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Re: 3 Memory use optimisations for Lua mapgens

Just realised this probably applies to point 2 also: -- Localise noise buffers local nbuf_terrain = {} local nbuf_biome = {} ... ... -- On generated function minetest.register_on_generated(function(minp, maxp, seed) ... ... local nvals_terrain = nobj_terrain:get3dMap_flat(minpos3d, nbuf_terrain) loc...
by paramat
Sat Apr 01, 2017 19:45
 
Forum: Minetest News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 7
Views: 4201

Re: 3 Memory use optimisations for Lua mapgens

Note i have been corrected on point 3, the initialisation of dbuf must define it as a table: local dbuf = {} Otherwise memory usage is not reduced. -- Localise data buffer local dbuf = {} -- On generated function minetest.register_on_generated(function(minp, maxp, seed) ... ... local vm, emin, emax ...
by paramat
Sat Apr 01, 2017 19:00
 
Forum: Minetest News
Topic: 3 Memory use optimisations for Lua mapgens
Replies: 7
Views: 4201

Re: Attention those using glass nodes as liquid tanks

I added some documentation in my commit https://github.com/minetest/minetest/commit/ea549bbae3650d246db7b70a2b07485a4b404409 paramtype2 == "glasslikeliquidlevel" ^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes. param2 defines 64 levels of in...
by paramat
Sat Apr 01, 2017 03:48
 
Forum: Minetest News
Topic: Attention those using glass nodes as liquid tanks
Replies: 7
Views: 4219

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

With my experiments so far, I only managed to make mushrooms appear at Y chunk borders. Yes this is all that is possible currently, because decorations can only be placed on the highest surface in a mpchunk, so only where caves intersect a mapchunk border. I intend to add underground decorations be...
by paramat
Sat Apr 01, 2017 03:39
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993

Re: Removal of Nyan Cats: how to preserve them in worlds

I'm not sure about aliases either, i was hoping they do change the node name in the world database so that old node names don't hang around (which feels messy). Maybe if a mapblock is altered and resaved into the database then the node names change?
by paramat
Sat Apr 01, 2017 03:36
 
Forum: Minetest News
Topic: Removal of Nyan Cats: how to preserve them in worlds
Replies: 30
Views: 24127

Attention those using glass nodes as liquid tanks

https://forum.minetest.net/download/file.php?mode=view&id=9742&sid=c2ffb75452aa494c7123eafcddea4673 The 2 drawtypes 'glasslike_framed' and 'glasslike_framed_optional' have the ability to act as hollow tanks of liquid containing a liquid level with 64 levels defined by param2. This has until...
by paramat
Thu Mar 30, 2017 06:29
 
Forum: Minetest News
Topic: Attention those using glass nodes as liquid tanks
Replies: 7
Views: 4219

Re: Bug with glass

Param2 applied to glass causes a certain level of liquid to appear inside, as if it were a tank of liquid, it's intentional. It's also intentional that WorldEdit does not alter param2 when replacing nodes, so you need to make a request to the authors of WorldEdit for new functionality. This is not a...
by paramat
Tue Mar 28, 2017 20:51
 
Forum: Minetest Problems
Topic: Bug with glass
Replies: 12
Views: 5293

Re: Removal of Nyan Cats: how to preserve them in worlds

I call bullshit on that one. If the users end up with <unknown node> by default , this is a sign of shoddy design. I also disagree with your reasoning in the issue, it doesn't address my other concerns. You could add an alias to the old nyan cat nodes UNLESS the nyancat mod is found. Meaning: No ny...
by paramat
Tue Mar 28, 2017 20:39
 
Forum: Minetest News
Topic: Removal of Nyan Cats: how to preserve them in worlds
Replies: 30
Views: 24127

Re: pine_sapling vs junglesapling

See https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L4

Underscores are the standard, but older nodes are not being renamed because that would need too many aliases and cause too much mod breakage, also, people are used to the old names.
by paramat
Tue Mar 28, 2017 20:23
 
Forum: Minetest Problems
Topic: pine_sapling vs junglesapling
Replies: 4
Views: 2712

Re: Removal of Nyan Cats: how to preserve them in worlds

Wuzzy read the issue.

> Isn't it possible to make the change so that it works out of the box for everyone?

No. The settings and new mod have also been carefully designed for an optimum transition, see the PR thread.
by paramat
Mon Mar 27, 2017 02:55
 
Forum: Minetest News
Topic: Removal of Nyan Cats: how to preserve them in worlds
Replies: 30
Views: 24127

Map generation limit setting: Please update

The 'map_generation_limit' setting has been moved to a per-world mapgen parameter, it will now be stored in a world's 'map_meta.txt' file like this: chunksize = 5 mapgen_limit = 31000 mg_biome_np_heat = { flags = defaults lacunarity = 2 octaves = 3 offset = 50 persistence = 0.5 scale = 50 seed = 534...
by paramat
Mon Mar 27, 2017 02:43
 
Forum: Minetest News
Topic: Map generation limit setting: Please update
Replies: 2
Views: 2015

Removal of Nyan Cats: how to preserve them in worlds

https://forum.minetest.net/download/file.php?mode=view&id=9705&sid=f31b45a6769e83042bbb8892b8651803 ^ Peanut Butter & Jelly Pup See details here: https://github.com/minetest/minetest_game/issues/1647 https://github.com/minetest/minetest_game/pull/1658 For legal reasons the nyancat mod m...
by paramat
Sun Mar 26, 2017 03:15
 
Forum: Minetest News
Topic: Removal of Nyan Cats: how to preserve them in worlds
Replies: 30
Views: 24127

Re: Alternatives to sneak elevators

That PR will not replicate simple sneak ladder though (a single column of alternating nodes) so mod replacements are still worth working on.
by paramat
Fri Mar 24, 2017 23:07
 
Forum: Minetest Features
Topic: Alternatives to sneak elevators
Replies: 42
Views: 13559

Re: [Mod] Mountain Climbing [handholds]

Durability gets you 256 uses per pick, enough for a tall mountain, seems good to me and balanced.
by paramat
Fri Mar 24, 2017 22:59
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 5606

Re: Sneak elevators: What to do?

Although not necessary for the poll, there are other options being investigated, such as replicating sneak-ladder and sneak-jump in the new sneak code (difficult but is being tried). Also we could add a setting that switches between old code (with all the associated undesirable bugs) and new sneak c...
by paramat
Fri Mar 24, 2017 22:22
 
Forum: Minetest Features
Topic: Sneak ladders: What to do?
Replies: 6
Views: 3439

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

Yeah i'll suggest it to sofar.
by paramat
Wed Mar 22, 2017 19:53
 
Forum: Mod Releases
Topic: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]
Replies: 82
Views: 28867

Re: [Mod] Canyon river systems [0.4.2] [canyon]

Because i want to :]
by paramat
Wed Mar 22, 2017 19:50
 
Forum: Mod Releases
Topic: [Mod] Canyon river systems [0.4.2] [canyon]
Replies: 79
Views: 27127

Re: [Mod] Mountain Climbing [handholds]

> but i think slower would be more realistic or players will never care to make ladders again.... Climb speed in MT is universal for all nodes. I am proposing raising the universal climb speed further to 3.5. If included i feel it should be all 4 nodes, anything less than the basic 4 natural mapgen ...
by paramat
Wed Mar 22, 2017 18:52
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 5606

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

I am no longer interested in maintaining this mod and intend to delete my repo in a month, if anyone is interested in this mod please fork it or copy it now. This mod is surprisingly popular, i have asked Gael-de-Sailly if he is interested in being the new official maintainer, since he has forked th...
by paramat
Wed Mar 22, 2017 04:25
 
Forum: Mod Releases
Topic: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]
Replies: 82
Views: 28867

Re: [Mod] Canyon river systems [0.4.2] [canyon]

I am no longer interested in maintaining this mod and intend to delete my repo in a month, if anyone is interested in this mod please fork it or copy it now.

(The dark shadows should now be fixed.)
by paramat
Wed Mar 22, 2017 04:20
 
Forum: Mod Releases
Topic: [Mod] Canyon river systems [0.4.2] [canyon]
Replies: 79
Views: 27127

Re: Mod replacements needed for sneak bug features

A good mod semi-replacement for the sneak ladder https://forum.minetest.net/viewtopic.php?f=9&t=17069

The other behaviour most wanted is an on-demand 2-node jump, this could be done using per-player physics override, perhaps in a similar way to a sprint mod.
by paramat
Tue Mar 21, 2017 16:46
 
Forum: Modding Discussion
Topic: Mod replacements needed for sneak bug features
Replies: 10
Views: 4252

Re: [Mod] Incredible Maze Generator [incrediblemaze]

If it's this incredible i would like to see a screenshot.
by paramat
Tue Mar 21, 2017 16:43
 
Forum: Mod Releases
Topic: [Mod] Incredible Maze Generator [incrediblemaze]
Replies: 6
Views: 2016

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

> Is it possible to change the default mapgen flags for a subgame, so the user can still overwrite them? I doubt it. > I think of this: If Minetest fails to place any node (except those with probability 0), the entire decoration is not placed. Think of it as an “all-or-nothing decoration”. :D Is thi...
by paramat
Tue Mar 21, 2017 16:39
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993

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

> What is on_mapgen_init and why isn't it documented in lua_api.txt? It's deprecated now and not needed around minetest.set_mapgen_setting(). > Why does this code not remove dungeons?: Try: minetest.set_mapgen_setting(name, value, [override_meta]) With true as the 3rd argument. Even in a new world m...
by paramat
Tue Mar 21, 2017 00:41
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993

Mod replacements needed for sneak bug features

You may have seen that we have changed sneak behaviour, many bugs were fixed by doing this, but fixing these bugs caused popular side-effects such as the sneak elevator and the 2 node high sneak jump to disappear, it was impossible to keep those and fix the very undesirable bugs. We're sorry for the...
by paramat
Sun Mar 19, 2017 18:34
 
Forum: Modding Discussion
Topic: Mod replacements needed for sneak bug features
Replies: 10
Views: 4252

Re: I'm leaving minetest

https://github.com/minetest/minetest/graphs/contributors
Thanks so much for the huge contribution you have made, 278 commits and 181,677 additions.
by paramat
Sat Mar 18, 2017 15:29
 
Forum: Minetest News
Topic: I'm leaving minetest
Replies: 12
Views: 6293

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

Typos in your Wiki addition:
'align the Vonoroi cells, making balanncing a lot easier.'
Should be 'Voronoi' and 1 'n' in 'balancing'.
by paramat
Sat Mar 18, 2017 15:20
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993

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

Looks like simple decorations cannot be randomly rotated. You can create a 1-node schematic decoration and use the random rotation flag. Define the schematic as a lua table (you won't need the 'place centre' flags: minetest.register_decoration({ deco_type = "schematic", place_on = {"d...
by paramat
Sat Mar 18, 2017 15:16
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993

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

To balance biome areas you want to very roughly equalise the areas of the voronoi cells, however the more extreme values are less common so cell area needs to rise towards the edges and corners of the diagram. This is our current system (the 'underground' biome is at (50, 50)): https://forum.minetes...
by paramat
Tue Mar 14, 2017 02:02
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993

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

Second, I've discovered that the default mod adds an "underground" biome that seems to be seriously cramping my style. It stretches over the entire underground y-value range. Is there a way to override an already-registered biome so I can get it out of the way of my own underground biomes...
by paramat
Tue Mar 14, 2017 01:55
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 70993
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