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  1. Jul 22, 2019
  2. Jul 15, 2019
  3. Feb 18, 2019
  4. Feb 03, 2019
  5. 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
  6. Nov 15, 2018
  7. Nov 02, 2018
  8. Oct 09, 2018
  9. Aug 22, 2018
  10. Aug 21, 2018
  11. 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
  12. Jul 14, 2018
  13. Jul 13, 2018
  14. Jul 11, 2018
  15. Jul 08, 2018
  16. May 05, 2018
  17. Mar 13, 2018
  18. Feb 19, 2018
  19. Feb 07, 2018
  20. Dec 24, 2017
  21. Dec 11, 2017
  22. Oct 24, 2017
  23. Oct 10, 2017
  24. Aug 13, 2017
  25. Aug 01, 2017
  26. May 18, 2017
  27. May 08, 2017
  28. 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
  29. 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
  30. 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
  31. 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
  32. Apr 11, 2017
  33. Mar 14, 2017
  34. Mar 07, 2017
  35. Feb 28, 2017
  36. Feb 09, 2017
  37. Dec 13, 2016
    • paramat's avatar
      Default: Add missing 'default_dig_snappy' sound · 55a16cd2
      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.
      55a16cd2
  38. Nov 25, 2016
    • Auke Kok's avatar
      Keys: Allow easy sharing of access without commands · e4b1c935
      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.
      e4b1c935
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