left him. He was on one of those teleport pads that randomly teleports you to different pads. Before I had a chance to move off, I was teleported and instantly died with the message that I was found inside a wall.

I've lost my inventory and armor, and have no clue where the bones might be or even if they were not destroyed for being in a wall.

YIKES!

I better rectify this asap.

ill look for your bones, if they are there. 2016-02-10 23:24:03: ACTION[Server]: DuDraig was caught walking inside walls at 29.967000961304 6.5 482.80001831055
PM me the details of your inventory, I will replace.

EDIT:

Found the spot
Image
No bones or anything.
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Re: Extreme Survival Minetest server

by DuDraig » Thu Feb 11, 2016 06:23

maikerumine wrote:...
PM me the details of your inventory, I will replace.
...

Don't worry about that. I've got plenty of resources and can easily remake the infinium armor and tools.

I was just concerned as to why the character was on a telepot pad when I logged in and how he got teleported into a wall. I wonder if I had moved partly off the pad and overlapped with that chest when I was teleported.
 

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Re: Extreme Survival Minetest server

by maikerumine » Thu Feb 11, 2016 15:12

DuDraig wrote:
maikerumine wrote:...
PM me the details of your inventory, I will replace.
...

Don't worry about that. I've got plenty of resources and can easily remake the infinium armor and tools.

I was just concerned as to why the character was on a telepot pad when I logged in and how he got teleported into a wall. I wonder if I had moved partly off the pad and overlapped with that chest when I was teleported.


I insist. :-) You have done quite a beautiful farm, biggest on the server and your land looks great as well.

I can simplify tasks and give raw blocks.

i have changed the code, no more deaths inside of walls. The mobs are much harder thanks to RND anyway!
 

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Re: Extreme Survival Minetest server

by snowflake » Sat Feb 13, 2016 13:55

Hi Maki

i just want to know where is the file for purpleluim mod , mud mod and the radioactive(toxic water) mod that i find in ur server

i looked into the esm game folder but its not there ! :(

can u plz let me know where is the mods??
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Re: Extreme Survival Minetest server

by maikerumine » Sat Feb 13, 2016 15:10

snowflake wrote:Hi Maki

i just want to know where is the file for purpleluim mod , mud mod and the radioactive(toxic water) mod that i find in ur server

i looked into the esm game folder but its not there ! :(

can u plz let me know where is the mods??

Hey Buddy! Cool avatar BTW!

The node you are looking for are in the "es" mod in the ESM game.

Folder structure:

minetest/games/extreme_survival/mods/es

and the nodes are in the nodes.lua
here:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--Extreme Survival created by maikerumine
-- Minetest 0.4.13 mod: "Extreme Survival"
-- namespace: es
--https://github.com/maikerumine

--License:
--~~~~~~~~
--Code:
--(c) Copyright 2015 maikerumine; modified zlib-License
--see "LICENSE.txt" for details.

--Media(if not stated differently):
--(c) Copyright (2014-2015) maikerumine; CC-BY-SA 3.0


--tweaks and overrides
--rnd code
--cactus tweaks
local function hurt_cactus() -- cactus tweak
   local name = "default:cactus"
   local table = minetest.registered_nodes[name];
   local table2 = {};
   for i,v in pairs(table) do table2[i] = v end
   table2.groups.disable_jump = 1
   table2.damage_per_second = 5
   minetest.register_node(":"..name, table2)
end
hurt_cactus();


--TECHNIC NODES
minetest.register_node( "es:granite", {
   description = "Granite",
   tiles = { "technic_granite.png" },
   is_ground_content = true,
   groups = {cracky=3},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node( "es:marble", {
   description = "Marble",
   tiles = { "technic_marble.png" },
   is_ground_content = true,
   groups = {cracky=3},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node( "es:marble_bricks", {
   description = "Marble Bricks",
   tiles = { "technic_marble_bricks.png" },
   is_ground_content = true,
   groups = {cracky=3},
   sounds = default.node_sound_stone_defaults(),
})

--NOW WE ADD SOME RADIOACTIVITY FROM THE TECHNIC MOD
--20151206  DECIDED TO EVENTUALLY MOVE THIS INTO THE RADIATION HUD.
--MOVED AND TESTING NEW RADIATION HUD.
--KEEPING THIS CODE FOR POSSIBLE HUD FAILURE.
--UPDATE: Hud never worked like it should.
----------------------------------------


if not vector.length_square then
   vector.length_square = function (v)
      return v.x*v.x + v.y*v.y + v.z*v.z
   end
end

-- radioactivity

-- Radiation resistance represents the extent to which a material
-- attenuates radiation passing through it; i.e., how good a radiation
-- shield it is.  This is identified per node type.  For materials that
-- exist in real life, the radiation resistance value that this system
-- uses for a node type consisting of a solid cube of that material is the
-- (approximate) number of halvings of ionising radiation that is achieved
-- by a metre of the material in real life.  This is approximately
-- proportional to density, which provides a good way to estimate it.
-- Homogeneous mixtures of materials have radiation resistance computed
-- by a simple weighted mean.  Note that the amount of attenuation that
-- a material achieves in-game is not required to be (and is not) the
-- same as the attenuation achieved in real life.
--
-- Radiation resistance for a node type may be specified in the node
-- definition, under the key "radiation_resistance".  As an interim
-- measure, until node definitions widely include this, this code
-- knows a bunch of values for particular node types in several mods,
-- and values for groups of node types.  The node definition takes
-- precedence if it specifies a value.  Nodes for which no value at
-- all is known are taken to provide no radiation resistance at all;
-- this is appropriate for the majority of node types.  Only node types
-- consisting of a fairly homogeneous mass of material should report
-- non-zero radiation resistance; anything with non-uniform geometry
-- or complex internal structure should show no radiation resistance.
-- Fractional resistance values are permitted; two significant figures
-- is the recommended precision.
local default_radiation_resistance_per_node = {
   ["default:brick"] = 13,
   ["default:bronzeblock"] = 45,
   ["default:clay"] = 15,
   ["default:coalblock"] = 9.6,
   ["default:cobble"] = 15,
   ["default:copperblock"] = 46,
   ["default:desert_cobble"] = 15,
   ["default:desert_sand"] = 10,
   ["default:desert_stone"] = 17,
   ["default:desert_stonebrick"] = 17,
   ["default:diamondblock"] = 24,
   ["default:dirt"] = 8.2,
   ["default:dirt_with_grass"] = 8.2,
   ["default:dry_dirt"] = 8.2,
   ["default:dirt_with_dry_grass"] = 8.2,
   ["default:dirt_with_grass_footsteps"] = 8.2,
   ["default:dirt_with_snow"] = 8.2,
   ["default:glass"] = 17,
   ["default:goldblock"] = 170,
   ["default:gravel"] = 10,
   ["default:ice"] = 5.6,
   ["default:lava_flowing"] = 8.5,
   ["default:lava_source"] = 17,
   ["default:mese"] = 21,
   ["default:mossycobble"] = 15,
   ["default:nyancat"] = 1000,
   ["default:nyancat_rainbow"] = 1000,
   ["default:obsidian"] = 18,
   ["default:obsidian_glass"] = 18,
   ["default:sand"] = 10,
   ["default:sandstone"] = 15,
   ["default:sandstonebrick"] = 15,
   ["default:snowblock"] = 1.7,
   ["default:steelblock"] = 40,
   ["default:stone"] = 17,
   ["default:stone_with_coal"] = 16,
   ["default:stone_with_copper"] = 20,
   ["default:stone_with_diamond"] = 18,
   ["default:stone_with_gold"] = 34,
   ["default:stone_with_iron"] = 20,
   ["default:stone_with_mese"] = 17,
   ["default:stonebrick"] = 17,
   ["default:water_flowing"] = 2.8,
   ["default:water_source"] = 5.6,
   ["farming:desert_sand_soil"] = 10,
   ["farming:desert_sand_soil_wet"] = 10,
   ["farming:soil"] = 8.2,
   ["farming:soil_wet"] = 8.2,
   ["glooptest:akalin_crystal_glass"] = 21,
   ["glooptest:akalinblock"] = 40,
   ["glooptest:alatro_crystal_glass"] = 21,
   ["glooptest:alatroblock"] = 40,
   ["glooptest:amethystblock"] = 18,
   ["glooptest:arol_crystal_glass"] = 21,
   ["glooptest:crystal_glass"] = 21,
   ["glooptest:emeraldblock"] = 19,
   ["glooptest:heavy_crystal_glass"] = 21,
   ["glooptest:mineral_akalin"] = 20,
   ["glooptest:mineral_alatro"] = 20,
   ["glooptest:mineral_amethyst"] = 17,
   ["glooptest:mineral_arol"] = 20,
   ["glooptest:mineral_desert_coal"] = 16,
   ["glooptest:mineral_desert_iron"] = 20,
   ["glooptest:mineral_emerald"] = 17,
   ["glooptest:mineral_kalite"] = 20,
   ["glooptest:mineral_ruby"] = 18,
   ["glooptest:mineral_sapphire"] = 18,
   ["glooptest:mineral_talinite"] = 20,
   ["glooptest:mineral_topaz"] = 18,
   ["glooptest:reinforced_crystal_glass"] = 21,
   ["glooptest:rubyblock"] = 27,
   ["glooptest:sapphireblock"] = 27,
   ["glooptest:talinite_crystal_glass"] = 21,
   ["glooptest:taliniteblock"] = 40,
   ["glooptest:topazblock"] = 24,
   ["mesecons_extrawires:mese_powered"] = 21,
   ["moreblocks:cactus_brick"] = 13,
   ["moreblocks:cactus_checker"] = 8.5,
   ["moreblocks:circle_stone_bricks"] = 17,
   ["moreblocks:clean_glass"] = 17,
   ["moreblocks:coal_checker"] = 9.0,
   ["moreblocks:coal_glass"] = 17,
   ["moreblocks:coal_stone"] = 17,
   ["moreblocks:coal_stone_bricks"] = 17,
   ["moreblocks:glow_glass"] = 17,
   ["moreblocks:grey_bricks"] = 15,
   ["moreblocks:iron_checker"] = 11,
   ["moreblocks:iron_glass"] = 17,
   ["moreblocks:iron_stone"] = 17,
   ["moreblocks:iron_stone_bricks"] = 17,
   ["moreblocks:plankstone"] = 9.3,
   ["moreblocks:split_stone_tile"] = 15,
   ["moreblocks:split_stone_tile_alt"] = 15,
   ["moreblocks:stone_tile"] = 15,
   ["moreblocks:super_glow_glass"] = 17,
   ["moreblocks:tar"] = 7.0,
   ["moreblocks:wood_tile"] = 1.7,
   ["moreblocks:wood_tile_center"] = 1.7,
   ["moreblocks:wood_tile_down"] = 1.7,
   ["moreblocks:wood_tile_flipped"] = 1.7,
   ["moreblocks:wood_tile_full"] = 1.7,
   ["moreblocks:wood_tile_left"] = 1.7,
   ["moreblocks:wood_tile_right"] = 1.7,
   ["moreblocks:wood_tile_up"] = 1.7,
   ["moreores:mineral_mithril"] = 18,
   ["moreores:mineral_silver"] = 21,
   ["moreores:mineral_tin"] = 19,
   ["moreores:mithril_block"] = 26,
   ["moreores:silver_block"] = 53,
   ["moreores:tin_block"] = 37,
   ["snow:snow_brick"] = 2.8,
   ["technic:brass_block"] = 43,
   ["technic:carbon_steel_block"] = 40,
   ["technic:cast_iron_block"] = 40,
   ["technic:chernobylite_block"] = 40,
   ["technic:chromium_block"] = 37,
   ["technic:corium_flowing"] = 40,
   ["technic:corium_source"] = 80,
   ["technic:granite"] = 18,
   ["technic:marble"] = 18,
   ["technic:marble_bricks"] = 18,
   ["technic:mineral_chromium"] = 19,
   ["technic:mineral_uranium"] = 71,
   ["technic:mineral_zinc"] = 19,
   ["technic:stainless_steel_block"] = 40,
   ["technic:uranium_block"] = 500,
   ["technic:zinc_block"] = 36,
   ["tnt:tnt"] = 11,
   ["tnt:tnt_burning"] = 11,
}
local default_radiation_resistance_per_group = {
   concrete = 16,
   tree = 3.4,
   wood = 1.7,
}
local cache_radiation_resistance = {}
local function node_radiation_resistance(nodename)
   local eff = cache_radiation_resistance[nodename]
   if eff then return eff end
   local def = minetest.registered_nodes[nodename] or {groups={}}
   eff = def.radiation_resistance or default_radiation_resistance_per_node[nodename]
   if not eff then
      for g, v in pairs(def.groups) do
         if v > 0 and default_radiation_resistance_per_group[g] then
            eff = default_radiation_resistance_per_group[g]
            break
         end
      end
   end
   if not eff then eff = 0 end
   cache_radiation_resistance[nodename] = eff
   return eff
end


-- Radioactive nodes cause damage to nearby players.  The damage
-- effect depends on the intrinsic strength of the radiation source,
-- the distance between the source and the player, and the shielding
-- effect of the intervening material.  These determine a rate of damage;
-- total damage caused is the integral of this over time.
--
-- In the absence of effective shielding, for a specific source the
-- damage rate varies realistically in inverse proportion to the square
-- of the distance.  (Distance is measured to the player's abdomen,
-- not to the nominal player position which corresponds to the foot.)
-- However, if the player is inside a non-walkable (liquid or gaseous)
-- radioactive node, the nominal distance could go to zero, yielding
-- infinite damage.  In that case, the player's body is displacing the
-- radioactive material, so the effective distance should remain non-zero.
-- We therefore apply a lower distance bound of sqrt(0.75) m, which is
-- the maximum distance one can get from the node centre within the node.
--
-- A radioactive node is identified by being in the "radioactive" group,
-- and the group value signifies the strength of the radiation source.
-- The group value is the distance in metres from a node at which an
-- unshielded player will be damaged by 0.25 HP/s.  Or, equivalently, it
-- is half the square root of the damage rate in HP/s that an unshielded
-- player 1 m away will take.
--
-- Shielding is assessed by sampling every 0.25 m along the path
-- from the source to the player, ignoring the source node itself.
-- The summed radiation resistance values from the sampled nodes yield
-- a measure of the total amount of radiation resistance on the path.
-- As in reality, shielding causes exponential attenuation of radiation.
-- However, the effect is scaled down relative to real life: each
-- metre-point of shielding, corresponding to a real-life halving of
-- radiation, reduces radiation by 0.01 nepers (a factor of about 1.01).
-- This scales down the difference between shielded and unshielded safe
-- distances, avoiding the latter becoming impractically large.
--
-- Damage is processed at rates down to 0.25 HP/s, which in the absence of
-- shielding is attained at the distance specified by the "radioactive"
-- group value.  Computed damage rates below 0.25 HP/s result in no
-- damage at all to the player.  This gives the player an opportunity
-- to be safe, and limits the range at which source/player interactions
-- need to be considered.
local assumed_abdomen_offset = vector.new(0, 1, 0)
local assumed_abdomen_offset_length = vector.length(assumed_abdomen_offset)
minetest.register_abm({
   nodenames = {"group:radioactive"},
   interval = 1,
   chance = 1,
   action = function (pos, node)
      local strength = minetest.registered_nodes[node.name].groups.radioactive
      for _, o in ipairs(minetest.get_objects_inside_radius(pos, strength + assumed_abdomen_offset_length)) do
         if o:is_player() then
            local rel = vector.subtract(vector.add(o:getpos(), assumed_abdomen_offset), pos)
            local dist_sq = vector.length_square(rel)
            local dist = math.sqrt(dist_sq)
            local dirstep = dist == 0 and vector.new(0,0,0) or vector.divide(rel, dist*4)
            local intpos = pos
            local resistance = 0
            for intdist = 0.25, dist, 0.25 do
               intpos = vector.add(intpos, dirstep)
               local intnodepos = vector.round(intpos)
               if not vector.equals(intnodepos, pos) then
                  resistance = resistance + node_radiation_resistance(minetest.get_node(intnodepos).name)
               end
            end
            local dmg_rate = 0.25 * strength*strength * math.exp(-0.0025*resistance) / math.max(0.75, dist_sq)
            if dmg_rate >= 0.25 then
               local dmg_int = math.floor(dmg_rate)
               if math.random() < dmg_rate-dmg_int then
                  dmg_int = dmg_int + 1
               end
               if dmg_int > 0 then
                  o:set_hp(math.max(o:get_hp() - dmg_int, 0))
               end
            end
         end
      end
   end,
})






--ES Node Definition
minetest.register_node("es:stone_with_emerald", {
   description = "Emerald Ore",
   tiles = {"default_stone.png^emerald_ore.png"},
   is_ground_content = true,
   groups = {cracky=1},
   drop = "es:emerald_crystal",
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:stone_with_ruby", {
   description = "Ruby Ore",
   tiles = {"default_stone.png^ruby_ore.png"},
   is_ground_content = true,
   groups = {cracky=1},
   drop = "es:ruby_crystal",
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:stone_with_aikerum", {
   description = "Aikerum Ore",
   tiles = {"default_stone.png^aikerum_ore.png"},
   is_ground_content = true,
   groups = {cracky=1,level = 2},
   drop = "es:aikerum_crystal",
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:stone_with_infinium", {
   description = "Infinium Ore - Slightly Radioactive",
   tiles = {"default_stone.png^infinium_ore.png"},
   is_ground_content = true,
   groups = {cracky=1,level = 2, radioactive = (state == "source" and 2 or 2)},
   drop = "es:infinium_goo",
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:stone_with_purpellium", {
   description = "Purlellium Ore - Oddly interesting",
   tiles = {"default_stone.png^purpellium_ore.png"},
   is_ground_content = true,
   groups = {cracky=2,level = 2, radioactive = (state == "source" and 2 or 2)},
   drop = "es:purpellium_lump",
   sounds = default.node_sound_stone_defaults(),
})

--Emerald located at -1000
minetest.register_node("es:emeraldblock", {
   description = "Emerald Block",
   tiles = {"emerald_block.png"},
   is_ground_content = true,
   groups = {cracky=1,level=2},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_craftitem("es:emerald_crystal", {
   description = "Emerald Crystal",
   inventory_image = "emerald.png",
})

--Ruby located at -3000
minetest.register_node("es:rubyblock", {
   description = "Ruby Block",
   tiles = {"ruby_block.png"},
   is_ground_content = true,
   groups = {cracky=1,level=2},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_craftitem("es:ruby_crystal", {
   description = "Ruby Crystal",
   inventory_image = "ruby.png",
})

--Aikerum located at -4000
minetest.register_node("es:aikerumblock", {
   description = "Aikerum Block",
   tiles = {"aikerum_block.png"},
   is_ground_content = true,
   groups = {cracky=1,level=2},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_craftitem("es:aikerum_crystal", {
   description = "Aikerum Crystal",
   inventory_image = "aikerum.png",
})


--Infinium located at -4300
minetest.register_node("es:infiniumblock", {
   description = "infinium Block",
   tiles = {"infinium_block.png"},
   is_ground_content = true,
   groups = {cracky=1,level=2},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_craftitem("es:infinium_goo", {
   description = "Infinium Goo--Need to craft with vessel to contain.",
   inventory_image = "infinium.png",
})

minetest.register_craftitem("es:infinium_ingot", {
   description = "Infinium Ingot--TBD CRAFTING Special Armour and Lab Equipment",
   --inventory_image = "infinium_ingot.png",
   inventory_image = "infinium_ingot.png",
})

minetest.register_craftitem("es:infinium_container", {
   description = "Infinium Container--Cook to get Infinium Ingot",
   inventory_image = "infinium_container.png",
})

--Purpellium located at -4000
minetest.register_node("es:purpelliumblock", {
   description = "Purpellium Block",
   tiles = {"purpellium_block.png"},
   is_ground_content = true,
   groups = {cracky=1,level=2},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_craftitem("es:purpellium_lump", {
   description = "Purpellium Lump",
   inventory_image = "purpellium_lump.png",
})

minetest.register_craftitem("es:purpellium_ingot", {
   description = "Purpellium Ingot",
   inventory_image = "purpellium_ingot.png",
})



--BONEBLOCK
minetest.register_node("es:boneblock", {
   description = "Bone Blox",
   tiles = {
   "bones_top.png",
   "bones_bottom.png",
   "bones_side.png",
   "bones_side.png",
   "bones_rear.png",
   "bones_front.png"
   },
   paramtype2 = "facedir",
   groups = {dig_immediate=2},
   sounds = default.node_sound_dirt_defaults({
   footstep = {name="default_gravel_footstep", gain=0.5},
   dug = {name="default_gravel_footstep", gain=1.0},
   }),
})


--INPERVIOUS NODES  CANNOT BREAK- Great for prison walls.
minetest.register_node("es:hgglass", {
   description = "High Density Glass",
   drawtype = "glasslike_framed_optional",
   tiles = {"default_glass.png", "default_glass_detail.png"},
   inventory_image = minetest.inventorycube("default_glass.png"),
   paramtype = "light",
   sunlight_propagates = true,
   is_ground_content = false,
   groups = {immortal=1,cracky=0,not_in_creative_inventory = 1},
   sounds = default.node_sound_glass_defaults(),
})

minetest.register_node("es:steelblock", {
   description = "High Density Steel Block",
   tiles = {"default_steel_block.png"},
   is_ground_content = false,
   groups = {immortal=1,cracky=0,not_in_creative_inventory = 1},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:stoneblock", {
   description = "High Density Stone Block",
   tiles = {"default_stone.png"},
   is_ground_content = false,
   groups = {immortal=1,cracky=0,not_in_creative_inventory = 1},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:sandstonebrick", {
   description = "High Density Sandstone Brick",
   tiles = {"default_stone_brick.png^[colorize:#CCCC99:150"},
   is_ground_content = false,
   groups = {immortal=1,cracky=0,not_in_creative_inventory = 1},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:stonebrick", {
   description = "High Density Stone Brick",
   tiles = {"default_stone_brick.png"},
   is_ground_content = false,
   groups = {immortal=1,cracky=0,not_in_creative_inventory = 1},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:junglewood", {
   description = "High Density Junglewood Planks",
   tiles = {"default_junglewood.png"},
   is_ground_content = false,
   groups = {immortal=1,cracky=0,not_in_creative_inventory = 1},
   sounds = default.node_sound_wood_defaults(),
})


--A simple way to store your cookable Mese, and it gives off light!
minetest.register_node("es:messymese", {
   description = "Messy MESE Block",
   tiles = {"default_clay.png^bubble.png^mese_cook_mese_crystal.png"},
   light_source = 14,
   is_ground_content = true,
   groups = {cracky=1,level=2},
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:what", {
   description = "The What Block - Dig for random gift",
   drawtype = "glasslike_framed_optional^bubble.png",
   tiles = {"default_glass.png^bubble.png", "default_glass_detail.png^bubble.png"},
   inventory_image = minetest.inventorycube("default_glass.png"),
   paramtype = "light",
   sunlight_propagates = true,
   is_ground_content = false,
   groups = {crumbly=3,},
   drop = {
      max_items = 2,
      items = {
         {items = {'es:what'}, rarity = 80},
         {items = {'es:sword_aikerum'}, rarity = 50},
         {items = {'es:sword_ruby'}, rarity = 40},
         {items = {'es:sword_emerald'}, rarity = 30},
         {items = {'es:pick_aikerum'}, rarity = 50},
         {items = {'es:pick_ruby'}, rarity = 40},
         {items = {'es:pick_emerald'}, rarity = 30},
         {items = {'farming:bread 20'}, rarity = 3},
         {items = {'default:cobble 10'}, rarity = 3},
         {items = {'default:gold_lump 10'}, rarity = 10},
         {items = {'default:iron_lump 10'}, rarity = 5},
         {items = {'default:apple 10'}, rarity = 5},
         {items = {'default:coal_lump 10'}, rarity = 1},
         {items = {'es:depleted_uranium_ingot 3'}}
      }
   },
   sounds = default.node_sound_glass_defaults(),
})




--Default addons as they should be.  I changed ore generation to keep unique for compatibility.

--Dry dirt added
minetest.register_node("es:dry_dirt", {
   description = "Some dry dirt",
   tiles = {"default_dry_dirt.png"},
   --tiles = {"dry_dirt.png"},
   groups = {crumbly = 3},
   drop = 'es:dry_dirt',
   sounds = default.node_sound_dirt_defaults({
      footstep = {name = "default_grass_footstep", gain = 0.25},
   }),
})

minetest.register_node("es:stone_with_mese", {
   description = "Cookable Mese Ore",
   tiles = {"default_stone.png^default_mineral_mese.png"},
   paramtype = "light",
   groups = {cracky = 1},
   drop = "es:mesecook_crystal",
   sounds = default.node_sound_stone_defaults(),
   light_source = 1,
})

minetest.register_node("es:desert_stone_with_gold", {
   description = "Gold Ore",
   tiles = {"default_desert_stone.png^default_mineral_gold.png"},
   groups = {cracky = 2},
   drop = "default:gold_lump",
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:desert_stone_with_iron", {
   description = "Iron Ore",
   tiles = {"default_desert_stone.png^default_mineral_iron.png"},
   groups = {cracky = 2},
   drop = 'default:iron_lump',
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:desert_stone_with_coal", {
   description = "Coal Ore",
   tiles = {"default_desert_stone.png^default_mineral_coal.png"},
   groups = {cracky = 3},
   drop = 'default:coal_lump',
   sounds = default.node_sound_stone_defaults(),
})

minetest.register_node("es:depleted_uranium", {
   description = "Depleted Uranium Ore RADIOACTIVE",
   tiles = {"default_stone.png^uranium_ore.png"},
   groups = {cracky = 3, radioactive = (state == "source" and 3 or 2)},
   drop = 'es:depleted_uranium_lump',
   sounds = default.node_sound_stone_defaults(),
   light_source = 12,
})

minetest.register_craftitem("es:depleted_uranium_lump", {
   description = "Depleted Uranium use for long term fuel, first cook the lump into an ingot, then use ingot for fuel.",
   inventory_image = "uranium_lump.png",
})



--ES CUSTOM LIQUIDS:
minetest.register_node("es:toxic_water_source", {
   description = "Toxic_Water Source",
   inventory_image = minetest.inventorycube("es_toxic_water.png"),
   drawtype = "liquid",
   tiles = {
      {
         name = "es_toxic_water_source_animated.png",
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 2.0,
         },
      },
   },
   special_tiles = {
      -- New-style water source material (mostly unused)
      {
         name = "es_toxic_water_source_animated.png",
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 2.0,
         },
         backface_culling = false,
      },
   },
   alpha = 240,
   paramtype = "light",
   walkable = false,
   pointable = false,
   diggable = false,
   buildable_to = true,
   is_ground_content = false,
   drop = "",
   drowning = 1,
   liquidtype = "source",
   liquid_alternative_flowing = "es:toxic_water_flowing",
   liquid_alternative_source = "es:toxic_water_source",
   liquid_viscosity =3,
   damage_per_second = 3*2,
   post_effect_color = {a = 255, r = 30, g = 60, b = 90},
   groups = {water = 3, liquid = 3, puts_out_fire = 1, radioactive = (state == "source" and 2 or 2),},
})

--NOTES:
--      radioactive = (state == "source" and 32 or 16),
--THIS IS DEFAULT SETTING FROM TECHNIC



minetest.register_node("es:toxic_water_flowing", {
   description = "Toxic_Flowing Water",
   inventory_image = minetest.inventorycube("es_toxic_water.png"),
   drawtype = "flowingliquid",
   tiles = {"es_toxic_water.png"},
   special_tiles = {
      {
         name = "es_toxic_water_flowing_animated.png",
         backface_culling = false,
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 0.8,
         },
      },
      {
         name = "es_toxic_water_flowing_animated.png",
         backface_culling = true,
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 0.8,
         },
      },
   },
   alpha = 240,
   paramtype = "light",
   paramtype2 = "flowingliquid",
   walkable = false,
   pointable = false,
   diggable = false,
   buildable_to = true,
   is_ground_content = false,
   drop = "",
   drowning = 1,
   liquidtype = "flowing",
   liquid_alternative_flowing = "es:toxic_water_flowing",
   liquid_alternative_source = "es:toxic_water_source",
   liquid_viscosity = 2,
   damage_per_second = 2*2,
   post_effect_color = {a = 255, r = 30, g = 60, b = 90},
   groups = {water = 3, liquid = 3, puts_out_fire = 1,
      not_in_creative_inventory = 1, radioactive = (state == "source" and 2 or 2),},
})
--FOR REF
-- Quicksand (old style, sinking inside shows black instead of yellow effect,
-- works ok with noclip enabled though)
minetest.register_node("es:mud", {
   description = "Mud",
   tiles = {"es_mud.png"},
   --drop = "es:mud",
   liquid_viscosity = 19,
   liquidtype = "source",
   liquid_alternative_flowing = "es:mud",
   liquid_alternative_source = "es:mud",
   liquid_renewable = false,
   liquid_range = 0,
   drowning = 1,
   walkable = false,
   climbable = false,
   post_effect_color = { r=230, g=210, b=160, a=245 },
   groups = {crumbly=3, falling_node=1, sand=1, liquid=3, disable_jump=1},
   sounds = default.node_sound_sand_defaults(),
})



--this code is broken and makes the server not allow kindle players
--[[
minetest.register_node("es:mud_source", {
   description = "Mud Source",
   inventory_image = minetest.inventorycube("es_mud.png"),
   drawtype = "liquid",
      tiles = {"es_mud.png"},
   tiles = {
      {
         name = "default_mud_source_animated.png",
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 2.0,
         },
      },
   },
   special_tiles = {
      -- New-style water source material (mostly unused)
      {
         name = "default_mud_source_animated.png",
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 2.0,
         },
         backface_culling = false,
      },
   },
   alpha = 255,
   paramtype = "light",
   walkable = false,
   pointable = false,
   diggable = false,
   buildable_to = true,
   is_ground_content = false,
   drop = "",
   drowning = 1,
   --damage_per_second = 3*2,
   liquidtype = "source",
   liquid_alternative_flowing = "es:mud_flowing",
   liquid_alternative_source = "es:mud_source",
   liquid_viscosity = 18,
   post_effect_color = {a = 255, r = 43, g = 23, b = 9},
   groups = {water = 3, liquid = 3, puts_out_fire = 1, },
})

minetest.register_node("es:mud_flowing", {
   description = "Flowing  mud",
   inventory_image = minetest.inventorycube("es_mud.png"),
   drawtype = "liquid",--change to liquid for a solid look
   tiles = {"es_mud.png"},
   special_tiles = {
      {
         name = "es_mud_flowing_animated.png",
         backface_culling = false,
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 0.8,
         },
      },
      {
         name = "es_mud_flowing_animated.png",
         backface_culling = true,
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 0.8,
         },
      },
   },
   alpha = 250,
   paramtype = "light",
   paramtype2 = "flowingliquid",
   walkable = false,
   pointable = false,
   diggable = false,
   buildable_to = true,
   is_ground_content = false,
   drop = "",
   drowning = 1,
   --damage_per_second = 3*2,
   liquidtype = "flowing",
   liquid_alternative_flowing = "es:mud_flowing",
   liquid_alternative_source = "es:mud_source",
   liquid_viscosity = 19,
   post_effect_color = {a = 255, r = 43, g = 23, b = 9},
   groups = {water = 3, liquid = 3, puts_out_fire = 1,
      not_in_creative_inventory = 1, },
})
]]

I hope this helps!

Try to re- download from the git if there are changes you see, I try to keep all my mods updated daily.
 

User avatar
BlueFireIceUn
Member
 
Posts: 124
Joined: Fri Mar 20, 2015 06:25
In-game: BlueFireUn

Re: Extreme Survival Minetest server

by BlueFireIceUn » Sun Feb 14, 2016 05:47

Maike,can you explain why you removed shift ?
Blue who loves you all but mostly someone :)
 

User avatar
snowflake
Member
 
Posts: 215
Joined: Mon Nov 16, 2015 16:50
IRC: snow__flake
In-game: snowflake

Re: Extreme Survival Minetest server

by snowflake » Sun Feb 14, 2016 08:56

Hey Maiku

thx for my avatar , i just updated it yesterday :P

thx for the info
✱ ŜИØŴℱŁΔҜΞ ✱
IF I REPORT ANY PROBLEM - SYSTEM
Ubuntu 15.04
32-bit
Memory-3.8GiB
Disk Space -310.8GB

DONT PM ME PLZ!!!! ,
 

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