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Re: An end of the world

Moontest might have disabled the engine's map generator to replace it by its own generator, and once you disabled it there were simply no map generator. To fix it, go to the world's directory, and open "map_meta.txt". You should find a line with "mg_name = singlenode" (if that's ...
by Gael de Sailly
Fri Mar 17, 2017 22:36
 
Forum: Minetest Problems
Topic: An end of the world
Replies: 1
Views: 2074

Re: Jungle tree saplings

The problem is that a leaves block is not linked to a tree. It would be difficult to code. Metadata are unappropriate because too slow for a huge quantity of nodes. param2 might be a solution, but it's not as handy to manipulate (values from 0 to 255). I made an experiment last year, here.
by Gael de Sailly
Mon Mar 06, 2017 21:32
 
Forum: Minetest General
Topic: Jungle tree saplings
Replies: 4
Views: 1101

Re: Jungle tree saplings

I looked in the code, and it seems that the probability is the same for both trees (1/20). You should even get more saplings per jungle trees because it has more leaves. But if you cut only one tree in a dense forest, the nearby trunks will prevent some leaves from popping (a leaves block pops when ...
by Gael de Sailly
Mon Mar 06, 2017 21:10
 
Forum: Minetest General
Topic: Jungle tree saplings
Replies: 4
Views: 1101

Re: [Mod] Map Fixer [mapfix]

Error occured with automatic exit from gameplay when I typed /mapfix 1000 If this value considired too big, then your script must check it, warn about it, but not crash with errors and breaking the game. Thank you :) Done: I've limited the radius to 120 nodes, and changed the max radius for players...
by Gael de Sailly
Wed Feb 22, 2017 17:29
 
Forum: WIP Mods
Topic: [Mod] Map Fixer [mapfix]
Replies: 18
Views: 5930

Re: Different soils for forests

I like the concept a lot.
The deciduous forest soil is great, but I think the pine needles soil is too light and too grey.
by Gael de Sailly
Wed Jan 18, 2017 19:06
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10313

Re: Bigger swords

Kosmos wrote:Hi,
I looked a lot MineCraft videos and i tought why MT have no big swords like Minecraft.

What is the purpose of such a sword, except imitating Minecraft on principle, and masking the player's view?
by Gael de Sailly
Sat Jan 14, 2017 10:54
 
Forum: Minetest General
Topic: Bigger swords
Replies: 17
Views: 3558

Re: Minetest recalculate the old levels with new release opt

MrUnderhill89 wrote:Not sure if it takes new worldgen parameters into account

probably it does, i suppose it's based on deleteblocks.
by Gael de Sailly
Wed Jan 11, 2017 21:11
 
Forum: Minetest Features
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 1522

Re: LOST COORDINATES

You can display the minimap (F9), and increase the viewing range (key "+"), that may help :) On which server do you play? Some servers have an online map of the world, that can be found on the server's website. EDIT: another option: if this server has the marker mod installed and if you ha...
by Gael de Sailly
Sat Jan 07, 2017 13:17
 
Forum: Minetest Problems
Topic: LOST COORDINATES
Replies: 4
Views: 1216

Re: [Mod] Map Fixer [mapfix]

Some things should be changed (smaller radius by default) but yes, it's a very simple code, there is not a lot of issues to fix. The code is somewhat hacky, in fact it gets a voxelmanip and immediately write it (after recalculating liquid flow) and while writing it, it automatically recalculate the ...
by Gael de Sailly
Mon Jan 02, 2017 20:08
 
Forum: WIP Mods
Topic: [Mod] Map Fixer [mapfix]
Replies: 18
Views: 5930

Re: My Opinions

Hi 0kk0, welcome. The only suggestion I would have is create some options for generating a world apart from inputting a world seed. This would help for players to pick certain options that would allow them to create the world with attributes they want. The mapgen has many parameters, nearly all is c...
by Gael de Sailly
Sun Jan 01, 2017 14:08
 
Forum: Minetest General
Topic: My Opinions
Replies: 3
Views: 1278

Re: Minetest recalculate the old levels with new release opt

I hope that in the future, the developers add the magic "recalculate" button for old mapgen.... ;-) The problem is: how to deal with changes that players made? Should them be preserved? And if the new terrain is lower, will they float in the sky? I think a really reliable "recalculat...
by Gael de Sailly
Sat Dec 31, 2016 17:55
 
Forum: Minetest Features
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 1522

Re: Minetest recalculate the old levels with new release opt

Hi Codesound, Minetest doesn't recalculate existing zones. If you change something about map generation (new trees or different settings in map_meta.txt), it does not change anything in already existing areas, which have already been generated. But if you go to an unexplored place (an area which doe...
by Gael de Sailly
Fri Dec 30, 2016 23:52
 
Forum: Minetest Features
Topic: Minetest recalculate the old levels with new release optins?
Replies: 6
Views: 1522

Re: Minetest is not responding.

Could you show your debug.txt? It will help to understand the problem.

What OS is he using? and how has he installed Minetest? AFAIK it's not a very common bug.
by Gael de Sailly
Sun Dec 25, 2016 21:23
 
Forum: Minetest Problems
Topic: Minetest is not responding. (Client Tab Crash)
Replies: 3
Views: 1027

Re: Team competitions?

ancient_spirit wrote:Interesting. But, I was wondering if anyone does host competitions? I would love to participate. If not, I think it would also be fun to set one up, but I don't think I can host a server for it.

There was one, some times ago, but it seems to be down, see here.
by Gael de Sailly
Sun Dec 25, 2016 20:59
 
Forum: Minetest General
Topic: Team competitions?
Replies: 5
Views: 1019

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

I just found it :D
I'm too used to find the code on the first post.

You should put a description, a picture and a link to the download and the repo, on the first post. This would make your mod much more attractive :)
by Gael de Sailly
Sun Dec 25, 2016 18:50
 
Forum: Mod Releases
Topic: [Mod] flower pots [v1.2] [flowerpots]
Replies: 13
Views: 2528

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

Where is the code?
by Gael de Sailly
Sun Dec 25, 2016 18:44
 
Forum: Mod Releases
Topic: [Mod] flower pots [v1.2] [flowerpots]
Replies: 13
Views: 2528

Re: Team competitions?

There is a "capture the flag" by rubenwardy here: https://forum.minetest.net/viewtopic.php?f=50&t=12835
by Gael de Sailly
Sun Dec 25, 2016 18:36
 
Forum: Minetest General
Topic: Team competitions?
Replies: 5
Views: 1019

Re: [Game] A Tome With Trials [WIP]

Hi Tyveras, and welcome to the forum. I'm very happy to see that someone can make 3D models for this subgame :) ATWT don't even exist for now, but the project seems very promising. What we need to do now is to bring precise ideas about the project. sofar has opened 21 discussions on github including...
by Gael de Sailly
Fri Nov 25, 2016 22:29
 
Forum: WIP Subgames
Topic: [Game] A Tome With Trials [WIP]
Replies: 52
Views: 16486

Re: Vote: TOP 5 Minetest Mods!

  • Homedecor (especially meshnodes)
  • Caverealms
  • Watershed
  • Pipeworks, I had a lot of fun by making insane circuits and putting huge quantities of items inside (often carrots… why? I don't know…)
  • DarkAge
by Gael de Sailly
Sun Nov 13, 2016 00:03
 
Forum: Minetest General
Topic: Vote: TOP 5 Minetest Mods!
Replies: 28
Views: 4193

Re: Slideshow on the load screen

just an idea: what about taking screenshots randomly when playing, and show it on next loading time?
by Gael de Sailly
Sun Nov 06, 2016 10:38
 
Forum: Minetest Features
Topic: Slideshow on the load screen
Replies: 9
Views: 1797

Re: Probleme au démarrage

Je confirme, j'ai déjà eu ça, sur un très vieil ordi (le machin a au moins 15 ans). J'ai désactivé les shaders, et après c'était à nouveau normal.
by Gael de Sailly
Fri Oct 28, 2016 16:51
 
Forum: Français
Topic: Probleme au démarrage
Replies: 2
Views: 2499

Re: [Game] A new subgame (... to be named ...) [WIP]

Trail of Books ? I think that's the best in twoelk's list.
by Gael de Sailly
Thu Oct 27, 2016 22:40
 
Forum: WIP Subgames
Topic: [Game] A Tome With Trials [WIP]
Replies: 52
Views: 16486

Re: [Game] A new subgame (... to be named ...) [WIP]

I think we should nearly begin from scratch (only copy the most basic features from MT game) and define each block, and not hesitate to diverge from MT_game. Too many subgames are only a partial rewrite of MT_Game with some mods added with very few modifications, so the whole is not coherent (Exampl...
by Gael de Sailly
Tue Oct 25, 2016 14:19
 
Forum: WIP Subgames
Topic: [Game] A Tome With Trials [WIP]
Replies: 52
Views: 16486

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

Gael-de-Sailly, next release is around 21st Dec, feature freeze 2 weeks or so before. If you are inspired to improve mgvalleys noise params that would be great. My only request is that the pattern of the rivers tends to be a little too small-scaled because the 'spread' is small. It's possible to in...
by Gael de Sailly
Fri Oct 07, 2016 22:56
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 413
Views: 45023

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

amadin wrote:Did you mean:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
mgvalleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mgvalleys_river_size = 3
?
So you're using the core version. This should work. It will modify the landscape smoothness too (because less valleys).
by Gael de Sailly
Sun Sep 25, 2016 10:42
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 413
Views: 45023

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

in minetest.conf, add this:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
vmg_noise_2 = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2
vmg_river_size = 3
for 2 times rarer rivers.
by Gael de Sailly
Sat Sep 24, 2016 21:58
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 413
Views: 45023

Re: [Game]A new subgame (... to be named ...)[PLAN]

A lot of things can be done with `minetest.override_item` and even crafting recipes can be removed, but I'm left to wonder if that's really wanted and makes things more flexible to begin with. For my part, I'm against overriding. It may create confusion, and some mods might do something with the it...
by Gael de Sailly
Wed Sep 21, 2016 11:55
 
Forum: WIP Subgames
Topic: [Game] A Tome With Trials [WIP]
Replies: 52
Views: 16486

Re: [Game]A new subgame (... to be named ...)[PLAN]

9 months after… is the project still alive ?
I've tried a lot of subgames, for me no one is good enough. Every one has its flaws. So I think that making a good subgame alone is nearly impossible, and subgames should be developed by a team.
I've read all of the plan, and I agree with all of it.
by Gael de Sailly
Sun Sep 11, 2016 10:46
 
Forum: WIP Subgames
Topic: [Game] A Tome With Trials [WIP]
Replies: 52
Views: 16486

Re: Ideas for a new leafdecay system

duane wrote:Wouldn't it be simpler and more efficient to remove the abms altogether and make leaf decay an on_destruct function of tree-type nodes?

Very interesting too.
by Gael de Sailly
Fri Aug 05, 2016 08:43
 
Forum: Minetest Features
Topic: Ideas for a new leafdecay system
Replies: 19
Views: 3873

Re: Ideas for a new leafdecay system

If you have a schematic that over-writes one tree with another, which probably happens a lot in the mapgen, wouldn't you still get ugly holes when you remove the newer of the two? I've seen it but for me it's not worse than previously. With the current minetest_game leafdecay, in a very dense fores...
by Gael de Sailly
Fri Aug 05, 2016 08:34
 
Forum: Minetest Features
Topic: Ideas for a new leafdecay system
Replies: 19
Views: 3873
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