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Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

The whole mesecons system is intended more as supply electronics than electricity, that is, it is for logic circuits much more than electric stuff, so this will most probably never be changed to be like you say.
by Nore
Sat Mar 25, 2017 01:10
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528535

Re: WorldPainter support?

The light is currently stored in param1 of each node, as two 4-bit fields: light on day and light on night, so coming from MC, you just need to set night light to artificial light, and day light to the maximum of sunlight and artificial light. Thanks. I have it working! Could you tell me exactly wh...
by Nore
Sun Feb 26, 2017 05:41
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

I have another question for the developers: how is the lighting information stored in the map? It seems like the light propagates the same or similar in Minetest as it does in Minecraft, and I can already calculate the light for Minecraft so it would probably be easy to adapt, if I only knew how it...
by Nore
Sat Feb 25, 2017 20:23
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

Hmm, I am surprised that it may even exist on disk. You can try to do as you say, but beware that it may have strange consequences, so try to avoid it if possible.
by Nore
Mon Feb 20, 2017 15:07
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

"ignore" is used for unloaded blocks or nodes. You should never generate it.
by Nore
Sun Feb 19, 2017 17:28
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

Default water level is z = 0. About generating new mapblocks, it happens when the player is close enough; I think it can be configured but I don't remember the default radius. Also, the map is generated in mapchunks of 5*5*5 mapblocks (that's the default; if you produce your own maps, it is advised ...
by Nore
Tue Feb 14, 2017 21:45
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

I suggest you use the oldest version that supports all the features you want; version 25 may be a good choice since it is already quite old (at least a few years), while version 27 was introduced just a few days ago to fix lighting problems, so pre-v27 mapblocks may be slightly slower to load on new...
by Nore
Tue Feb 14, 2017 18:04
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

There are no blocks id per se, all mapblocks contain something called "name-id mapping", that explain the mapping between the id of a node in the mapblock, and its name (like, "default:stone" for stone). To know the name of the various nodes, you can look that up on the wiki ( ht...
by Nore
Sun Feb 12, 2017 18:01
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: WorldPainter support?

The format is more or less always the same, (almost) the only thing that changes is how the blocks are stored in the db. More precisely, each 16*16*16 block is first serialized, then inserted into the db, the serialization being the same for all db backends. The most used one is sqlite3, as it was o...
by Nore
Sun Feb 12, 2017 17:40
 
Forum: Minetest-Related
Topic: WorldPainter support?
Replies: 112
Views: 30790

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

IIRC it is not the orientation shown that is important, but the position of the conductors next to it.
by Nore
Wed Feb 01, 2017 20:00
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528535

Re: Convert Minecraft maps to Minetest worlds

Hi, I'm the author of that "impossible to understand code" :). Line 231 you're talking about is used for tile entities, which are not the bulk node data, so changing it is needed, but won't change much. The solution is indeed in extract_slice; the idea of the code in it is just to reverse ...
by Nore
Fri Jan 27, 2017 06:43
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 63
Views: 22020

Re: [Mod] Pipeworks [20131128] [pipeworks]

Gang, I seem to be able to get every Technic device to output to tubes save the MV Furnace. All machines in the chain are upgraded with the Control Logic Unit... and the furnace just feeds what it smelts back into its own input... Latest minetest/ mods. Thoughts? This means your furnace is facing t...
by Nore
Wed Jan 25, 2017 08:41
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236836

Re: Nore's personal TODO list

Yes, these are the two main problems with that idea. The best way to correct this would be to add a fourth "dimension" to the positions, but again, this would have quite a lot of compatibility problems. Thus, I need to think more about it. Maybe some kind of global value that would hold th...
by Nore
Mon Dec 26, 2016 08:36
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 12188

Re: [Mod] Pipeworks [20131128] [pipeworks]

Besides, do you really have to create fake players? Isn't there a better solution? It seems awfully hackish and destroys many assumptions modders can make about players. :-( The problem with your approach is, that it makes is_player() completely mostly meaningless. :-( The point of is_player is to ...
by Nore
Sun Oct 30, 2016 08:11
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236836

Re: [Mod] Pipeworks [20131128] [pipeworks]

There is a field called is_fake_player for this purpose: https://github.com/minetest-mods/pipeworks/blob/master/wielder.lua#L85. The mod then just can check that if this field is true, then the player is one created by pipeworks.
by Nore
Sun Oct 23, 2016 15:22
 
Forum: Mod Releases
Topic: [Mod] Pipeworks [20131128] [pipeworks]
Replies: 543
Views: 236836

Re: [Mod] Technic [0.4.11] [technic]

Well, I should look at the C++ code that generates those ores, then; there might be something I didn't take into account in there. I would say that (1) is definitely not the answer (if, as I guess, you enabled technic before the creation of your world; if not, all statistics you can make that includ...
by Nore
Thu Oct 13, 2016 16:53
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: [Mod] Technic [0.4.11] [technic]

The noise would be more like X_1 + 0.7 * X_2 + 0.7^2 * X_3, where X_1, X_2, X_3 are uniformly distributed on [-1,1], and with X_2 having a frequency double of that of X_1, X_3 one double of that of X_2 (that is: there are smaller-scale variations). Thus, a threshold of 0.55 is quite less that 50% ch...
by Nore
Wed Oct 12, 2016 05:30
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: [Mod] Technic [0.4.11] [technic]

Well, these metals are *on average* common. However, you need to find "veins" of them, which will be areas where you can find high concentrations of them. Thus, the gameplay objective is to make you find those veins, and establish an zinc mine somewhere, a chromium mine elsewhere, etc. Thi...
by Nore
Tue Oct 11, 2016 18:45
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: [Mod] Technic [0.4.11] [technic]

If you're using Ubuntu or one of its derivatives, you might have a not-so-recent version: could you paste your version number here?
by Nore
Wed Sep 21, 2016 05:25
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: [Mod] Technic [0.4.11] [technic]

Hi, Technic should be compatible with the latest version of Minetest game, and needs a fairly recent version of the engine as well (the topic title saying 0.4.11 is unfortunately quite outdated). If cables look like full size blocks, this means you version of the engine is not recent enough: it uses...
by Nore
Tue Sep 20, 2016 06:49
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: [Mod] Technic [0.4.11] [technic]

It looks like pipeworks is not installed or has not been enabled... If it is correctly installed or enabled, though, it looks strange. Could you tell me if there is a "Pipeworks loaded!" message appearing in the console before the crash?
by Nore
Tue Sep 13, 2016 05:51
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: [Mod] Experimental mapgen [mg]

Yes, but you will need to modify the source a bit. If you want to remove the villages and the area they flattened, simply replace lines 19-21 (function is_village_block) of villages.lua by "return false". If you want to remove the villages but leave the area flattened, so you can easily bu...
by Nore
Thu Aug 11, 2016 08:17
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45807

Re: [Mod] Technic [0.4.11] [technic]

You probably have an installation problem; I just checked the repository and the stainless steel ingot is there. It is however not in the 32x directory (which is not intended to replace all textures but some of them only), which is not really maintained anyway.
by Nore
Sat Jul 23, 2016 07:07
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 516838

Re: Post your screenshots!

azekill_DIABLO wrote:looks great!!!! i see you've corected the display off the hud :)
it looks like heart now!

but is it vanilla?the computer is coooooooooooooooooooooool!

and is it a blue wire?!

These are other mods (turtle, and digilines), so no, not vanilla :). But coloured text is indeed in.
by Nore
Tue May 31, 2016 16:28
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1276076

Re: Post your screenshots!

Latest Minetest:
Image
by Nore
Tue May 31, 2016 15:44
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1276076

Re: [Mod] Experimental mapgen [mg]

Ah, yes: if you remove that line, it will cause overflows and write air where it shouldn't.
by Nore
Fri May 27, 2016 14:20
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45807

Re: [Mod] Experimental mapgen [mg]

VoxelAreas are not a lot of data: they only contain two positions. About the code you posted, could you post the context with it please?
by Nore
Fri May 27, 2016 13:59
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45807

Re: [Mod] Experimental mapgen [mg]

It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).
by Nore
Fri May 27, 2016 12:08
 
Forum: Mod Releases
Topic: [Mod] Experimental mapgen [mg]
Replies: 142
Views: 45807

Re: Nore's personal TODO list

Hm, isn't there a setting for that? (about max nametag sending distance)
by Nore
Fri May 27, 2016 06:06
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 12188

Re: Nore's personal TODO list

Nore, have you seen the polyworld module for Terasology? https://github.com/Terasology/PolyWorld Yes, already did... I also made my own code, that is still a WIP demo in Python though, and that produces 2D maps and not Minetest ones. Also, why MC1.0? World format should be the same in MC1.1, with o...
by Nore
Sun May 22, 2016 17:09
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 12188
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