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Minetest glowstone
Minetest glowstone









minetest glowstone
  1. Minetest glowstone mod#
  2. Minetest glowstone mods#

Preview of a converted test map using the MineClone2 sub-game, and my fork of mcimport: And, at the very least is an alternative to try. They're both a WIP, but it's coming along nicely. I've been working on a fork of mcimport specifically for that sub-game. Though, I'd also recommend checking out Wuzzy's MineClone 2 sub-game: viewtopic.php?f=50&t=16407

Minetest glowstone mod#

If you stick that version of the 'doors' mod into the 'worldmods' folder inside your converted world folder it'll fix that issue. Yea, that's due to Minetest Game getting some upgraded doors a while back.Īttached below is a copy of the older door mod taken from here. Things can still use a bit of tweaking (doors -> doors which are in the base game) so I will go play around with that map_content.txt.Īh, the door issue.

minetest glowstone

I use to run some MC servers a while back and there are things I am trying to preserve long term. All seems to be working well, good work Sofar. MysticTempest Member Posts: 32 Joined: Sun 1:20 am GitHub: MysticTempestĪccidentallyRhine wrote:Thanks for the tips. With unlimited view distance, and the right coordinates, you should be able to find the area you're looking for with a little bit of flying around. You'll need to teleport to the coordinates, except invert the 'Z' axis coordinate. You need to grab the coordinates from Minecraft, as you don't spawn in Minetest where you saved in Minecraft. In terms of spawning where there's nothing yea, I've been there. That way you can make conversion a bit easier for yourself.

minetest glowstone

Minetest glowstone mods#

You can customize it beforehand to your liking especially if you're going to hand-select the mods you want to use. Check out the 'map_content.txt' file for the nodes it uses to convert. Yea, it won't bother converting unknown nodes. Or maybe I'll take a look through your script and see if it would be trivial to replace home-decor/moreblocks with xdecor.Įdit: Hmmm there should be some structures. MysticTempest Member Posts: 32 Joined: Sun 1:20 am GitHub: MysticTempestĪccidentallyRhine wrote:Can this tool handle conversion of matchless MC blocks to MT unknown nodes? Or better yet, to air nodes? I do not plan to use some of the listed mods from my conversion and would prefer to replace by hand the nodes which do not have a MT mod equivalent. And the second, has the workaround + "group:crumbly" added to the 'connects_to' line in the xpanes mod. The first shows the workaround by itself.

minetest glowstone

I'm not much of a coder though, and I was curious if there was a way to get mcimport to make this modification for the user?Īs opposed to doing it manually or forking xpanes with modifications & making it one of the worldmods needed. (Crumbly as an example below, but more can be added to fill the gaps.)Ĭode: Select all connects_to = , I know it's fixable by adding some groups to this part of the xpanes code. However, there's a small issue with gaps in certain spots. Modifying them to the following in mcimport will allow the xpanes mod to take over, & auto-connect/rotate them for the most part: Secondly, I recently found a bit of a hacky workaround for the iron bars/glass panes issues. I've been using it to play around in some converted worlds, and it's pretty nice! First off, big thanks to all of you who worked on this really fantastic tool!











Minetest glowstone