- Feb 19, 2016
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Auke Kok authored
Issue #811 - new gravel texture needed. This texture was Gambits' PixelBOX gravel light texture. Gambit posted that his texture pack is WTFPL: - https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196 I've made significant modifications to this texture: - slightly rotated and rolled some sections of pixels - minor burn/dodge some pixels to keep high contrast - removed lineair repeating effects - etc. Attribution is added back to Gambit. Thanks.
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- Feb 18, 2016
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Auke Kok authored
Both the standing and sitting animations had misplaced curve cusps that caused the end part of the animation to wiggle the feet slightly back and forward. I've fixed both animations parts and re-exported. Verified in-game with multiplayer that everything was indeed fixed.
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- Feb 14, 2016
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paramat authored
Spread ABM intervals evenly across 1 to 16 seconds 16s ensures no nodes are missed when player walks past Adjust chance values to compensate, for identical action rates Combine lavacooling ABMs into one, return to chance = 1 Grass growth: add 'neighbors = "air"' to avoid processing the thousands of underground dirt nodes Grass death: Reduce action rate to that of grass growth Fire: Use chance = 1 for flame extinguishing and flame removal when mod is disabled
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- Feb 13, 2016
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Rui authored
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Auke Kok authored
Node timers are higher precision and a better guarantee of happening at regular intervals, whereas ABM's may be postponed, cancelled or missed if a player is too far. The largest benefit is that once the furnace is done cooking, no more ABM's are fired - the timer is stopped instead and no more events are created until items are put in the furnace. This patch is larger due to the migration of the timer function and indentation change as a result of the somewhat reduced complexity. I've tested with several furnaces and this works correctly and behavior is not affected, although people may find that their furnaces now work more regularly. If you place several furnaces next to eachother, you will still find all furnace timers firing exactly at the same time. This is a bug in core that should not coalesce node timers at second intervals.
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- Feb 06, 2016
- Feb 03, 2016
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Auke Kok authored
This converts the call to minetest.register() for the default fence node, so it can be called by other mods to quickly setup other fences. Since this creates an API, insert it into the game_api.txt. The api looks like minetest.register(name, {def}), and has two uncommon fields: "texture" and "material". Any normal nodedef property can be passed through, except "drawtype". The "fence" group will always be added. The default fence recipe is modified to be as follows: wood, stick, wood wood, stick, wood This recipe yields 4 fence nodes. This allows us to create according recipes for acacia, pine, aspen, and junglewood fences without adding new stick types: pine wood, stick, pine wood pine wood, stick, pine wood This is a from-scratch implementation, written by heart but inspired by (#665 - Add many wooden fences). Stick and fences nodes are named in a consistent way.
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- Jan 29, 2016
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paramat authored
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- Jan 26, 2016
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Auke Kok authored
We may want to use biomes here at a later stage.
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- Jan 22, 2016
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paramat authored
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- Jan 15, 2016
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Auke Kok authored
Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
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- Jan 08, 2016
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Auke Kok authored
These were likely too high, so we lower them to the rate of mushrooms on apple trees. issue #773
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- Jan 07, 2016
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Auke Kok authored
We can vary the landscape a bit more by placing "fallen logs" around the various forests. These decorations are quite fast and will provide some gameplay value but are still more rare than the corresponding trees, so they don't provide free materials. I've manually put the schematic as lua tables since these log schematics are only 8 blocks. We vary the log lengths between 1 and 3 blocks by making the end blocks have a lower chance of appearing. Amount is varied by fill_ratio, except for acacia trees where we reduce the scale, so that acacia logs show up near places with acacia trees consistently. Mushrooms are placed optionally on each log. We can't place two different mushrooms on a log, so instead we opt to place brown mushrooms on oak/appletree logs, brown mushrooms on jungletree logs, and red mushrooms on pine logs. No mushrooms are placed on acacia logs, as they occur in a dry biome, savannah, and this adds a bit of biome diversity.
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- Jan 06, 2016
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Auke Kok authored
Combine any written book with an empty book to copy it. The copy is in player hands when using, and the original is put back on the crafting grid and can be directly copied again. All ownership and metadata is retained, so the copy of the book is as writable as the original is, or isn't.
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- Jan 03, 2016
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paramat authored
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- Dec 31, 2015
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paramat authored
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- Dec 28, 2015
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paramat authored
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- Dec 23, 2015
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paramat authored
Re-align parameter format in 'register ore'
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- Dec 19, 2015
- Dec 12, 2015
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Auke Kok authored
Since written books are quite different from empty books, the visual clue that they are different items is really needed in-game. I've added a "clasp" or "belt-with-buckle" like element to the png from default_book, keeping them very similar but also immediately recgnizably different. I added the new texture to blockmen's license list since it's obviously derivative of his work. The PNG was run through a minimizer/optimizer to save space.
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paramat authored
To make water a little clearer and feel purer Also correct lava alpha values from 192 to 191
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- Dec 06, 2015
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paramat authored
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- Nov 23, 2015
- Nov 15, 2015
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paramat authored
The fixing of low density decorations allows returning to sidelen 16 for acacia trees and cacti, previously sidelen 80 was required for low density decorations to appear Also use sidelen 16 instead of 8 for mgv6 papyrus
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- Nov 14, 2015
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paramat authored
To avoid processing spikes where catch-up is non-essential Disable in: Lavacooling, grass growing, grass removal and all fire mod ABMs
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- Nov 09, 2015
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paramat authored
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- Nov 08, 2015
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paramat authored
Bring humidity points closer to reduce distortion of voronoi cells Slightly reduce size of hot and frozen biomes Improve location of glacier biomes Remove unnecessary snow nodeboxes from tundra to improve FPS Add missing dirt_with_snow to taiga
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- Nov 04, 2015
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paramat authored
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- Oct 28, 2015
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Craig Davison authored
Closes #544
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- Oct 27, 2015
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paramat authored
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- Oct 26, 2015
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paramat authored
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- Oct 18, 2015
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Rui authored
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- Oct 17, 2015
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paramat authored
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- Oct 10, 2015
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paramat authored
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- Oct 05, 2015
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paramat authored
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- Oct 03, 2015
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paramat authored
Dirt waters are more suitable for waterlilies Add dedicated dunes biome in coniferous forest Papyrus: use dirt base again Force-place roots on mapgen tree schematics Tune some humidity points to improve voronoi cells Add random rotation to jungle trees
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paramat authored
New brighter mineral_mese texture
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