- Jul 22, 2019
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Paramat authored
Update side texture to match the new top texture. 3/4 side coverage instead of 1/2,
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- Jul 15, 2019
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TumeniNodes authored
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- Feb 18, 2019
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Paramat authored
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- Feb 03, 2019
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random-geek authored
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- Jan 02, 2019
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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.
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- Nov 15, 2018
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Ezhh authored
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- Nov 02, 2018
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SmallJoker authored
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- Oct 09, 2018
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random-geek authored
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- Aug 22, 2018
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Paramat authored
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- Aug 21, 2018
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Paramat authored
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- Jul 31, 2018
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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.
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- Jul 14, 2018
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Paramat authored
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- Jul 13, 2018
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TumeniNodes authored
Replaces 'bush' in snowy grassland.
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- Jul 11, 2018
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Paramat authored
Move chests code out of nodes.lua and into a new file. Credit torch code, and chest and torch models in README.txt. Remove 'torches' mod text from torch.lua. Minor cleanups in README.txt.
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- Jul 08, 2018
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Paramat authored
Minor clean up of README.txt, including deletion of credits for removed torch textures.
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- May 05, 2018
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Paramat authored
Move previous tundra to highland and remove the snowblocks that are unsuitable for a fairly dry biome, use snow slabs instead.
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- Mar 13, 2018
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Paramat authored
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- Feb 19, 2018
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paramat authored
Height 20 to 32 nodes. Dependent on chunksize >= 5. Base limited to maximum altitude y = 32. Craft sapling from 9 jungle saplings.
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- Feb 07, 2018
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paramat authored
Use noise with 1 octave and flag 'absvalue' to create sand paths in dunes.
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- Dec 24, 2017
- Dec 11, 2017
- Oct 24, 2017
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paramat authored
Original recording by Ryding. http://freesound.org/people/Ryding/ Found by Anth0rx, edited by paramat. Add and use 'default.node_sound_snow_defaults()' function.
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- Oct 10, 2017
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paramat authored
Original texture by tobyplowy, colourised by paramat.
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- Aug 13, 2017
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TumeniNodes authored
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- Aug 01, 2017
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rubenwardy authored
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- May 18, 2017
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Vanessa Ezekowitz authored
This keeps the filenames the same, but adds a new "inside" double texture for the open chest. Use regular drawtype for closed chest and delete the "cube.obj" model. X-flip the right-side texture for the closed chest.
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- May 08, 2017
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SmallJoker authored
Prevents generating ugly looking dummy images for mods that weren't updated yet.
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- May 01, 2017
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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.
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- Apr 24, 2017
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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.
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- Apr 20, 2017
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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.
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- Apr 12, 2017
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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.
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- Apr 11, 2017
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LNJ authored
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- Mar 14, 2017
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paramat authored
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- Mar 07, 2017
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Diego Martínez authored
Add desert and silver sand-related blocks, and stairs.
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- Feb 28, 2017
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paramat authored
Moist rainforest plant litter. Textures by npx.
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- Feb 09, 2017
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Paramat authored
Light level 14 to be able to grow plants. 3 returned from crafting with 1 glass node, 3 mese crystals and 1 wood plank. Seamlessly placable on appletree wood fence posts.
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- Dec 13, 2016
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paramat authored
Some nodes with the snappy group (wool, glass pane, seeds) were missing sound when dug with a sword. Adding the sound causes it to be used for glass pane, so define a 'dig' sound in the 'node sound glass defaults' table, use the footstep sound. Adding the sound also causes it to be used for seeds which deliberately have no dig sound, so add an empty sound override for seed dig. Reduce the gain of the glass footstep sound which was excessively loud. Add some freesound members to license.txt.
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- Nov 25, 2016
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Auke Kok authored
This code adds the key concept to minetest_game, and integrates it with lockable nodes. Currently supported lockable items are the Steel Door, the Steel Trapdoor, and the Locked Chest. The goal of this modification is to introduce a fine-grained multi- player permission system that is intuitive and usable without any console or chat commands, and doesn't require extra privileges to be granted or setup. Keys can also physically be conveyed to other players, adding to gameplay and adding some personality that is preferable to console commands or editing formspecs. A skeleton key can be crafted with 1 gold ingot. Skeleton keys can then be matched to a lockable node by right-clicking the skeleton key on a lockable node, which changes the skeleton key to a "key". Gold was chosen as it's currently a not-so very useful item, and therefore it's likely that players have some, but aren't really using it for any purpose. This key can subsequently used by any player to open or access that lockable node, including retrieving items from Locked Chests, or putting items in them. They key is programmed to fit only the particular locked node it is programmed to. This is achieved by storing a secret value in both key and locked node. If this secret value doesn't match, the key will not open the locked node. This allows many keys to be created for one chest or door, but a key will only fit one node ever. The secrets are stored in node, and item meta for the key. If a locked node is removed, all keys that opened it are no longer valid. Even if a new door/chest is placed in exactly the same spot, the old keys will no longer fit that node. Keys can be smelted back in gold ingots if they are no longer useful. The method of storing a secret in nodemeta and itemstackmeta is secure as there is no way for the client to create new items on the server with a particular secret metadata value. Even if you could possible create such an itemstack on the client, the server does not ever read itemstackmeta from a client package. The patch adds an API that allows other nodes and nodes added by mods to use the same keys as well. The method how to implement this is described in game_api.txt. The mod should add 2 callbacks to it's node definition. Example code is given. Textures are from PixelBOX, thanks to Gambit.
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