It works with singlenode, pick a direction and fly in a straight line at altitude 200 and you should hit something.
(unless you adjusted the island altitude to something else in the settings)
Search found 238 matches
- Sun Jul 20, 2025 01:58
- Forum: Mod Releases
- Topic: [Mod] Hallelujah Mountains [cloudlands]
- Replies: 102
- Views: 53793
- Thu Dec 21, 2023 12:33
- Forum: WIP Mods
- Topic: [Mod] Structure generator [structure_generator]
- Replies: 7
- Views: 4888
Re: [Mod] Structure generator [structure_generator]
Yeah, you edit a lua file to list the names and sizes of all the "prefab" schematics you want to have, then /scaffold_prefabs will create boundary boxes for each "prefab" schematic to show where to build each schematic, then you save the contents of your schematics using /export_prefabs
I've had ...
I've had ...
- Fri Aug 11, 2023 15:32
- Forum: Modding Discussion
- Topic: Some CC0 cube world textures & animated models
- Replies: 0
- Views: 2413
Some CC0 cube world textures & animated models
These aren't in a Minetest mod so that render isn't from Minetest, but they are original and CC0.
Quaternius creates low-poly game assets for the public domain (patreon patrons help fund it) and released this voxel style set:
Cube World Kit
Create your own cube world with animated characters ...
Quaternius creates low-poly game assets for the public domain (patreon patrons help fund it) and released this voxel style set:
Cube World Kit
Create your own cube world with animated characters ...
- Fri Apr 21, 2023 11:59
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 250902
Re: [Mod] Nether [nether]
how to fix those is already generated ?
Running /deleteblocks <pos1> <pos2> on the generated area under the nether will cause it to become ungenerated and then be re-emerged again when visited. Just make sure you're deleting only chunks at -11000, and take a copy of the map in case you mistype ...
Running /deleteblocks <pos1> <pos2> on the generated area under the nether will cause it to become ungenerated and then be re-emerged again when visited. Just make sure you're deleting only chunks at -11000, and take a copy of the map in case you mistype ...
- Sun Apr 16, 2023 21:32
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 250902
Re: [Mod] Nether [nether]
i have little problem of texture.
I can see from your location that that's this issue .
I think it's a weird engine bug, there's a fix described in the link - go to "Settings"->"All Settings"->"Mods"->"nether" and set the nether depth to -11072 (the chunk boundary).
I can see from your location that that's this issue .
I think it's a weird engine bug, there's a fix described in the link - go to "Settings"->"All Settings"->"Mods"->"nether" and set the nether depth to -11072 (the chunk boundary).
- Sat Apr 15, 2023 16:27
- Forum: Luanti-related projects
- Topic: Amidst for Minetest: A mapping and biomes tool
- Replies: 55
- Views: 32741
Re: Amidst for Minetest: A mapping and biomes tool
New release v1.4.3
The main purpose of this release was to ensure compatibility with the latest Java Runtime Environment so it can continue to run on all machines, however I did sneak some other small changes in there.
A biome image export feature
Unused/legacy Minecraft-specific features have ...
The main purpose of this release was to ensure compatibility with the latest Java Runtime Environment so it can continue to run on all machines, however I did sneak some other small changes in there.
A biome image export feature
Unused/legacy Minecraft-specific features have ...
- Sun Feb 26, 2023 02:12
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 250902
Re: [Mod] Nether [nether]
Version 3.4 is released, which includes the crystal geode caverns.
Other fixes & improvements: Nether brick fences support the "Tall fences and walls" setting in Minetest Game, and are interoperable with Minetest Game fences.
Gravel sounds added to lava crust.
Fumaroles won't extinguish nearby ...
Other fixes & improvements: Nether brick fences support the "Tall fences and walls" setting in Minetest Game, and are interoperable with Minetest Game fences.
Gravel sounds added to lava crust.
Fumaroles won't extinguish nearby ...
- Mon Nov 14, 2022 09:17
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 250902
Re: [Mod] Nether [nether]
Yeah, SmallJoker indicated he would merge it if the licensing was updated, so I've done that.
Lets merge it.
(I had some misguided idea of it being a proof of concept, but that's pointless and there's more nether to build on when it's merged)
Lets merge it.
(I had some misguided idea of it being a proof of concept, but that's pointless and there's more nether to build on when it's merged)
- Sun Nov 13, 2022 16:13
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 250902
Re: [Mod] Nether [nether]
it is very dark all over the underworld
This can be improved a tiny bit by using the climate_api mod and enabling fog (F3 toggles fog, and '+' and '-' adjust it). nether will use climate_api to add a lighter-than-black distance fog.
However, I went to get a screenshot of this and found the ...
- Sat Aug 27, 2022 07:53
- Forum: Modding Discussion
- Topic: [SOLVED] Clarifications on Noise Parameters and Decorations
- Replies: 4
- Views: 2254
Re: Clarifications on Noise Parameters and Decorations
At 10:42 in this vid he starts showing what octaves are
persistence and lacunarity control the amplitude and the frequency of the octaves, if persistence is 0.25 then each octave will have a quarter the amplitude of the previous octave (this is what he uses in the sine graph in the video), if ...
persistence and lacunarity control the amplitude and the frequency of the octaves, if persistence is 0.25 then each octave will have a quarter the amplitude of the previous octave (this is what he uses in the sine graph in the video), if ...
- Sat Aug 13, 2022 11:41
- Forum: Texture Packs
- Topic: [16px] Less Dirt
- Replies: 1
- Views: 4588
v1.4 released
An update has been released to:
Fix the support for MineClone 2 & MineClone 5
Improve how it looks when running on servers which supply their own texture packs ( details ).
Include MeseCraft in the list of supported games
Apparently MineClone switched to a hardware-colored grass texture ...
Fix the support for MineClone 2 & MineClone 5
Improve how it looks when running on servers which supply their own texture packs ( details ).
Include MeseCraft in the list of supported games
Apparently MineClone switched to a hardware-colored grass texture ...
- Sun Jul 17, 2022 05:12
- Forum: General Discussion
- Topic: THANK YOU FOR MAKING THIS
- Replies: 13
- Views: 4131
Re: THANK YOU FOR MAKING THIS
When they forced us to switch to Microsoft account this winter of 2022, 2 out of our 4 accounts immediately locked us out for having "violated" their terms and they requested personal information such as my phone number
Putting asside being locked out of a paid game unless you provide a phone ...
Putting asside being locked out of a paid game unless you provide a phone ...
- Thu Mar 24, 2022 00:02
- Forum: Mod Releases
- Topic: [Mod] Nether [nether]
- Replies: 374
- Views: 250902
Re: [Mod] Nether [nether]
The nether staff of light doesn't appear in any chests yet, so the only way you can get one is creative or /give, or if a server adds them.
As TenPlus said, it's intended as a treasure, and would be found in nether fortresses however the fortresses weren't finished.
The Book of Portals appears in ...
As TenPlus said, it's intended as a treasure, and would be found in nether fortresses however the fortresses weren't finished.
The Book of Portals appears in ...
- Mon Sep 20, 2021 13:05
- Forum: Problems
- Topic: [solved] Possible Hack, programmed Problem
- Replies: 17
- Views: 3485
Re: Possible Hack, programmed Problem
No worries, but one clarrification, don't search for ''minetest.is_protected' it will have too many hits (like you said), search for 'minetest.is_protected ='
i.e. something assigning a new value to minetest.is_protected
- Mon Sep 20, 2021 12:35
- Forum: Problems
- Topic: [solved] Possible Hack, programmed Problem
- Replies: 17
- Views: 3485
Re: Possible Hack, programmed Problem
It sounds like whatever or whoever is causing the problem may have overridden minetest.is_protected
Your server's protection mod(s) should be the only thing overriding that, so you could try scanning the server's entire mods directory and game directory for places where minetest.is_protected is ...
Your server's protection mod(s) should be the only thing overriding that, so you could try scanning the server's entire mods directory and game directory for places where minetest.is_protected is ...
- Mon Sep 20, 2021 04:01
- Forum: Servers
- Topic: [Server 5.6] Mercurio - Minetest Game survival with Ethereal, Nether, Draconis and more! [2022][BR]
- Replies: 47
- Views: 11995
- Thu Sep 09, 2021 02:43
- Forum: General Discussion
- Topic: Should we "advertise" Minetest better ?
- Replies: 224
- Views: 64316
Re: Should we "advertise" Minetest better ?
I notice Minetest isn't in Wikipedia's List of open-source video games
Now that people have established enough notability to keep Minetest's Wikipedia page, it should be possible to add it.
Now that people have established enough notability to keep Minetest's Wikipedia page, it should be possible to add it.
- Sat Aug 28, 2021 04:06
- Forum: Modding Discussion
- Topic: Is there a geometry mod?
- Replies: 2
- Views: 901
Re: Is there a geometry mod?
If you don't find one, worldEdit does cubes, spheres, cylinders etc, and you could add the 2d shapes to it yourself...
e.g. duplicate the sphere function , rename the duplicate to "circle" and remove one of its axis.
Then duplicate the sphere chat-command and change it to a circle chat-command ...
e.g. duplicate the sphere function , rename the duplicate to "circle" and remove one of its axis.
Then duplicate the sphere chat-command and change it to a circle chat-command ...
- Tue Aug 24, 2021 14:23
- Forum: WIP Mods
- Topic: [Mod] Cinematic [cinematic]
- Replies: 3
- Views: 2004
Re: [Mod] Cinematic [cinematic]
For anyone experiencing the client-motion stuttering that occurs when you wind up the camera velocity too high: I was able to stop that happening by dropping the value of dedicated_server_step in minetest.conf. That trick will only work with local servers though:
# Length of a server tick and the ...
# Length of a server tick and the ...
- Fri Aug 20, 2021 04:34
- Forum: News
- Topic: [REVERTED!] Debug coordinates will no longer be visible for unprivileged players after 5.4.0
- Replies: 93
- Views: 53983
Re: Debug coordinates will no longer be "free" after 5.4.0
This is great. I admit I'll have a CSM going brrrr in some cases, but have definitely noticed how powerful it is for engagement/immersion with game worlds when I'm paying attention to surrounding landscape and navigating by look and landmarks etc. instead of being able to read off coords.
I also ...
I also ...
- Tue Aug 17, 2021 15:32
- Forum: WIP Mods
- Topic: [Mod] Structure generator [structure_generator]
- Replies: 7
- Views: 4888
Re: [Mod] Structure generator [structure_generator]
I think I'll be able to make it not laggy (I assume staggering the place_schematic() calls over many game ticks will ensure that - it won't be voxelmanip'ing chunks at any rate).
A server will eventually be good but it'll be a while before this is mature enough, first we need blockmasons and ...
A server will eventually be good but it'll be a while before this is mature enough, first we need blockmasons and ...
- Mon Aug 16, 2021 16:27
- Forum: General Discussion
- Topic: Problem Building World
- Replies: 4
- Views: 1913
Re: Problem Building World
I've just been facing the same problem, I added emerge to the Lua commands:
minetest.emerge_area(
minPos,
maxPos,
function(blockpos, action, calls_remaining, param)
if calls_remaining == 0 then
-- area should now be fully emerged and loaded (server-side)
-- Do your work here
-- (or call ...
minetest.emerge_area(
minPos,
maxPos,
function(blockpos, action, calls_remaining, param)
if calls_remaining == 0 then
-- area should now be fully emerged and loaded (server-side)
-- Do your work here
-- (or call ...
- Sun Aug 15, 2021 14:10
- Forum: WIP Mods
- Topic: [Mod] Structure generator [structure_generator]
- Replies: 7
- Views: 4888
[Mod] Structure generator [structure_generator]
(A work in progress, but feedback / prefab artistry / contributions will help)
Function for mods to procedurally generate
fortresses
Elven treehouse villages
strongholds
floating villages (on water)
ruins, dungeons
end-cities, Kowloon Walled cities, Vardzia
temples, pyramid interiors
mines ...
Function for mods to procedurally generate
fortresses
Elven treehouse villages
strongholds
floating villages (on water)
ruins, dungeons
end-cities, Kowloon Walled cities, Vardzia
temples, pyramid interiors
mines ...
- Fri Aug 13, 2021 00:43
- Forum: Modding Discussion
- Topic: Camera visuals options?
- Replies: 2
- Views: 983
Re: Camera visuals options?
I'd be interested in tricks for some sort of teleport effect too.
oilboi played with a simple teleport effect using a client-side mod, but that approach doesn't work for games/servers targetting vanilla clients.
oilboi played with a simple teleport effect using a client-side mod, but that approach doesn't work for games/servers targetting vanilla clients.
- Tue Aug 10, 2021 03:12
- Forum: Luanti-related projects
- Topic: MapEditr: The Fastest Command-Line World Editor
- Replies: 15
- Views: 5430
Re: MapEditr: The Fastest Command-Line World Editor
<wrongheaded request deleted>