Page 3 of 4

Re: [Game] Minetest TNG [v16.06]

PostPosted: Tue Jun 14, 2016 15:07
by yyt16384
LNJ wrote:
yyt16384 wrote:A quick question: why are you moving all kinds of stuff to default mod?

I don't like it to have e.g. books in default, but wool in an other mod! It's not logical.
I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this...


But it also means that all mods that depend on anything in default will depend on all of default, which makes implementing another compatible subgame harder. Actually I think there is already too much stuff in minetest game default mod.

Re: [Game] Minetest TNG [v16.06]

PostPosted: Tue Jun 14, 2016 15:30
by LNJ
yyt16384 wrote:
LNJ wrote:
yyt16384 wrote:A quick question: why are you moving all kinds of stuff to default mod?

I don't like it to have e.g. books in default, but wool in an other mod! It's not logical.
I know ... this breaks mod compatibility. But I have also planned a MTG-Compatibility modpack or something like this...


But it also means that all mods that depend on anything in default will depend on all of default, which makes implementing another compatible subgame harder. Actually I think there is already too much stuff in minetest game default mod.

A complete new subgame doesn't have to be compatible with MTG / TNG.

If I split the default mod, I'll make a logical partition (e.g. building, decoration, ... OR something like nodes, items, apis, mapgen)
Then nodes would be ever named "nodes:" (e.g. "nodes:dirt") and items with "items:".

Re: [Game] Minetest TNG [v16.05]

PostPosted: Tue Jun 14, 2016 15:56
by duane
Robsoie wrote:I just got another crash, this time just prior it i was right clicking around , mostly to test and it crashed after a few of those right clicks.


"Bad alloc" just means that the game asked for more memory and didn't get it. This can be, and frequently is, caused by mods. I've managed it myself several times (on 64-bit linux) when I did something in lua that used memory extravagantly. It would be a severe pain to troubleshoot if you didn't already have some idea what was causing the problem.

Re: [Game] Minetest TNG [v16.06]

PostPosted: Thu Jun 16, 2016 21:45
by doctorfrog
Questions:
  • How do I access the difficulty settings?
  • How can I increase the probability of generating ruins?
  • What's the recipe for a hoe (the old recipe isn't working).

And a feature request: sheep should not be sheared if you punch them (that's what shears are for)

Re: [Game] Minetest TNG [v16.06]

PostPosted: Fri Jun 17, 2016 16:26
by LNJ
doctorfrog wrote:Questions:
  • How do I access the difficulty settings?
  • How can I increase the probability of generating ruins?
  • What's the recipe for a hoe (the old recipe isn't working).

And a feature request: sheep should not be sheared if you punch them (that's what shears are for)

  • 1) Now you can access this via. the GUI into the Main Menu (see Advanced Settings)
  • 2) Now you can set this in the minetest.conf: ruin_probability = ... (default is 25; higher value, less ruins)
  • 3) Recipes are fixed now (they are like the old)
  • 4) Sorry, but no. I like it as it is. You can tear out wool from sheep without a tool, but then the sheep gets damaged. With shears you get more wool.

Thanks for reporting! :)

Re: [Game] Minetest TNG [v16.06]

PostPosted: Fri Jun 17, 2016 22:25
by doctorfrog
Thanks, testing this over the next week.

Is there a way to trigger the map to regenerate, but retain all the structures my users have built?

Re: [Game] Minetest TNG [v16.06]

PostPosted: Sat Jun 18, 2016 08:53
by LNJ
doctorfrog wrote:Thanks, testing this over the next week.

Is there a way to trigger the map to regenerate, but retain all the structures my users have built?

I don't think so... :-/

Re: [Game] Minetest TNG [v16.06]

PostPosted: Tue Jun 21, 2016 03:02
by doctorfrog
I am not familiar with the Farming mod you added, so I'm not sure what behavior to expect. What I do know is that this wheat I planted is taking a very long time to grow. How does this work? Do I have to do something other than planting and waiting for something to grow? Will it grow if I am logged out of the server with the server running? Do I have to physically be in the area?

edit: never mind, it is growing now, it was too far away from a source of water.

Re: [Game] Minetest TNG [v16.06]

PostPosted: Tue Jun 21, 2016 05:14
by LNJ
doctorfrog wrote:I am not familiar with the Farming mod you added, so I'm not sure what behavior to expect. What I do know is that this wheat I planted is taking a very long time to grow. How does this work? Do I have to do something other than planting and waiting for something to grow? Will it grow if I am logged out of the server with the server running? Do I have to physically be in the area?

edit: never mind, it is growing now, it was too far away from a source of water.

I rewrote the mod, not added one. Now it is possible to set an average time to grow (wheat: 500s, cotton: 520s, potatoes: 480s, strawberries: 480s). Maybe this is longer than before (with stupid abms), if it's too long, please say.

Later I saw that they from MTG also added timers, (maybe they saw the idea on my ToDos) but there the time to grow depends on the step number (every step needs * to * seconds).

And you can also use 'Garden Soil', onto this plants don't need water. When the compost bin is ready, you'll be able to craft it from compost, bone meal and dirt. For now it's a bucket of water and dirt (you'll get an empty bucket back).

[Update] TNG v16.07 - The Latest Update - Changelog + Wallpa

PostPosted: Sat Jul 30, 2016 22:05
by LNJ
The new Minetest TNG Wallpaper in higher resolutions:
Image
Copyright (C) 2016 LNJ; CC BY-SA 3.0
The Minetest TNG header is based on the Minetest NeXt header by BlockMen, 2015; CC BY-SA 3.0

Download:
PNG, 3840x2160 [16:9]
PNG, 5120x2160 [21:9 / 2.37:1]
PNG, 3440x1440 [21:9 / 2.39:1]
PNG, 5484x2176 [2.52:1]

Orignal Screenshot, 5484x2176 [2.52:1]

Here you can find all Wallpapers:
https://gamerbude.github.io/tng_wallpaper.html

Oh, and here is the
Changelog:
  • Documentation: Update Tree growing Functions
  • Ruins: Fix small warning
  • Farming: Fix recipe for hoes
  • Default: Move legacy stuff to extern mod
  • Default: Disable Sneak Glitch
  • Fences now connect with signs
  • Add bucket with snow
  • Use better sapling texture (from Wasteland/BlockMen)
  • settingtypes.txt: Correct TNT setting name (thanks, fscorpio)
  • Default: Stair recipe returns 8, not 6 (thanks MTG)
  • Bone meal recipe returns 2, not 4 (because you can get so many bones now)
You can find the full changelog on GitHub as well: https://github.com/Gamerbude/Minetest_T ... 6...v16.07

Re: [Game] Minetest TNG [v16.07]

PostPosted: Sun Jul 31, 2016 09:23
by azekill_DIABLO
Image

Re: [Game] Minetest TNG [v16.07]

PostPosted: Sun Jul 31, 2016 09:26
by LNJ
azekill_DIABLO wrote:Image

Why did you repost my Wallpaper in a resolution from 700x394?

Edit:
Oh, I did not seen the black doodle there...

[Farming] Rightclick to harvest

PostPosted: Sun Jul 31, 2016 10:46
by LNJ
Did you know?

With the new update you can harvest mature plants with a simple rightclick! That should make many things easier! :)

Image

Re: [Game] Minetest TNG [v16.07]

PostPosted: Sun Jul 31, 2016 17:16
by Byakuren
Is there any documentation? What should I know about playing the game, other than craft recipes?

Also it looks like the stick recipe isn't working ("LaTest" version)

Re: [Game] Minetest TNG [v16.07]

PostPosted: Sun Jul 31, 2016 17:25
by LNJ
Byakuren wrote:Is there any documentation? What should I know about playing the game, other than craft recipes?

Also it looks like the stick recipe isn't working ("LaTest" version)

Three things you should know:
  • You can craft a Crafting Guide with a normal unwritten book
  • You can find the documentation for developers in the file 'game_api.txt' (at the moment there are 1-2 functions undocumented)
  • I had the same bug with the sticks, and fixed it ~1h ago (See: https://git.io/v6ewW)

Thanks for trying out TNG! :)

Re: [Game] Minetest TNG [v16.07]

PostPosted: Mon Aug 01, 2016 03:34
by Byakuren
Thanks!

Re: [Game] Minetest TNG [v16.07]

PostPosted: Fri Aug 05, 2016 13:47
by ph8jPf9M
i love the black inventory theme! is there a way to make unified inventory mod look like that?

Re: [Game] Minetest TNG [v16.07]

PostPosted: Fri Aug 05, 2016 14:09
by LNJ
ph8jPf9M wrote:i love the black inventory theme! is there a way to make unified inventory mod look like that?

You could replace the background image, of unified inventory with TNG's one.

Here you can find TNG's:
https://github.com/Gamerbude/Minetest_T ... formbg.png

But I think, it could be a little bit brighter...

Re: [Game] Minetest TNG [v16.07]

PostPosted: Fri Aug 05, 2016 14:32
by ph8jPf9M
sweet what about the inventory slots is it the same picture?

Re: [Game] Minetest TNG [v16.07]

PostPosted: Fri Aug 05, 2016 14:48
by LNJ
ph8jPf9M wrote:sweet what about the inventory slots is it the same picture?

The inventory slots are done separately.

Re: [Game] Minetest TNG [v16.07]

PostPosted: Fri Aug 05, 2016 14:53
by LNJ
And here is a small information:
I'm away for one week, so I can't fix anything in the game, but JBB (https://github.com/JBBgameich) has push privs for the TNG repository, so maybe he can help you for this time.

Re: [Farming] Rightclick to harvest

PostPosted: Sun Aug 07, 2016 09:55
by azekill_DIABLO
LNJ wrote:Did you know?

With the new update you can harvest mature plants with a simple rightclick! That should make many things easier! :)

Image


Finaly i can simply harvest crops! without destroying everything.

Re: [Game] Minetest TNG [v16.08]

PostPosted: Mon Aug 29, 2016 19:25
by texmex
Been greatly enjoying a sesh of TNG. It is pretty polished and applies sensible defaults to many things.

Discovered some bugs too of course.
  1. There's spawn cages generated in catacombs, should it be visible to player? Also, nothing spawns.
  2. Cobblestone award have over-sized graphics.
  3. There's a grave light bug, I think it's triggered when saplings grow into trees.

Image
Image
Image
Image

Thanks!

Re: [Game] Minetest TNG [v16.08]

PostPosted: Tue Aug 30, 2016 09:01
by azekill_DIABLO
1 :the cages are spawners. with a torch near it, nothing will spawn. only works in dark

2 :the texture is too big needs to be smaller

3: mapgen bug with dungeons which tried to generate in air and then dissapeared. woerd bug, but usual with mapgen mods. cannot be alwas fixed for now.

[Update] TNG v16.08 - The Delicious Update

PostPosted: Thu Sep 01, 2016 11:53
by LNJ
Changelog (v16.07 - v16.08):
  • Farming: Mature Plants are harvestable by a single rightclick now
  • Default: Added rounding helper function
  • Farming: Infotext displays the percent that the plant is grown
  • Increase uses of most tools
  • Default: Ladder recipe returns two, not only one
  • Default: Mese lamp recipe returns two, and needs obsidian glass
  • Add torch wield light (disabled by default)
  • Food: Add hamburger, clean up, add documentation
  • Hunger: Rewrite eating function partly
  • Farming: Add lettuce
  • Add 'Chessboard' from realchess mod by kilbith
  • Add Chairs, that are sittable
  • (Re)Add give initial stuff and enable with a crafting guide per default
  • Farming: Add gardens (and API) for seeds
+ Screenshots
You can find the full changelog on github.

Version 16.08 Wallpaper:
Image

Re: [Game] Minetest TNG [v16.08]

PostPosted: Thu Sep 01, 2016 13:35
by azekill_DIABLO
i would have put the "16.08" into wter than in the sky.

Re: [Game] Minetest TNG [v16.08]

PostPosted: Thu Sep 01, 2016 14:16
by LNJ
azekill_DIABLO wrote:i would have put the "16.08" into wter than in the sky.

Want to make a better one?
http://ge.tt/3I7jZwd2

Re: [Game] Minetest TNG [v16.08]

PostPosted: Thu Sep 01, 2016 16:40
by pithy
I don't like getting stuck on chairs, it makes me feel old.
My furniture mod implements sitting a different way.

Re: [Game] Minetest TNG [v16.08]

PostPosted: Fri Sep 02, 2016 15:42
by azekill_DIABLO
xcf is a gimp file no?

Re: [Game] Minetest TNG [v16.08]

PostPosted: Fri Sep 02, 2016 19:45
by pithy
azekill_DIABLO wrote:xcf is a gimp file no?

.xcf opens with gimp.