Minetest 0.4.15

sofar
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Re: Minetest 0.4.15

by sofar » Tue Jan 03, 2017 23:59

If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again
 

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Chibi ghost
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Re: Minetest 0.4.15

by Chibi ghost » Wed Jan 04, 2017 20:45

rubenwardy wrote:
Chibi ghost wrote:I moved my world from 04.14 on which it was created to 04.15 then found out the wheat and cotton didn't grow
to fix the problem I moved the world back from 15 to 14 which I re-downloaded
and I run minetest from windows 10 and I am not that technical about program management


Were the plants planted in 0.4.14 or 0.4.15? How long did you wait?

the plants were planted in 15 and I waited almost a minetest month and then they only grew when I moved the map back to 14
I even created two worlds to test the crop growth one vanilla no mods and one with all my mods loaded to see if
if there was a issue with the mods and the main game
 

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Chibi ghost
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Re: Minetest 0.4.15

by Chibi ghost » Wed Jan 04, 2017 20:55

sofar wrote:If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again

okay I have some learning issues so please bear with me I think this is the file so please high light the area in bold for me to delete thank you
day_count = 176
game_time = 172768
last_clear_objects_time = 0
lbm_introduction_times = :doors:replace_doors_door_glass~0;:doors:replace_doors_door_obsidian_glass~0;:doors:replace_doors_door_steel~0;:doors:replace_doors_door_wood~0;:doors:replace_my_castle_doors_door10~0;:doors:replace_my_castle_doors_door11~0;:doors:replace_my_castle_doors_door12~0;:doors:replace_my_castle_doors_door13~0;:doors:replace_my_castle_doors_door1_locked~0;:doors:replace_my_castle_doors_door2_locked~0;:doors:replace_my_castle_doors_door3~0;:doors:replace_my_castle_doors_door4~0;:doors:replace_my_castle_doors_door5~0;:doors:replace_my_castle_doors_door6_locked~0;:doors:replace_my_castle_doors_door7_locked~0;:doors:replace_my_castle_doors_door8_locked~0;:doors:replace_my_castle_doors_door9~0;:doors:replace_my_cottage_doors_door1_locked~0;:doors:replace_my_cottage_doors_door2~0;:doors:replace_my_default_doors_door1_locked~0;:doors:replace_my_default_doors_door2_locked~0;:doors:replace_my_default_doors_door3_locked~0;:doors:replace_my_default_doors_door4_locked~0;:doors:replace_my_default_doors_door5_locked~0;:doors:replace_my_fancy_doors_door1_locked~0;:doors:replace_my_fancy_doors_door2~0;:doors:replace_my_fancy_doors_door3~0;:doors:replace_my_fancy_doors_door4_locked~0;:doors:replace_my_fancy_doors_door5_locked~0;:doors:replace_my_fancy_doors_door6_locked~0;:doors:replace_my_fancy_doors_door7_locked~0;:doors:replace_my_fancy_doors_door8_locked~0;:doors:replace_my_hidden_doors_hidden_door_grey~0;:doors:replace_my_hidden_doors_hidden_doorbookshelf~0;:doors:replace_my_hidden_doors_hidden_doorbrick~0;:doors:replace_my_hidden_doors_hidden_doorchest~0;:doors:replace_my_hidden_doors_hidden_doorcobble~0;:doors:replace_my_hidden_doors_hidden_doordesert_cobble~0;:doors:replace_my_hidden_doors_hidden_doorfurnace~0;:doors:replace_my_hidden_doors_hidden_doorstone~0;:doors:replace_my_hidden_doors_hidden_doorstone_brick~0;:doors:replace_my_hidden_doors_hidden_doorwood~0;:doors:replace_my_misc_doors_door1~0;:doors:replace_my_misc_doors_door2~0;:doors:replace_my_misc_doors_door3_locked~0;:doors:replace_my_misc_doors_door4_locked~0;:doors:replace_my_misc_doors_door5~0;:doors:replace_my_old_doors_door1_locked~0;:doors:replace_my_old_doors_door2_locked~0;:doors:replace_my_old_doors_door3_locked~0;:doors:replace_my_old_doors_door4_locked~0;:doors:replace_doors_japanese_door~6153;:doors:replace_doors_prison_door~6153;:doors:replace_doors_rusty_prison_door~6153;:doors:replace_doors_screen_door~6153;:doors:replace_doors_slide_door~6153;:doors:replace_doors_woodglass_door~6153;fishing:remove_sandy~33115;:farming:start_nodetimer_cotton~81964;:farming:start_nodetimer_wheat~81964;default:3dtorch~81964;default:convert_saplings_to_node_timer~81964;xpanes:gen2~81964;:doors:replace_castle_jail_door~163850;:doors:replace_castle_oak_door~163850;moretrees:convert_existing_cocos_palms_to_regrow_coconuts~163850;moretrees:restart_coconut_regrow_timer~163850;moretrees:restart_dates_regrow_timer~163850;:agriculture:start_nodetimer_carrot~165258;:agriculture:start_nodetimer_corn~165258;:agriculture:start_nodetimer_strawberry~165258;:agriculture:start_nodetimer_sugar_beet~165258;:agriculture:start_nodetimer_tomato~165258;
lbm_introduction_times_version = 1
time_of_day = 8333
EnvArgsEnd
 

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Re: Minetest 0.4.15

by KCoombes » Wed Jan 04, 2017 23:39

Chibi ghost wrote:
sofar wrote:If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again

okay I have some learning issues so please bear with me I think this is the file so please high light the area in bold for me to delete thank you
day_count = 176
game_time = 172768
last_clear_objects_time = 0
lbm_introduction_times = :doors:replace_doors_door_glass~0;:doors:replace_doors_door_obsidian_glass~0;:doors:replace_doors_door_steel~0;:doors:replace_doors_door_wood~0;:doors:replace_my_castle_doors_door10~0;:doors:replace_my_castle_doors_door11~0;:doors:replace_my_castle_doors_door12~0;:doors:replace_my_castle_doors_door13~0;:doors:replace_my_castle_doors_door1_locked~0;:doors:replace_my_castle_doors_door2_locked~0;:doors:replace_my_castle_doors_door3~0;:doors:replace_my_castle_doors_door4~0;:doors:replace_my_castle_doors_door5~0;:doors:replace_my_castle_doors_door6_locked~0;:doors:replace_my_castle_doors_door7_locked~0;:doors:replace_my_castle_doors_door8_locked~0;:doors:replace_my_castle_doors_door9~0;:doors:replace_my_cottage_doors_door1_locked~0;:doors:replace_my_cottage_doors_door2~0;:doors:replace_my_default_doors_door1_locked~0;:doors:replace_my_default_doors_door2_locked~0;:doors:replace_my_default_doors_door3_locked~0;:doors:replace_my_default_doors_door4_locked~0;:doors:replace_my_default_doors_door5_locked~0;:doors:replace_my_fancy_doors_door1_locked~0;:doors:replace_my_fancy_doors_door2~0;:doors:replace_my_fancy_doors_door3~0;:doors:replace_my_fancy_doors_door4_locked~0;:doors:replace_my_fancy_doors_door5_locked~0;:doors:replace_my_fancy_doors_door6_locked~0;:doors:replace_my_fancy_doors_door7_locked~0;:doors:replace_my_fancy_doors_door8_locked~0;:doors:replace_my_hidden_doors_hidden_door_grey~0;:doors:replace_my_hidden_doors_hidden_doorbookshelf~0;:doors:replace_my_hidden_doors_hidden_doorbrick~0;:doors:replace_my_hidden_doors_hidden_doorchest~0;:doors:replace_my_hidden_doors_hidden_doorcobble~0;:doors:replace_my_hidden_doors_hidden_doordesert_cobble~0;:doors:replace_my_hidden_doors_hidden_doorfurnace~0;:doors:replace_my_hidden_doors_hidden_doorstone~0;:doors:replace_my_hidden_doors_hidden_doorstone_brick~0;:doors:replace_my_hidden_doors_hidden_doorwood~0;:doors:replace_my_misc_doors_door1~0;:doors:replace_my_misc_doors_door2~0;:doors:replace_my_misc_doors_door3_locked~0;:doors:replace_my_misc_doors_door4_locked~0;:doors:replace_my_misc_doors_door5~0;:doors:replace_my_old_doors_door1_locked~0;:doors:replace_my_old_doors_door2_locked~0;:doors:replace_my_old_doors_door3_locked~0;:doors:replace_my_old_doors_door4_locked~0;:doors:replace_doors_japanese_door~6153;:doors:replace_doors_prison_door~6153;:doors:replace_doors_rusty_prison_door~6153;:doors:replace_doors_screen_door~6153;:doors:replace_doors_slide_door~6153;:doors:replace_doors_woodglass_door~6153;fishing:remove_sandy~33115;:farming:start_nodetimer_cotton~81964;:farming:start_nodetimer_wheat~81964;default:3dtorch~81964;default:convert_saplings_to_node_timer~81964;xpanes:gen2~81964;:doors:replace_castle_jail_door~163850;:doors:replace_castle_oak_door~163850;moretrees:convert_existing_cocos_palms_to_regrow_coconuts~163850;moretrees:restart_coconut_regrow_timer~163850;moretrees:restart_dates_regrow_timer~163850;:agriculture:start_nodetimer_carrot~165258;:agriculture:start_nodetimer_corn~165258;:agriculture:start_nodetimer_strawberry~165258;:agriculture:start_nodetimer_sugar_beet~165258;:agriculture:start_nodetimer_tomato~165258;
lbm_introduction_times_version = 1
time_of_day = 8333
EnvArgsEnd
 

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Re: Minetest 0.4.15

by Alcyone » Thu Jan 05, 2017 07:51

taikedz wrote:
Alcyone wrote: wonder if it would be possible to create a king of lauchncher letting the player choosing the Minetest version he wants to play to keep compatibility when it is needed (yes like Minecraft). Sure it raises some other problem like for mod versions too.


On Linux, you can already choose your version of MT to be run -- by compiling it yourself. (On WIndows, just download the corresponding "portable" ZIP for each version). The instructions are fairly straightforward for compiling, you'll just need to git-clone a copy and git-branch to the state from around 15th of May 2016 to get 0.4.14. You can git-branch to stable-0.4 to get the latest of the series I think (currently 0.4.15)

If you want to create a way to automate all this, and slap a handy picker in front of it, that would be interesting too.

I wouldn't encourage/ask trying to make minetest installable in different versions on the same Linux via package management.


Understood :) not really easy for me at the moment though
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Re: Minetest 0.4.15

by Chibi ghost » Thu Jan 05, 2017 12:44

KCoombes wrote:
Chibi ghost wrote:
sofar wrote:If plants are not growing at all (e.g. a whole day without going through a growth phase) then you can try re-arming the nodetimers for all plants:

1) shutdown the server
2) on the server, edit `env_meta.txt`, and remove the entire line that starts with `lbm_introduction_times = `
3) start the server again

okay I have some learning issues so please bear with me I think this is the file so please high light the area in bold for me to delete thank you
day_count = 176
game_time = 172768
last_clear_objects_time = 0
lbm_introduction_times = :doors:replace_doors_door_glass~0;:doors:replace_doors_door_obsidian_glass~0;:doors:replace_doors_door_steel~0;:doors:replace_doors_door_wood~0;:doors:replace_my_castle_doors_door10~0;:doors:replace_my_castle_doors_door11~0;:doors:replace_my_castle_doors_door12~0;:doors:replace_my_castle_doors_door13~0;:doors:replace_my_castle_doors_door1_locked~0;:doors:replace_my_castle_doors_door2_locked~0;:doors:replace_my_castle_doors_door3~0;:doors:replace_my_castle_doors_door4~0;:doors:replace_my_castle_doors_door5~0;:doors:replace_my_castle_doors_door6_locked~0;:doors:replace_my_castle_doors_door7_locked~0;:doors:replace_my_castle_doors_door8_locked~0;:doors:replace_my_castle_doors_door9~0;:doors:replace_my_cottage_doors_door1_locked~0;:doors:replace_my_cottage_doors_door2~0;:doors:replace_my_default_doors_door1_locked~0;:doors:replace_my_default_doors_door2_locked~0;:doors:replace_my_default_doors_door3_locked~0;:doors:replace_my_default_doors_door4_locked~0;:doors:replace_my_default_doors_door5_locked~0;:doors:replace_my_fancy_doors_door1_locked~0;:doors:replace_my_fancy_doors_door2~0;:doors:replace_my_fancy_doors_door3~0;:doors:replace_my_fancy_doors_door4_locked~0;:doors:replace_my_fancy_doors_door5_locked~0;:doors:replace_my_fancy_doors_door6_locked~0;:doors:replace_my_fancy_doors_door7_locked~0;:doors:replace_my_fancy_doors_door8_locked~0;:doors:replace_my_hidden_doors_hidden_door_grey~0;:doors:replace_my_hidden_doors_hidden_doorbookshelf~0;:doors:replace_my_hidden_doors_hidden_doorbrick~0;:doors:replace_my_hidden_doors_hidden_doorchest~0;:doors:replace_my_hidden_doors_hidden_doorcobble~0;:doors:replace_my_hidden_doors_hidden_doordesert_cobble~0;:doors:replace_my_hidden_doors_hidden_doorfurnace~0;:doors:replace_my_hidden_doors_hidden_doorstone~0;:doors:replace_my_hidden_doors_hidden_doorstone_brick~0;:doors:replace_my_hidden_doors_hidden_doorwood~0;:doors:replace_my_misc_doors_door1~0;:doors:replace_my_misc_doors_door2~0;:doors:replace_my_misc_doors_door3_locked~0;:doors:replace_my_misc_doors_door4_locked~0;:doors:replace_my_misc_doors_door5~0;:doors:replace_my_old_doors_door1_locked~0;:doors:replace_my_old_doors_door2_locked~0;:doors:replace_my_old_doors_door3_locked~0;:doors:replace_my_old_doors_door4_locked~0;:doors:replace_doors_japanese_door~6153;:doors:replace_doors_prison_door~6153;:doors:replace_doors_rusty_prison_door~6153;:doors:replace_doors_screen_door~6153;:doors:replace_doors_slide_door~6153;:doors:replace_doors_woodglass_door~6153;fishing:remove_sandy~33115;:farming:start_nodetimer_cotton~81964;:farming:start_nodetimer_wheat~81964;default:3dtorch~81964;default:convert_saplings_to_node_timer~81964;xpanes:gen2~81964;:doors:replace_castle_jail_door~163850;:doors:replace_castle_oak_door~163850;moretrees:convert_existing_cocos_palms_to_regrow_coconuts~163850;moretrees:restart_coconut_regrow_timer~163850;moretrees:restart_dates_regrow_timer~163850;:agriculture:start_nodetimer_carrot~165258;:agriculture:start_nodetimer_corn~165258;:agriculture:start_nodetimer_strawberry~165258;:agriculture:start_nodetimer_sugar_beet~165258;:agriculture:start_nodetimer_tomato~165258;
lbm_introduction_times_version = 1
time_of_day = 8333
EnvArgsEnd

it works thank you very much Image
 

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Re: Minetest 0.4.15

by Punk » Sun Jan 08, 2017 10:03

taikedz wrote:Not sure who packages minetest for snappy (if anyone at all) - havent seen any mention before. So if it didnt work then probably no, not ok yet.

The supported ways to get the latest is to use the PPA or to compile it yourself


Oh, I forgot to say.... I saw it here:
viewtopic.php?f=42&t=16088
 

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Re: Minetest 0.4.15

by taikedz » Sun Jan 08, 2017 12:39

Punk wrote:
taikedz wrote:Not sure who packages minetest for snappy (if anyone at all) - havent seen any mention before. So if it didnt work then probably no, not ok yet.

The supported ways to get the latest is to use the PPA or to compile it yourself


Oh, I forgot to say.... I saw it here:
viewtopic.php?f=42&t=16088


In which case if it is not working it would be better to report there. This thread knows nothing of the snap ;-)
 

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Re: Minetest 0.4.15

by BBmine » Mon Jan 09, 2017 00:23

BBmine wrote:Nice! When will it be ready for download in the Debian packaging system? Right now it's still at 0.4.14.

It's ready now!
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Re: Minetest 0.4.15

by trev » Thu Jan 12, 2017 19:39

Awesome!

I just want to highlight how important it is that we have such an open and powerful game and engine, with source code, all for free. Minetest was the first computer game I ever played on my homebuilt desktop, on Ubuntu. It was also the first game I set out to modify and customize.

Great job everyone!
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Re: Minetest 0.4.15

by spiral8 » Thu Jan 12, 2017 23:44

I am really enjoying this build, thank you. I'm not sure if this is a regression, so I'm posting it here just in case: I can no longer use shaders, even though it seems my graphics card (GeForce 9600 GT) supports them. I was able to use shaders in an earlier build. Any advice on troubleshooting this? I'm on Ubuntu 14.04. Thank you.
 

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Re: Minetest 0.4.15

by BirgitLachner » Fri Jan 13, 2017 08:54

I just flied a bit around in a new created World with mgv7 in 0.4.15

New features are nice but I have some things, that I want to say ;-)

1.) Bush-Stems should not be used to produce planks. It makes more sense to make sticks out of them.
2.) The Bush-Leaves do not disappear when the stem is taken away. Shouldn't it behave like with the tree that the leaves disappear?
3.) For floating island I can change the settings ... okay ... but when the trees are created before caves are created it can happen that a tree is growing in the air. Well, there was stone at one side, but it looks a bit wired.
4.) In cold areas the water is frozen, that's okay. But it is then frozen from the water surface to the ground. So you can have single stone ice pillars with liquid water around.
I do remember that on an older world, there was a layer of ice over the sea in cold areas and under it the water was still liquid. This looks a bit better in my opinion.
5.) I understand, that some things only happen, if the player is close to it (the ABM things). May be that's the reason why water, that flows down in caves or dungeon, starts flowing down when I came close to the caves. That's a bit strange that the water starts suddenly, when I come close to it. May be, water needs to react earlier, if a player comes close to it. I know that flowing water needs more calculation power but may be it could be connected to the view range. Longer view range, bigger range to ABMs to act, too!?

Nethertheless, thanks a lot for all the efforts of the developer.
 

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Re: Minetest 0.4.15

by taikedz » Fri Jan 13, 2017 18:15

I have an {answer to/opinion on} some of those :-)

BirgitLachner wrote:1.) Bush-Stems should not be used to produce planks. It makes more sense to make sticks out of them.


I agree on that one!

BirgitLachner wrote:2.) The Bush-Leaves do not disappear when the stem is taken away. Shouldn't it behave like with the tree that the leaves disappear?


Think of a regular low bush; if you remove the stem, the leaves could maintain themselves in shape. So I think this makes sense...?

BirgitLachner wrote:4.) In cold areas the water is frozen, that's okay. But it is then frozen from the water surface to the ground. So you can have single stone ice pillars with liquid water around.
I do remember that on an older world, there was a layer of ice over the sea in cold areas and under it the water was still liquid. This looks a bit better in my opinion.


DELETE - Probably depends on the temperature... I think there are both "glacier" and "frozen sea" biomes (need to check the code in default's mapgen) so the frozen-all-the-way-down areas could be glacier. To be checked maybe...

BirgitLachner wrote:5.) I understand, that some things only happen, if the player is close to it (the ABM things). May be that's the reason why water, that flows down in caves or dungeon, starts flowing down when I came close to the caves. That's a bit strange that the water starts suddenly, when I come close to it. May be, water needs to react earlier, if a player comes close to it. I know that flowing water needs more calculation power but may be it could be connected to the view range. Longer view range, bigger range to ABMs to act, too!?


DELETE - Water flowing (adding water_flowing nodes around water_source) seems to be ABM-based. I don't think it would be a good idea to make an exception for liquids, separating them from ABMs.

For the effect to kick in further away from the player, set "active_block_range" to 3 or greater. From the minetest.conf.example file:

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
#    How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
#    In active blocks objects are loaded and ABMs run.
#    type: int
# active_block_range = 3


So if the active range is = 1, then only ABMs in the current 16x16x16 nodes block will fire around the player. If it is 3, then the current block, plus two blocks to the north, south, east, west, above and below will fire.

That's more like (5^3 * 16^3). At least I think that's the range.

3 is probably what you want on a local game; I have it at 2 on my servers which are low to medium grade. If you have a really powerful server, maybe set it at 5 or 6? Exponential rules apply ;-)
Last edited by taikedz on Fri Jan 13, 2017 23:25, edited 2 times in total.
 

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Re: Minetest 0.4.15

by paramat » Fri Jan 13, 2017 19:38

Bushes were added to provide wood for a tool if you spawn far from a forest, so they have to provide a wood plank.

The bush leaves don't decay because the nodes are intended to also be usable for hedges, ornamental hedges or hedge mazes. It also reduces load on the already intensive leafdecay ABM.

Trees are only ever placed on ground, but because large caves 'overgenerate' they can extend beyond a mapchunk border into a previously generated mapchunk and remove the ground from below a tree.

In mgv6 the iceshelf is quite thin so you usually get water underneath. In all other mapgens it is 10 nodes thick so you only get water underneath in deeper ocean.

Water is not by ABM. It reacts as fast as it can, but liquids processing is very intensive so sometimes it takes a while to start reflowing.
 

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Re: Minetest 0.4.15

by BlueTangs Rock » Fri Jan 13, 2017 22:53

I can't wait to update the game on my computer!
 

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Re: Minetest 0.4.15

by taikedz » Fri Jan 13, 2017 23:23

paramat wrote:Water is not by ABM. It reacts as fast as it can, but liquids processing is very intensive so sometimes it takes a while to start reflowing.


Hmm. I could have sworn it was, but hey, your word is closer to Law than my meagre opinions... thanks for clarifying.

Does this mean water processing is done on all loaded blocks, same reach as ABM (just not via ABM), or is there a separate metric/setting to determine how far away water processing gets done?
 

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Re: Minetest 0.4.15

by paramat » Sat Jan 14, 2017 20:56

Well, water is not updated by Lua ABM, and the update range around the player is possibly larger than 3 blocks (the setting for Lua ABMs).
 

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Re: Minetest 0.4.15

by GreenDimond » Fri Jan 20, 2017 06:02

Where. Is. The. CHANGELOG!!?!?!
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

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Re: Minetest 0.4.15

by taikedz » Fri Jan 20, 2017 09:40

 

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Re: Minetest 0.4.15

by Wuzzy » Fri Jan 20, 2017 18:59

My humble policy suggestion:
- Any new PRs which include noteworthy new features and/or bugfixes MUST include an edit to changelog.txt to be accepted into Minetest.

Rationale: The author of said feature knows best, and it is way easier to add the changelog entry right after the feature has been added. If devs wait months for updating the changelog, they will collectively forget most stuff, which makes writing the changelog much harder. And I suspect nobody wants to go wade through 1000s of commits, which would explain why there's still no official changelog after nearly a month.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: Minetest 0.4.15

by Andrey01 » Tue Jan 24, 2017 15:10

Paramat, you told what you will add simple mobs default, but in version 0.4.15 they don`t have there
 

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Re: Minetest 0.4.15

by paramat » Wed Jan 25, 2017 04:33

Optional mobs are intended, but these require a huge amount of work, we never said they will be ready for 0.4.15, i expect more than a year away.
 

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Re: Minetest 0.4.15

by Chibi ghost » Wed Jan 25, 2017 14:42

frankly I like the mobs being a optional choice
I like being able to choose which mob I want to use
 

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Re: Minetest 0.4.15

by Damned » Sat Jan 28, 2017 02:54

paramat wrote:The bush leaves don't decay because the nodes are intended to also be usable for hedges, ornamental hedges or hedge mazes. It also reduces load on the already intensive leafdecay ABM.

I know on 4.14. if you built a wooden structure using trunks and found a tree in the way that needed clearing, then the leaves of that tree wouldn't decay to a distance of 5 block I think it was. The only way for the leaves to decay was to remove the trunks from the structure, then they'd go. So if anyone wanted a hedge 3 blocks high, perfect for a maze, they could dig down 2 blocks, lay a line of trunks, cover them with dirt or what ever, then add the leaves and they wouldn't disappear, No need for leaves that don't disappear, just fills the inventory with thing you don't really want.
 

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Re: Minetest 0.4.15

by Damned » Sat Jan 28, 2017 03:38

I'm having some problems with the included boost carts. It seems to be having a problem recognising powered rails plus it seems to have more of a problem with speed that 4.14. I run a local private server just for family. After upgrading, I removed the boost cart mod as it's no longer needed, but when I try to use the cart and it runs over powered rails it no longer gets a boost. To climb through a tunnel I laid 2 boosts out of every 10, on the flat I laid 3 for every 25 (3 powered, 22 unpowered) and that worked fine, kept a constant speed. Any more and the cart would start jumping around as it couldn't keep up with the changes. Now after upgrading to 4.15 it runs over 2 powered rails but doesn't get a boost, but it does when it hits the 3rd powered rail. Then it can't seem to cope with the increase in speed and starts jumping as it resets to the last know position. It seems to be really struggling to cope with a change in position, even when doing it by hand. I've tried a few tests and it just seems to be having 4.15 running as the server. Going back to 4.14 and it's fine except for the constant crashes from not being able to save env_meta.txt.
 

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Re: Minetest 0.4.15

by Damned » Sat Jan 28, 2017 03:46

I'll take that back. It still crashes with failed to write env_meta.txt.
 

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Re: Minetest 0.4.15

by cHyper » Sat Jan 28, 2017 12:10

paramat wrote:Optional mobs are intended, but these require a huge amount of work, we never said they will be ready for 0.4.15, i expect more than a year away.


what is the best modpack or mod-framework?
I dont know it exactly right now!
maybe mobs-redo has many animals and a good amount of animals&monsters from other distributors.
but there are another good modpacks in development and out-of-date!

a good API and written in c++ instead of code in LUA...
I use mobs_mc, because the animals&monsters are like mostly from minecraft!
But there are so many mobs for this framework!

But a good mobpack/framework should be done for minetest by default in the near future!
 

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Re: Minetest 0.4.15

by paramat » Sat Jan 28, 2017 23:53

> So if anyone wanted a hedge 3 blocks high, perfect for a maze, they could dig down 2 blocks, lay a line of trunks, cover them with dirt or what ever, then add the leaves and they wouldn't disappear,

That would need leafdecay with radius 4 which is intenseive, bush leaves are only 1 node away from the bush stem so their leafdecay would be set to 1 node radius.
We're considering bush leaf decay now. Like tree leaves, player-placed leaves would have a function that stops them from decaying (setting param2 to 1).
 

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Re: Minetest 0.4.15

by Punk » Mon Jan 30, 2017 02:56

Wuzzy wrote:Very, very brief and horribly incomplete summary of Minetest Game updates
[list]

[*]Stone Block, Sandstone Block, Desert Stone Block, Obsidian Block (+ slabs and stairs)


I did not quite understand the purpose. Are they just decorative?

Why can not I turn a block of stone into stones?
 

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Re: Minetest 0.4.15

by firefox » Mon Jan 30, 2017 08:15

Punk wrote:
Wuzzy wrote:Very, very brief and horribly incomplete summary of Minetest Game updates
[list]

[*]Stone Block, Sandstone Block, Desert Stone Block, Obsidian Block (+ slabs and stairs)


I did not quite understand the purpose. Are they just decorative?

Why can not I turn a block of stone into stones?

normal stone breaks into cobble when you dig it, so you have to cook it again.
the stone block is an alternative decorative building block which does not break.

you cannot convert it back or craft it into something else, since it has the same purpose as the stone brick.
the difference between the two is the texture.
stone bricks are made of smaller stone blocks, stone blocks are huge polished stones. (like smooth stone in minecr*ft)
=(^.^)=
 

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