Krock wrote:Do I see it right that this mod is able to use images to generate maps, similar to this mod?
Krock wrote:What do you mean with "direct me to information about the file format"?
Captain_Chaos wrote:Thanks for the extensive info, twoelk!
It sounds like I would have to support Minetest mods in WorldPainter for it to have any practical use. Would you agree? Although I do understand there is a default subgame with the basic Minecraft-like blocks in it (the blocks I see if I just download and run Minetest); would it be of any use to support only those blocks, at least initially, or is the actual use of that block set very limited in practice?
minetest.after(0, function()
for k, _ in pairs(minetest.registered_nodes) do
print(k)
end
end)
Nore wrote: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 builds (but only the first time). If you want to support old versions, such as the stable one, I think it is best to write v25 maps; if you care less about that, then you can support the lastest version, but only new servers will be able to open the maps.
(Also, there is a version 26, but I don't remember the difference with version 25.)
Captain_Chaos wrote:What does Minetest do if it encounters unknown node names in the map? Will it crash, ignore them, or display them as some standard block? Will it keep the unknown node, or will it remove it?
Captain_Chaos wrote:In other words, which could I leave out because they are optional or Minetest will generate them itself if they are missing?
$ mkdir ~/.minetest/worlds/new_world_test
$ minetestserver --world ~/.minetest/worlds/new_world_test --gameid minetest_game
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