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Re: minetestmapper - water colour?

Perhaps also open an issue in the minetestmapper repo, the maintainers are more likely to see that than a thread here.
by paramat
Mon Jan 02, 2017 16:17
 
Forum: Minetest Problems
Topic: minetestmapper - water colour?
Replies: 1
Views: 652

Re: Suddenly: black hole in landscape

L-system trees will create shadow bugs when they grow if the mapblocks above it are unloaded. There is a fixing PR being considered right now.
by paramat
Mon Jan 02, 2017 16:15
 
Forum: Minetest Problems
Topic: Suddenly: black hole in landscape
Replies: 19
Views: 9849

Re: creepy entity

That's spooky.
by paramat
Mon Jan 02, 2017 16:09
 
Forum: Minetest General
Topic: creepy entity
Replies: 11
Views: 2043

Re: [Mod] Nether [nether]

There are no special dungeons like in MC, just the normal Minetest dungeons but with a new brick texture, sometimes you need to travel a while to find some. I coded the mapgen so that dungeons are not excavated so they should be floating in the caverns or projecting from the walls.
by paramat
Wed Dec 28, 2016 18:15
 
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 231
Views: 112162

Re: Minetest 0.4.15: clean the surface game and biomes

> a way to generate less mountains (or hills), holes (caves), the sea, It's complex to undrstand, but altering the mapgen noise parameters can radically reshape the world and the caves. There's also a 'cave width' parameter in all mapgens except mgv6. See the first 29 lines of this mod for how to ad...
by paramat
Wed Dec 28, 2016 18:11
 
Forum: Minetest Problems
Topic: Minetest 0.4.15: clean the surface game and biomes
Replies: 7
Views: 1676

Re: Nore's personal TODO list

> Add some kind of way for mods to register realms boundaries,

Still a good idea.
by paramat
Tue Dec 27, 2016 17:53
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 15003

Re: [Game] Voxus (cancelled)

Looks like Voxus is inactive, and it's the most interesting of his projects.
by paramat
Tue Dec 27, 2016 17:51
 
Forum: WIP Subgames
Topic: [Game] Voxus (cancelled)
Replies: 219
Views: 76606

Re: Minetest 0.4.15 newly installed : impossible to create a

Is latest Minetest Game installed? You can see that here the 'Minimal' subgame was used.
by paramat
Mon Dec 26, 2016 06:06
 
Forum: Minetest Problems
Topic: Minetest 0.4.15 newly installed : impossible to create a map
Replies: 7
Views: 1669

Re: [Mod] flower pots [v1.2] [flowerpots]

Please read https://forum.minetest.net/viewtopic.php?f=11&t=1271
This mod should not have been moved to mod releases without the required first post.
Please fix the first post otherwise we will have to move it back to WIP mods.
by paramat
Mon Dec 26, 2016 06:00
 
Forum: Mod Releases
Topic: [Mod] flower pots [v1.2] [flowerpots]
Replies: 13
Views: 2739

Re: Making mgv7 the default mapgen for 0.4.15 (now done)

Remember there are now bushes in the grasslands, the bush stem can be crafted to a wood plank. We wanted to add a sense of adventure, sometimes you may need to travel 1000+ nodes to find the first bush or tree. Mgv6 and Minecraft are too small-scale. If you need wood quickly, for example if you have...
by paramat
Mon Dec 26, 2016 05:46
 
Forum: Minetest Features
Topic: Making mgv7 the default mapgen for 0.4.15 (now done)
Replies: 24
Views: 5270

Re: Post your mapgen questions here (modding or engine)

Brunomine,
For each axis and nodepos co-ord 'p':
If p >= 0:
blockpos = math.floor(p / 16)
Else:
blockpos = math.floor((p - 15) / 16)

'Block zero' is from 0 to 15.
by paramat
Sun Dec 25, 2016 01:18
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 80756

Re: Post your mapgen questions here (modding or engine)

MinisterFarrigut,
You can alter the noise parameters to lower terrain, to make more ocean.
by paramat
Sat Dec 24, 2016 09:58
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 80756

Re: Post your mapgen questions here (modding or engine)

nomohakon, For examples of singlenode mapgens see my lua mapgens https://github.com/paramat?tab=repositories The mod with the best example of good up to date code is 'stability' https://github.com/paramat/stability To set a particular node to be the 'single node' use a mod with this code: minetest.r...
by paramat
Sat Dec 24, 2016 09:55
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 80756

Re: Post your screenshots!

Because Nyan!
by paramat
Sat Dec 24, 2016 09:49
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1449729

Re: [0.4.14] Spring release, announcing feature freeze

We do have plans for optional simple mobs in MTGame.
by paramat
Sat Dec 24, 2016 09:47
 
Forum: Minetest News
Topic: [0.4.14] Spring release, announcing feature freeze
Replies: 173
Views: 132225

Re: Difference between globalstep and abm?

The speed depends on the actions triggered.
ABMs only run within 3 mapblocks (48 nodes) of players.
The globalstep is 10-20 times per second.
by paramat
Sat Dec 24, 2016 09:45
 
Forum: Minetest Features
Topic: Difference between globalstep and abm?
Replies: 3
Views: 810

Re: [Mod] Snowfall, rainfall, settling snow [0.4.0] [snowdri

The mod uses the known noise parameters for temperature, however the threshold may need changing slightly for the new set of biomes.
By altering the temperature and precipitation thresholds you can make it snow everywhere at Christmas if you want.
by paramat
Sat Dec 24, 2016 09:41
 
Forum: Mod Releases
Topic: [Mod] Snowfall, rainfall, settling snow [0.4.0] [snowdrift]
Replies: 58
Views: 21514

Re: opening an .mts schematic

Default tree (and logs, bushes, corals, large cactus, papyrus, waterliiy) schematic files are created from simple Lua tables using this mod https://github.com/minetest-mods/saveschems
Worldedit cannot set certain parameters so is of limited use.
by paramat
Sat Dec 24, 2016 09:35
 
Forum: Modding Discussion
Topic: opening an .mts schematic
Replies: 3
Views: 698

Re: Last minute mod security testing

by paramat
Tue Dec 20, 2016 07:21
 
Forum: Minetest News
Topic: Last minute mod security testing
Replies: 9
Views: 4737

Last minute mod security testing

Release is hopefully tomorrow.

https://github.com/minetest/minetest/pull/4849 Has been merged,
which addresses the issue https://github.com/minetest/minetest/issues/4692
Any testing that checks this fixes the problems would be much appreciated.
by paramat
Tue Dec 20, 2016 07:06
 
Forum: Minetest News
Topic: Last minute mod security testing
Replies: 9
Views: 4737

Re: 3 Memory use optimisations for Lua mapgens

The buffer does work for 'get_data()' and 'get_param2_data()'.
by paramat
Mon Dec 19, 2016 02:13
 
Forum: Minetest News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 7
Views: 5312

Re: @test@ Just Test II [SERVER]

maikerumine, i was watching one of your videos (good videos) where you mentioned that you once used my 'pathv6alt' mod (that creates a network of paths, bridges and tunnels) but had problems with it. If you want to try an improved version see https://forum.minetest.net/viewtopic.php?f=9&t=15423 ...
by paramat
Sun Dec 18, 2016 02:52
 
Forum: Minetest Servers
Topic: [Server] Just Test Tribute
Replies: 858
Views: 243518

Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pat

Version 1.5 has all 3 memory use optimisations i detailed elsewhere, so should hopefully be suitable for those using LuaJIT and not cause OOM errors (out of memory).
by paramat
Sun Dec 18, 2016 02:44
 
Forum: WIP Mods
Topic: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Replies: 8
Views: 1254

Re: [Mod] Other Worlds [other_worlds]

TumeniNodes, if you use the simple skybox option of just specifying a RGB colour for the whole sky it can be altered fairly smoothly with time, i did this in my snowdrift mod for an overcast sky that gets dark at night. Maybe the code will help with your own switching https://forum.minetest.net/view...
by paramat
Sat Dec 17, 2016 19:17
 
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 33
Views: 7978

Re: How to Make MineTest Run Fast? :O

Use the 'opaque leaves' setting.
by paramat
Sat Dec 17, 2016 19:09
 
Forum: Minetest General
Topic: How to Make MineTest Run Fast? :O
Replies: 16
Views: 2821

Re: Preventing caves from generating at surface level

In non-mgv6 mapgens generateCaves() creates the 3D noise tunnels and also the classic large caves from mgv6. makeTunnel() was named for mgv6 where that code creates both the large caverns and the smaller tunnels by varying the width, both are essentially tunnels because they are a string of excavate...
by paramat
Sat Dec 17, 2016 19:02
 
Forum: Minetest Problems
Topic: Preventing caves from generating at surface level
Replies: 9
Views: 1758

Re: 3 Memory use optimisations for Lua mapgens

Feel free to, i have no wiki access.
by paramat
Fri Dec 16, 2016 01:03
 
Forum: Minetest News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 7
Views: 5312

Re: Making mgv7 the default mapgen for 0.4.15 (now done)

> All I know is how to minetest/bin/ .minetestserver, and that gives 6.

It uses the default mapgen, so will now use mgv7.
by paramat
Fri Dec 16, 2016 00:59
 
Forum: Minetest Features
Topic: Making mgv7 the default mapgen for 0.4.15 (now done)
Replies: 24
Views: 5270

Re: [Mod] Other Worlds [other_worlds]

Since this uses a large number of 3D noises memory use optimisations are essential, see https://forum.minetest.net/viewtopic.php?f=18&t=16043
by paramat
Thu Dec 15, 2016 07:02
 
Forum: Mod Releases
Topic: [Mod] Other Worlds [other_worlds]
Replies: 33
Views: 7978

3 Memory use optimisations for Lua mapgens

Many players are reporting OOM (Out Of Memory) errors when using LuaJIT, which has a low memory use limit. Lua mapgens can use excessive memory if not using these 3 optimisations, and most Lua mapgens, even most of mine, are not using these. Examples of these optimisations are from my mod 'stability...
by paramat
Thu Dec 15, 2016 05:57
 
Forum: Minetest News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 7
Views: 5312
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