giftsmallbusiness.blogg.se

Minetest seed code for empty world
Minetest seed code for empty world






minetest seed code for empty world
  1. MINETEST SEED CODE FOR EMPTY WORLD GENERATOR
  2. MINETEST SEED CODE FOR EMPTY WORLD MOD
  3. MINETEST SEED CODE FOR EMPTY WORLD MODS

  • void_essential_water_source.png for the essential water source node.
  • void_essential_stone.png for the essential stone node.
  • MINETEST SEED CODE FOR EMPTY WORLD MOD

    The mod also provides three simple textures.

    MINETEST SEED CODE FOR EMPTY WORLD GENERATOR

    The nodes also have is_ground_content = true set so the map generator can carve through them when generating caves, etc.

  • void_essential:river_water_source aliased to mapgen_river_water_source – This is exactly the same as with the other water source node and is also one of the essential map generator nodes that need to be registered in order to have proper terrain generation.Īll nodes have the only group oddly_breakable_by_hand = 3 set.
  • minetest seed code for empty world

    IT basically is just a node named “water” It does not spread out, you cannot swim in it, you cannot see through it. The registered node does not have ANY water properties. Without this node, all bodies of water would not be existent. void_essential:water_source aliased to mapgen_water_source – Same as with the stone node the water source is one of the essential nodes that are used by map generators to generate the terrain.Without that node you would fall all the way down to the bottom of the world and could not place anything on ground, because there literally is no ground void_essential:stone aliased to mapgen_stone – This is an essential node used by map generators to generate the terrain.The following items and nodes are registered by that mod. The void_essential mod contains all that is needed for the map generator to create a usable world for testing mods. mods/void_hand – This mod registers the “hand” tool for proper interaction with nodes (i.e.mods/void_essential – This mod adds essential things for properly running a map generator.

    MINETEST SEED CODE FOR EMPTY WORLD MODS

  • LICENSE.txt – Licensing information for the whole game including all the mods.
  • nf – Sets the human-readable name of the game as per Minetest API.
  • The purpose of this game is to test mods in an absolutely “clean” environment with absolutely no “3rd-party” mods or APIs provided by such mods. The game is not meant for playing (well, of course you can but there is nothing fun to do except digging the three essential nodes and placing them again). It registers no more items than the essentially needed nodes and the hand. Minetest.This game for Minetest was reduced to the bare minimum of files and configuration. "zstd" method for compress/decompress (5.7.0) the amount of data in mod storage is not constrained by When using a mod storage backend that is not "files" or "dummy", VoxelManip:get_light_data accepts an optional buffer argument (5.7.0)

    minetest seed code for empty world

    allows get_sky to return a table instead of separate values (5.6.0) sprite-sheet particle animations can by synced to the lifetime particle textures support smooth fade and scale animations, and particlespawners support texpools and animation of properties, dynamic_add_media supports passing a table with options (5.5.0) ABM supports min_y and max_y fields in definition (5.5.0) thus changing the range of values from 0-179 to 0-240 (5.5.0) degrotate param2 rotates in units of 1.5° instead of 2° nodedef's use_texture_alpha accepts new string modes (5.4.0) Whether get_velocity() and add_velocity() can be used on players (5.4.0) Whether Collision info is available to an objects' on_step (5.3.0) Whether minetest.find_path is functional (5.2.0) Whether AreaStore's IDs are kept on save/load (5.1.0) Whether formspec_version may be used (5.1.0) Specifies whether binary data can be uploaded or downloaded using Object selectionbox is settable independently from collisionbox objects (ie: players and lua entities) (5.0.0) Chat messages are no longer predicted (0.4.16) add_entity supports passing initial staticdata to on_activate Unique Area ID for AreaStore:insert_area (0.4.14) Texture grouping is possible using parentheses (0.4.11) Tree and grass ABMs are no longer done from C++ (0.4.8) The transparency channel of textures can optionally be used on Get_all_craft_recipes_works = true, - 0.4.7 Minetest.features: Table containing API feature flags version/release number)Ĭan be manually read from nf in the game's root directory. Minetest.get_game_info(): returns a table containing information about theĬurrent game.

  • Does not include disabled mods, even if they are installed.
  • minetest.get_modnames(): returns a list of enabled mods, sorted alphabetically.
  • Works regardless of whether the mod has been loaded yet.
  • Returns nil if the mod is not enabled or does not exist (not installed).
  • minetest.get_modpath(modname): returns the directory path for a mod,Į.g.
  • minetest.get_current_modname(): returns the currently loading mod's name,.
  • 'minetest' namespace reference ¶ Utilities ¶








    Minetest seed code for empty world