Search found 34 matches

by MetaNomad
Tue Oct 15, 2024 06:22
Forum: News
Topic: Introducing Our New Name
Replies: 156
Views: 82645

Re: Introducing Our New Name

Yeeeeyyyy ! I have been a bit busy IRL thoses last weeks and didn't pray much attention to minetest news, so I got a bit surprised on a first time. But, even I'm not a very active member of the community, I spent loooot of time on my singleplayer world and playing around with lua and mods thoses las...
by MetaNomad
Wed Aug 07, 2024 18:05
Forum: Problems
Topic: Trouble understanding map.sqlite blob organization
Replies: 2
Views: 1370

Re: Trouble understanding map.sqlite blob organization

Oh ! Thank you very much for your help. Indeed, I was trying to decompress the entire blob instead of just the part after the version number. Moreover, I was trying to decompress the data directly with zstandard in my Python script. However, it was failing with the error "could not determine co...
by MetaNomad
Mon Aug 05, 2024 14:35
Forum: Problems
Topic: Trouble understanding map.sqlite blob organization
Replies: 2
Views: 1370

Trouble understanding map.sqlite blob organization

Hello. Out of personal curiosity, I am trying to understand how the blob of an entry in the map.sqlite is organized. I referred to this documentation (I'm only interested in map format version 29) If I extract a blob from a given 'pos' from a world of mine, then decompress it with zstd, I get the fo...
by MetaNomad
Tue Jul 30, 2024 14:21
Forum: Luanti-related projects
Topic: Nautilus/Thunar custom action "Duplicate a Minetest World"
Replies: 0
Views: 3591

Nautilus/Thunar custom action "Duplicate a Minetest World"

I've written a script to help duplicate Minetest worlds using Thunar's (or Nautilus) custom actions. Useful for testing your mods under different conditions. Here’s how you can set it up: 1. Install Zenity (if not already installed): sudo apt-get install zenity Adapt if non-debian based system 2. Cr...
by MetaNomad
Sun Jul 28, 2024 19:44
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 524
Views: 175916

Re: [Mod] Tech Age [techage]

Well... I had a quick look on the node_store.lua file, and, by what I figured out of the way you index the information, I tried to make a function for the jumpdrive mod that use your get_mem, get_nvm and others functions, so the techage data is reassigned to the good node after the jump... -- move_t...
by MetaNomad
Sun Jul 28, 2024 16:46
Forum: Mod Releases
Topic: [Mod] Tech Age [techage]
Replies: 524
Views: 175916

Re: [Mod] Tech Age [techage]

Hello, First of all, a big thank you for this wonderful mod, I’m having a lot of fun! In my game, I have combined several mods to expand my industry to space conquest. I wondered if it was possible to use the " JumpDrive " mod to move Techage machines. I did some tests, and I saw that some...
by MetaNomad
Sat Jul 27, 2024 00:54
Forum: Problems
Topic: Rescuing script for corrupted world because of bad manipulation
Replies: 0
Views: 2372

Rescuing script for corrupted world because of bad manipulation

Hi everyone, While building my pixelated empire, a power outage struck. Bam! No more lights, no more computer, and worst of all, an abrupt interruption of Minetest mid-game. EDIT : No, it was not due by the power outage, but because of a bad configuration of my backup tool, see the discussion on the...
by MetaNomad
Fri Aug 25, 2023 10:35
Forum: Mod Releases
Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 119
Views: 52073

Re: [Mod] Dwarf Fortress style caverns [dfcaverns]

Hello, I'm having this error (and crash) coming back and back when I reach the primordial layer : AsyncErr: Lua: Runtime error from mod 'df_caverns' in callback environment_OnGenerated(): ...na_lite\mods\dfcaverns\mapgen_helper/place_schematic.lua:91: attempt to index local 'schematic' (a nil value)...
by MetaNomad
Sat Aug 19, 2023 22:08
Forum: Mod Releases
Topic: [Mod] Lumberjack [lumberjack]
Replies: 47
Views: 16807

Re: [Mod] Lumberjack [lumberjack]

Well, I like really much this mod, I always use it But I just figured out now that it looks like it's not compatible with Signs Bot mod, as the bot can't earn lumberjack points. (Or it would have to be programmed to always chop from the top I guess) It's not a big issue, but it was funny for me to r...
by MetaNomad
Tue Aug 08, 2023 19:29
Forum: Problems
Topic: [Solved] How to impeach caves generation
Replies: 6
Views: 1286

Re: How to impeach caves generation

For some reason, the mg_flags parameter is not having ANY effect on my game, but I managed to get the result I wanted (no holes of any sort in ground) editing the "minetest.conf" file of the game. If you can't see the section "Mapgen flags" when creating a new world for your gam...
by MetaNomad
Tue Aug 08, 2023 08:11
Forum: Problems
Topic: [Solved] How to impeach caves generation
Replies: 6
Views: 1286

Re: How to impeach caves generation

Problem solved ! For some reason, the mg_flags parameter is not having ANY effect on my game, but I managed to get the result I wanted (no holes of any sort in ground) editing the "minetest.conf" file of the game. So, in the root folder of the game, there is the "game.conf" file ...
by MetaNomad
Tue Aug 08, 2023 06:41
Forum: Problems
Topic: [Solved] How to impeach caves generation
Replies: 6
Views: 1286

Re: How to impeach caves generation

I copied and pasted what you have into a game.conf file, opened Minetest, and was only able to make a world with valley mapgen. Use /grantme all and enabled flying to clip through ground and confirmed there were no caves. Looks like it's working. Perhaps restart Minetest, make sure you are editing ...
by MetaNomad
Tue Aug 08, 2023 00:13
Forum: Problems
Topic: [Solved] How to impeach caves generation
Replies: 6
Views: 1286

[Solved] How to impeach caves generation

I'm really confused... this should not be an issue, but I'm struggling with that for almost 2 hours now ! I'm making a game, and I want the player have only the option of choosing the World Name when creating a new world, and use valleys mapgen.. So in the "game.conf" file, I added the lin...
by MetaNomad
Mon Apr 19, 2021 12:18
Forum: General Discussion
Topic: Mods need better description
Replies: 6
Views: 1645

Re: Mods need better description

Another alternative would be to use smart links to install mods from the CDB website (obviously, with a confirmation box) Yes, you got my point : focus on the easiest solutions to implement. That would be a very good way to do it, until a better solution exists We'd need a new UI framework to do th...
by MetaNomad
Mon Apr 19, 2021 11:45
Forum: WIP Mods
Topic: [Modpack] Regional Weather Bundle [climate] [1.2.2]
Replies: 130
Views: 41984

Re: [Modpack] Regional Weather Bundle [climate] [1.0.4]

Heat and humidity used by the mapgen are "abstract units". Ha, ok ! So we have now a new unit for temperature ! How should we call it ? Degrees Minetenheit or Degrees Minetelsius ? :-D I'm playing in a Jungle biome, and temperature was very very low (freezing), probably because I'm close ...
by MetaNomad
Mon Apr 19, 2021 11:05
Forum: Problems
Topic: suspiciously large amount of objects detected
Replies: 19
Views: 5583

Re: suspiciously large amount of objects detected

Wow, cool tools you made !

Well, I haven't tried them because I found the solution, which is :
MetaNomad wrote:
Mon Apr 12, 2021 13:36
I tried to add the following line in minetest.conf :

Code: Select all

max_objects_per_block = 256
But makes no difference
But unlike me, be careful to don't make a stupid typing error, and it should be good :-)
by MetaNomad
Mon Apr 19, 2021 11:00
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
Replies: 116
Views: 55561

Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]

increase max_objects_per_block in you minetest.conf ... i have it set to 65536 and it works just fine ^^ I tried that before, but I think I made a stupid typing mistake I tried again (and carefully) and yes, it works ! (I set it to 256, it's enough for me) Could be a good idea too add this informat...
by MetaNomad
Tue Apr 13, 2021 01:25
Forum: General Discussion
Topic: Mods need better description
Replies: 6
Views: 1645

Re: Mods need better description

wsor4035 wrote:
Tue Apr 13, 2021 01:17
go to content, click mods, at the top you will see options to filter by tag
I mean, in the "Browse Online Content" in the Content tab of the software itself, not the website (where it's not possible to install a mod in one click)
by MetaNomad
Tue Apr 13, 2021 00:57
Forum: General Discussion
Topic: Mods need better description
Replies: 6
Views: 1645

Mods need better description

TL;DR : Modders, describe better your mod behaviour and use wisely the ContentDB interface ! Hello everybody, I discovered Minetest 3 months ago, and the first thing I have to say is: WONDERFUL! I loved everything, the project, the philosophy, the community ... except the many hours of sleep I lost...
by MetaNomad
Mon Apr 12, 2021 22:57
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1500
Views: 343770

Re: [Mod] Petz [v20.2] [petz]

I've sumited a issue to mesetec in github. Thanks for doing it, I'm not very experienced with using GitHub PD: For once the "Chinese" are not to blame for all the evils in the world. Of almost all, yes, hahaha Haha, well, anyway, the rest of the world has amply proven that they absolutely...
by MetaNomad
Mon Apr 12, 2021 17:21
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
Replies: 116
Views: 55561

Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]

Ok, so, on the other thread, Festus1965 told me that the coordinates in the error message are mean for a MapBlock, and should be *16 In my case suspiciously large amount of objects detected: 121 in (17,1,52) (17,1,52) stands for (17*16, 1*16, 52*16) = (272,16,832) And because it's a whole 16*16*16 c...
by MetaNomad
Mon Apr 12, 2021 17:09
Forum: Problems
Topic: suspiciously large amount of objects detected
Replies: 19
Views: 5583

Re: suspiciously large amount of objects detected

ERROR[Server]: suspiciously large amount of objects detected: 121 in (17,1,52); removing all of them. This is a MapBlock, the real coordinates are *16 each of them, mean (272-287),(16-31),(832-847) Oooook !! Thank you for that info (how could I guess ?) So, I went to those new coordinates, and this...
by MetaNomad
Mon Apr 12, 2021 13:46
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.2] [drawers]
Replies: 116
Views: 55561

Re: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]

IIRC, i have seen the error message "suspiciously large amount of objects detected" without having a drawer crafted. My bad if it's not linked to this mod... In my game looked like only happens when close to a drawer I posted about this in the only thread I could find talking about this e...
by MetaNomad
Mon Apr 12, 2021 13:36
Forum: Problems
Topic: suspiciously large amount of objects detected
Replies: 19
Views: 5583

Re: suspiciously large amount of objects detected

I have this same error showing in the chat ERROR[Server]: suspiciously large amount of objects detected: 121 in (17,1,52); removing all of them. They usually comes in bunches, filling the chat, which is very annoying They start showing only when I'm in a specific area (around my home), they won't sh...
by MetaNomad
Mon Apr 12, 2021 11:12
Forum: Mod Releases
Topic: [Mod] Petz [DEPRECATED] [petz]
Replies: 1500
Views: 343770

Re: [Mod] Petz [v20.1] [petz]

Thanks for report. Check the last fixed version. Still crashing the same way. Sorry, last time I could not make extended testing about the others mods mentioned in the log, what I did now, I made a copy of this world, and tried (always with petz enabled) : - With mesetec and paleotest enabled : Cra...