elseif(minetest.setting_getbool("creative_mode")) then
minetest.setting_set("creative_mode", 0)
Wuzzy wrote: Oh, can creative mode be toggled on-the-fly?
[quote="Mr. Blobby"]The text Mr. Blobby wrote would go here[/quote]
twoelk wrote:to place schematics? I don't think so. Aren't for example some trees in some mapgen-mods schematics that are placed on mapgen? Don't know about the entities though. How are mobs spawned in other mods? I wonder if Sokomine's villages place entities, can't remember.
Wuzzy wrote:The ultimate goal is to help Minetest newbies to understand Minetest basics without consulting external documentation all the time. For the tutorial to be effective, I wish this subgame (+ world) to be bundled with Minetest. Simply because you can’t expect newbies to search the forums for that. ;-)
Dragonop wrote:@Wuzzy Things that you NEED, to add to this Tutorial:
0- At starting room:
_a-Say how to change the view range (+/- keys); may produce lag; also the ''Enable full viewing range key'' some times the ''tutorial user'' may press it by accident and the fps may droop down.
_a- Add to the sign that you can also jump 1.5 blocks high while holding down ''sneak'' key.
_b- You cant reach the hidden diamond, you need to get 1.5 blocks closser.
_a- The entrace to the furnace room is blocked!.
Sokomine wrote:To have some tutorial at all is certainly nice. I'm just not sure what exactly its audience will be. The inscriptions on the signs are extensive - far too long for impatient young players who want to play a new game. With that much emphasis on movement and game concepts, it's far more a demonstration of what the game can do and how some things work in detail. It can even be an inspiration for modders to try new things.
addi wrote:isnt it possible to only use the world folder, with minetest_game, and copy all mods into the worldmods folder?
its just a idea
Wuzzy wrote: addi wrote:isnt it possible to only use the world folder, with minetest_game, and copy all mods into the worldmods folder?
its just a idea
Ugh, no. That’s not possible. The world folder is only for world data.
Calinou wrote:It would be a good idea to make movement speed faster (or add a /speed command), it gets tedious to move around due to the slow movement speed.
Calinou wrote:What about using the textures new (grass, cobblestone, dirt, …) found in latest minetest_game Git?
addi wrote:no thats wrong, mods stored in /worlds/<someword>/worldmods/ will override the mods of the selected game.
Wuzzy wrote:OK, thanks. This is quite surprising. Whatever. But I see another technical problem with this idea: If I distribute all neccessary mods in the world, you still have to specify a subgame to play the world in. We can’t just require the user to pick a subgame, that would be ridiciulous. The user is about to learn Minetest and therefore it is unfair to expect to handle subgames correctly at this moment. And IMO this all just sounds like pointless refactoring to me; without any real benefit? My idea is that Minetest should just treat the tutorial subgame and Tutorial World as special cases and abstract the logic away from the user.
addi wrote:i dont see, what you problem is, it does not complicate it, it makes it much easier!
for all wich are intrested, in attachment is the 1.3 version of the world including all required mods in worldmods.
to install just download the zip and copy its content into worlds/ directory, start minetest, select "Tutorial World" and press play. thats all :-)
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