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  1. May 28, 2020
  2. May 14, 2020
  3. Oct 18, 2019
  4. Jul 26, 2019
  5. Jul 22, 2019
  6. Jul 15, 2019
  7. Feb 18, 2019
  8. Feb 03, 2019
  9. Jan 02, 2019
    • Paramat's avatar
      Add large cactus seedling · 6688ddf6
      Paramat authored
      Alter 'large cactus' schematic to place another force-placed cactus node,
      to replace the cactus seedling on growth.
      Make schematic 5x7x5 to solve rotation, placement and protection check
      issues.
      Add a y-slice probability for height variation.
      
      Growth time is tuned to not make this a faster way to obtain cactus nodes
      compared to normal cactus farming.
      Seedling texture by Extex101.
      
      Use sapling/seedling description in protection intersection message in
      'sapling_on_place' function.
      Unverified
      6688ddf6
  10. Nov 15, 2018
  11. Nov 02, 2018
  12. Oct 09, 2018
  13. Aug 22, 2018
  14. Aug 21, 2018
  15. Jul 31, 2018
    • Paramat's avatar
      sfinv, player_api mods: Fix and cleanup README and license files · ab3b1a35
      Paramat authored
      sfinv:
      Move license information to create the missing license.txt file.
      Make README consistent with other Minetest Game mods.
      
      player_api:
      Add missing texture and sound credits to README.
      Update and add extra license information.
      
      default:
      Remove credit for 'player_damage.ogg' sound.
      Unverified
      ab3b1a35
  16. Jul 14, 2018
  17. Jul 13, 2018
  18. Jul 11, 2018
  19. Jul 08, 2018
  20. May 05, 2018
  21. Mar 13, 2018
  22. Feb 19, 2018
  23. Feb 07, 2018
  24. Dec 24, 2017
  25. Dec 11, 2017
  26. Oct 24, 2017
  27. Oct 10, 2017
  28. Aug 13, 2017
  29. Aug 01, 2017
  30. May 18, 2017
  31. May 08, 2017
  32. May 01, 2017
    • Auke Kok's avatar
      Improve Chest appearance - opening chests. · 011ad78b
      Auke Kok authored
      Adds a mesh model that appears when a chest is opened. The chest
      stays visibly open as long as the player keeps it open. When the
      player closes the formspec, the chest returns back to the closed
      shape. While opening and closing, a sound plays.
      
      A second person inspecting the chest will trigger a second sound
      open. However, only after the last player closes the chest, does the
      chest actually visually close and is the sound close played. This
      keeps mesh updates to a minimum.
      
      While it's possible that a server shutting down may cause chests
      to remain open, this does not affect the chests' working matter,
      and opening or closing them should fix them.
      
      Old chests are converted to the new style by LBM. I previously
      had them converted on open but this was unreliable, and LBMs
      don't have that problem.
      
      Open chests cannot be dug up. This prevents people from keeping
      a chest open and digging it out as well, since closing a chest
      would place a chest back (swap) at the spot. We could protect
      against this, but it still messes up the client and causes a lot
      of "missing node inventory" error messages otherwise. It's
      unlikely but possible that a player lagging out causes a chest
      to stay "open" and thus unremovable by digging, but there are
      other ways of dealing with that - a server restart fixes that
      issue.
      
      If the lid of the chest is obstructed, the sounds continue to play,
      but the lid isn't opened. Obstructed means that a node is present
      above the chest lid, however, we ignore several node types like signs,
      torches (not 3d) and wallmounted nodeboxes (typically signs) since
      they don't pose any major obstruction in almost any case, and are
      typically found above chests. Additionally, the selection box of the
      opened chest does not include the lid, and so one can still interact
      with e.g. a sign behind an open lid.
      
      Due to the fact that chests now have 7+ textures, we can no longer
      use materials (limit: 6) to texture the chest, and so there is now
      a single UV mapped image that applies both to open and closed chests.
      While this does mean texture pack makers need to create it, this
      is extremely simple and consists of a simple cut'n'paste over the
      template and should be really easy to do. Only one texture file is
      now then used for both open and closed chests.
      011ad78b
  33. Apr 24, 2017
    • paramat's avatar
      Tin: Tune mapgen, bugfix, fix texture credits · c2d1a5ed
      paramat authored
      Previously i had matched ore density to moreores, but this density was
      too high and out of balance with MTGame, reduce density to be similar
      to copper ore.
      The 2 levels of underground ore were overlapping, fix.
      Textures are actually by kilbith, update credits.
      
      Also credit kilbith for bronze, copper, gold and steel blocks, credits
      had not been updated at the time.
      c2d1a5ed
  34. Apr 20, 2017
    • paramat's avatar
      Ores: Add tin ore, lump, ingot and block · 26686196
      paramat authored
      Use Calinou's textures from moreores mod.
      Craft bronze from tin and copper instead of steel and copper.
      Match ore density to the moreores mod but start ore at a depth of
      y = -32 to be part of the depth progression of other ores.
      26686196
  35. Apr 12, 2017
    • paramat's avatar
      Bushes: Add saplings · a57d2db5
      paramat authored
      Bush saplings grow in half the time of tree saplings.
      Bushes do not need 'from sapling' schematic variants because only the
      stem node is force-placed in the mapgen schematic, so only the sapling
      is force-replaced.
      Bush leaves drop saplings with a rarity that ensures at least 1 sapling
      per bush on average.
      a57d2db5
  36. Apr 11, 2017
  37. Mar 14, 2017
  38. Mar 07, 2017
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