Minetest Changelog:

This is a Minetest changelog for power users and developers.

If you'd like general news instead, click here. A text version of this file is provided in the build kits and also at this link.

190626:

1. Bucket Game changes:

        * bucket: Reworked Bucket API further
        * coderblocks: Added Bucket O'Cheese
        * default: Added buckets for a number of solid nodes
        * default: Added ocutil.register_node_bucketable

1a. Bucket API work:

The Bucket API is no longer limited to "liquids" per se. You can now create, for example, Bucket O'Cheese.

The "bucket" mod now provides an alternative to the old "bucket.register_liquid" routine.

The old routine is still supported. The new one, "bucket.register_bucket_hash", has a simpler and safer interface and supports additional features.

The routine in question can construct its own bucket images for inventory and wield use based on a contents image. For example, a cheese image can be used to create, automatically, a Bucket O'Cheese inventory and wield image.

"default", additionally, now defines the following Bucket API routine:

        default.register_node_bucketable

This routine can be used, either before or after "bucket" is loaded, to register node types and create associated bucket types in a single call.

For more information, see "bucket/init.lua" and "default/ocutil.lua".

190623:

This is the 5-month anniversary of the first formal release of Final Minetest. To celebrate, we're releasing, after months of work, Total Travelnet.

Total Travelnet is too complex a component to fully document here. For details, see:

        https://downloads.minetest.org/travelnet.txt

1. Key features of Total Travelnet:

* Multiple Types. Total Travelnet supports four types of travelnets: regular travelnets, elevators, palantiri, and travelpads.

* Travelnet Themes. This mod can display legacy travelnets, Poikilos travelnets, or OldCoder travelnets. It can also make regular travelnets look and behave like palantiri.

* No Punch Updates. If the standard Travelnet Repair ABM is enabled, there is no longer a need for players to left-punch on travelnets to update the target lists.

This feature works for all types of travelnets: regular travelnets, elevators, palantiri, and travelpads.

* Sane Sort. This mod sorts "travelnet" target lists in alphabetical order. However, you can enable the old sort algorithm if you'd like to do so.

* Mapgen Tour. This is a mapgen-related tool that is useful for advanced world hosts.

* Configurable. The mod can now be configured using "conf"-file option settings.

190621:

1. Bucket Game changes:

        * books: Display book titles in inventory tooltips
        * bucket: Tidy up and extend the Bucket API
        * butterflies: Add mod
        * cottages: Revise anvil recipe to fix a conflict
        * farming: Replace barley texture to make it legal
        * fireflies: Add mod
        * homedecor: Display book titles in inventory tooltips
        * ilights: Add mod
        * manaslimes: Reduce spawn frequency to a reasonable level
        * mtmachines: Fix an infrequent crash
        * ocfixup: Add aliases for obscure corn and tomato plants
        * Unified Inventory: Use meta descriptions in tooltips

1a. "butterflies" and "fireflies" are forks of the corresponding Old MT mods.

The Final MT versions are active if and only if two conditions are met:

The MT server used must support the API call "minetest.get_decoration_id". Additionally, the corresponding conf-file flag from the list below must be set to true:

        * enable_default_butterflies = true
        * enable_default_fireflies = true

These objects aren't mobs; they don't spawn. They'll only show up in areas that are map-genned after the objects are enabled.

If the API call indicated above isn't supported, the game won't crash. In this case, or if the required settings aren't true, the objects won't be generated and existing instances will be aliased to air.

There is no connection between the butterflies added by the "butterflies" mod and the ones added by CoderMobs.

2. Core changes:

        * Add "minetest.get_decoration_id"

190616:

1. Minor Bucket Game changes:

        * default: Replace Player Falling Damage sound (Poikilos)
        * nftools: Add missing "amethyst_ore" alias
        * CoderMobs: LOTT spider media changes (Poikilos)

2. Major Bucket Game changes:

        * CoderMobs: Fix a common collision-box problem
        * CoderMobs: Divide chickens into roosters and hens
        * CoderMobs: Mono vs. stereo sound fix (Poikilos)
        * MoreBlocks: Don't override "stairs:" recipes

2a. If the lower Y-coordinate of a mob collision box is equal to zero, CoderMobs now subtracts 0.01 from both Y-coordinates automatically.

This fixes a problem where mob textures disappear below sea level. It probably fixes other problems as well.

2b. Chicken changes:

We've replaced generic chickens with roosters and hens. The name "chicken" is now an alias for "hen".

Hens lay eggs.

If roosters are around when eggs are laid, the eggs are fertilized. Fertilized eggs hatch baby chicks.

Baby chicks don't exhibit gender traits until they mature. At that point, they become roosters or hens.

Deceased chickens, either raw or cooked, show up using the name "chicken" as opposed to "rooster" or "hen".

If fertilized eggs are placed in inventory, they lose their fertilized status. This is due to a technical limitation.

These parameters affect egg hatching:

codermobs_egg_time_delay = 120 -- Hatch time in seconds (default 120)

codermobs_egg_hatch_chance = 1 -- Odds of hatching (1=100%, 2=1 in 2, 3 = 1 in 3, etc.) (default 1)

2c. Poikilos remarks on mono sound issue:

Irrlicht can't presently position stereo files. so for example, when a spider approaches from the left or right, either way it'll sound like you're wearing headphones picking up all sounds from all around, as though you're hearing a dining room from a drive-thru speaker at the pickup window or something like that.

To get a sound to be positioned in 3D space, sounding like it is coming from a mob (using Irrlicht's spatial audio), you must use mono sound format.

This is very poorly documented (I can't find the issue at any official Irrlicht link), but it's confirmed in the Irrlicht forum at:

http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=30371

and in the MT modding book.

2d. Previously, MoreBlocks included recipes for stairs and slabs that took "default:" materials (such as stone) and produced "moreblocks:" nodes instead of "stairs:" nodes. This caused confusion and/or breakage.

The MoreBlocks recipes have been modified as follows:

Recipes for slabs and stairs of "moreblocks:" produce "moreblocks:" output.

Recipes for slabs and stairs of anything else produce "stairs:" output as long as the slabs and stairs actually exist in the "stairs:" space.

190611:

1. Large set of Bucket Game liquid changes:

        * Add Water API: Useful new API for Minetest
        * Add Lava Crust Source and Flowing
        * Add Lava Gel and Slope
        * Add Water Gel and Slope
        * Add Green, Orange, Purple, Red, and Yellow Punch
        * Add new buckets
        * Buckets optionally convert some liquids into gels
        * Simplify parts of the liquid and bucket code

1a. The "_game" code for liquid and/or lava nodes and buckets has been cleaned up. Additionally, new buckets, nodes, and/or features have been added.

1b. One new node category is Lava Crust:

Lava Crust comes in Source and Flowing forms like regular lava. It's partly cooled lava that has started to solidify. It's anticipated that this type of lava will be used by mapgens that generate volcanos.

Differences relative to other types of lava:

        * Different appearance compared to regular lava
        * Lava Crust Source is walkable
        * Lava Crust Flowing has only limited flow
        * Not as hot as regular lava
        * Removed "igniter" from groups

1c. There are two Lava Crust modes. They can be selected in "world. conf" as follows:

        * remove_lava_crust = false -- Default mode
        * remove_lava_crust = true -- Alternate behavior

1d. If "remove_lava_crust" is false (this is the default mode):

Lava Crust Source can be scooped up using a bucket or dug normally. Both steps transfer the node to inventory.

Lava Crust Slope can't be scooped up using a bucket. It can be dug normally, but this destroys the node.

If a Lava Crust Source Node is removed, associated Slope nodes remain. Note: They'll fall down because the Source node is no longer there to support them.

This mode is the most natural one for survival worlds as opposed to creative worlds.

1e. If "remove_lava_crust" is true:

The Sourcen node can be scooped into a bucket or dug using "icetools:pick_ice". The ice-pick dig turns the node into stone and transfers the node to inventory. The node can't be dug using normal tools.

Lava Crust Slope can't be scooped into a bucket or dug using normal tools. It can dug using "icetools:pick_ice". The ice-pick dig turns the node into stone and transfers the stone to inventory.

A dug Slope node will be replaced by the associated Source node. The new Slope node can then be dug and the cycle will repeat. So, one oddity in this mode is possession of an ice pick leads to an infinite supply of stone.

If a Lava Crust Source Node is removed, associated Slope nodes disappear.

Some builders working in creative worlds may prefer this mode to the default mode.

1f. The following unrelated setting can be used to set the flow range for Lava Crust Flowing:

lava_crust_range = 2

A setting of 0 is permitted. The default setting is 2. The specified setting is clipped, if necessary, to a sane range.

1g. Another new node category is Lava Gel:

Lava Gel is similar to regular lava, but it doesn't generate more lava or flow. It's suitable for use as a building material. A relatively dangerous one.

By default, Lava Source that's scooped into a bucket turns into Lava Gel. Note: This is the primary place that Lava Gel comes from, other than WorldEdit.

Additionally, Lava Source has been removed from Creative Inventory.

These steps should reduce one of the most problematic types of griefing.

If you'd like to disable the feature where buckets gel Lava Source, add this setting to "world.conf":

bucket_gels_lava = false

Lava Gel can be scooped into a bucket or dug using "icetools:pick_ice". The ice-pick dig turns the node into stone and transfers the stone to inventory. The node can't be dug using normal tools.

1h. Lava Gel Slope, like Lava Gel, is an alternative type of lava introduced for anti-griefing and/or building purposes.

Lava Gel Slope is used with Lava Gel, but it doesn't come from Lava Gel. Presently, it comes only from WorldEdit, but it could be added to Creative or possibly to crafting recipes.

The purpose of Lava Gel Slope is to add slopes to the edges of structures made out of Lava Gel cubes. If a Lava Gel Slope is placed next to a Lava Gel cube, the Slope connects in a natural manner to the cube.

Lava Gel Slope has some liquid-like attributes, but it doesn't flow.

Lava Gel Slope can't be scooped into a bucket or dug using normal tools. It can be dug using "icetools:pick_ice". The ice-pick dig turns the node into stone and transfers the stone to inventory.

2. Final Minetest now provides a Water API.

The Water API greatly simplifies the process of adding new types of water to the "_game".

One call sets up all of the following:

        * Water Source and Flowing nodes
        * Water Gel and Slope nodes
        * Buckets for the bucket-able nodes

plus these configurable parameters and/or modes:

        * Optional lighting (a)
        * Optional damage (a)
        * Optional drowning (a)
        * Viscosity (a)
        * Flow range (b)
        * Renewable (b)
        * Allow water source in creative inventory or not
        * Conversion of water source by buckets into gel form

        (a) Can be different for normal water and gel forms
        (b) Doesn't apply to gels

The water API automatically builds full-bucket images that match each water type. The images look correct both in inventory and when a bucket is wielded.

3. Other "_game" changes:

        * coderfruit: Adjust fruit size
        * coderfruit: Support Cherry Tree
        * codermobs: Tweak spawn and other parameters (Slopsbucket)
        * codersea: Fish are smarter about swimming into air
        * default: Better gravel texture (Poikilos)
        * default: Add Cherry Tree from Cool Trees
        * diamonds: Don't override default textures
        * mtmachines: Fix minor glitches (Slopsbucket)

190531:

1. "_game" changes:

        * Add Region Features system
        * Add more of MoreTrees (thanks to Slopsbucket and Poikilos)
        * codermobs: Fix a long-term Mobs Redo attack glitch
        * codermobs: Add Denny Deinonychus (courtesy of Poikilos)
        * codermobs: Minor sound changes for the BOM and IceBOM
        * lapis: Update to upstream (includes a Poikilos change)
        * default: Add "node_sound_snow_defaults"
        * Switch "default" to some of the "Less Dirt" textures
        * Add a "Less Dirt" type texture by OldCoder
        * Add mod: cblocks
        * Add mod: hiddendoors
        * Add mod: infinite_chest
        * Add mod: maptools
        * Add mod: projection_lights
        * Add mod: travail

1a. The Region Features system lets world owners add or remove special features in selected regions.

This is done at runtime using the MT GUI and chat commands similar to the following:

        * /epos1 -- Set lower-left corner of a region
        * /epos2 -- Set upper-right corner of a region
        * /addfeature nomobs -- Add a feature to the region

This system is implemented by an OldCoder mod named "eregions". The name is short for Environment (or Extended) Regions.

"nomobs" is a sample feature. It disables regular CoderMobs in the selected region. This differs from the Mobs Redo "don't spawn in protected areas" feature in that it can be used for any straight-forward environment attribute.

World owners will be able to use it to disable fire only in selected areas or to give other areas different types of weather.

Such features will require changes to the relevant mods. The Region Features system provides most of the framework needed. However, it doesn't know, itself, about details of other mods.

If you're using a Final MT client, features for the region where you're standing are listed on the left in a "Features" section located above the "Areas" list.

Note: "nomobs" doesn't presently affect CoderSea or other mods that have independent mob API modules.

"nomobs" also doesn't prevent mobs from wandering in from outside of a region that has the attribute.

1b. To remove a feature from a region, a command of the following form may be used:

        /deletefeature 3 -- Delete a feature by ID number

The ID number used by "/deletefeature" can be found by looking on the left side of the MT GUI. It's displayed under the label "Features:" when you walk or fly through a region that has one or more special features.

1c. Final Minetest now includes most or all of MoreTrees in "default" plus aliases to the old MoreTrees nodes.

Some of the trees have been improved visually. Another reason for doing this is that the speed and shadow bugs from MoreTrees are now entirely gone.

If the following setting is used in "world.conf":

        enable_default_apple = true

the Big Apple tree will come with static "default:apple" apples. Otherwise, it'll grow CoderApples (and other CoderFruits) instead.

In the future, the setting shown above may cause new "default:apple" apples to grow as opposed to providing just a static set.

1d. In trollstream Mobs Redo, if you're above a hostile mob and within visual range, the mob spins rapidly like a top. This is hardly realistic.

Final Minetest now includes a partial work-around. The preceding behavior no longer happens unless you're very close to the mob.

Additional work is needed. In particular:

        * The work-around doesn't take mob height into account
        * Flying mobs should simply fly up to attack

1e. CoderMobs now includes Denny Deinonychus, a raptor of distinction, courtesy of Poikilos.

2. Ports of Old MT commits:

        * "const SharedBuffer" network fix (#8125)
        * Optimize string handling (#8128)
        * Make autoforward simulate the 'up' key (#8249)
        * override.txt: Fix crash due to CRLF endings (#8439)
        * Revert part of Old MT commit eb2bda7d0bbb1ef5

3. Other core changes:

        * Revert a light-curve change to fix lighting
        * Update server-list URL
        * Make "/se" support more entities without a mod-name prefix

4. Other changes:

        * Fix building production binaries on Debian 9

190520:

1. CoderMobs changes:

        * Add Poikilos BOM and IceBOM (Byte-Order Mark mobs)
        * Fix lockup in Mobs Redo related to alias loops
        * Adjust mob spawn conditions and behavior parameters
        * Restructure code to improve readability
        * Tweaks to "attack" system
        * New conf-file setting "enable_codermobs_all = true"
        * New mobs behavior command "/hostile"

1a. "enable_codermobs_all = true" turns on most CoderMobs. Presently, this setting doesn't affect CoderSea mobs or a few other special cases such as Critters and Pet Ores.

1b. "/hostile" toggles "hostile" mode on and off.

In "hostile" mode, most land mobs will attack players. Additionally, their view range will be temporarily increased.

Sea mobs aren't affected yet. Air mobs will attack, but they aren't smart enough yet to dive towards a target.

Typing "/hostile" again puts everything back to normal.

Presently, this command requires the "basic_privs" privilege. We might switch to a new mob-admin privilege instead.

2. Ports of Old MT commits:

        * Force send of a mapblock to a player where necessary (#8140)
        * Vein ore bug fix (#7371)
        * Fix missing decorations and dust related to deep water (#7470)
        * Improve tracking of modified and/or sent blocks (#7568)
        * Make Player::peer_id server-side only, add access API (#6478)
        * Smoothed yaw rotation for objects (#6825)
        * Improve light-curve code, fix darkened daytime sky (#7693)
        * Fix some compile-time warnings

3. Other core changes:

        * "codermobs:" prefix is now optional for "/se" commands
        * Fix memory overwrite related to a fixed-length buffer
        * Lua API documentation fixes

3a. If "/se" (or "/spawnentity") is used to spawn a CoderMob, the "codermobs:" prefix is now optional as long as the entity's base name is unique across namespaces.

So, for example, you can type: /se mdskeleton instead of: /se codermobs:mdskeleton

Note: This feature requires a core-engine update as opposed to a Bucket Game update.

4. Other "_game" changes:

        * Fixed long-term WorldEdit bug where a Back button didn't work
        * Fixed problems with "default:rail"
        * New "lapis" configuration setting
        * Restored "weather" mod (removed temporarily before)

4a. The following conf-file setting will now enable round-columns support in "lapis":

        enable_lapis_mod_columns = yes

5. Build kits:

        * Linux: mtcompile-program.sh: Add "--debug" switch

190420:

1. CoderMobs changes:

        * More realistic bird and wild airplane behavior
        * Add Poikilos baby chicks
        * Complete chicken-egg cycle
        * Fix erroneous Mobs Redo "attack" code
        * New Poikilos "damage" textures
        * Redo the car model to correct problems
        * Mob lifespan changes
        * LOTT Spider: New sounds

1a. Flying mobs (the ones that fly in air) now seek out, and fly, in a per-species vertical comfort zone.

So if, for example, you spawn a wild airplane or a bird that can fly on the ground, it'll take off shortly and head for its vertical comfort zone.

The vertical comfort zone starts at "fly_low" and proceeds upwards to "fly_high". There are reasonable default values.

"fly_low" should be at least 10. "fly_high" should be at least 10 units greater than "fly_low".

1b. Changes to car model: Move model down 10 units in Blender, rotate 270 degrees, and convert from OBJ to B3D format.

Results: (a) The car now drives on the ground instead of in the air. (b) It's no longer necessary to rotate the model and/or attached players at the API level. (c) Turns using the keyboard seem much smoother now.

1c. There are three mob lifespan changes: (a) The default lifespan has been increased to a few game days. (b) You can change the lifespan by setting "lifetimer" to a specified number of real-world seconds. (c) You can make mobs immortal by setting "lifetimer" to 20000 or greater.

2. Ports of Old MT commits:

        * util/hex.h: Reserve result space in "hex_encode"
        * Optimize random turns in "dungeongen" (#8129)
        * Add Irrlicht-specific smart pointer (#6814)

3. Other core changes:

        * Update menu header PNG file

190413:

1. "_game" changes:

        * codermobs: Tame-able wild airplanes and cars
        * codermobs: Add Poikilos deer
        * codermobs: 3D chicken eggs no longer float in the air
        * codermobs: Hens now lay the new 3D eggs as opposed to 2D eggs
        * codermobs: Hens now make appropriate noise upon egg-laying
        * codermobs: Bug fixes related to old (rotated) 3D models
        * codermobs: Merge 1.5 years of TenPlus1 Mobs Redo changes
        * codermobs: Fix Mobs Redo behavior at cliff edges
        * codermobs: Numerous other bug fixes in Mobs Redo
        * bike: Fix a nil-pointer crash
        * nftools: Fine-tune ore and node parameters

1a. Presently, airplanes and cars may be tamed using cans of oil. The node name for the latter is "codermobs:can_oil".

Once a vehicle is tamed, it can be flown or driven. This snapshot allows steering by keyboard or mouse.

To mount or dismount a vehicle, right-click while wielding nothing. Note: In the future, you might need to wield an ignition key or a similar object.

1b. Deer and elk are distinct mobs.

2. Core changes:

        * "/se" now supports a number (i.e., count) parameter

2a. "/se" (or "/spawnentity") now supports all of the following modes:

        /se Ent
        /se Ent Num
        /se Ent Pos
        /se Ent Pos Num
        /se Ent Num Pos

For example: /se codermobs:badger 5

The Num parameter is presently limited to 10. The limit may be increased or decreased at a later date.

Note: Spaces are permitted, though optional, before or after commas in Pos (position) parameters.

190406:

1. "_game" changes:

        * New and/or improved textures (Poikilos)
        * bones: Mod can be disabled using a ".conf" setting
        * bones: Usability tweaks (Poikilos)
        * cake: Replace TenPlus1's illegal cake with Poikilos Cake
        * codermobs: Port "mobf" living cars to Mobs Redo
        * codermobs: Add high-definition Poikilos Elk
        * codermobs: Add improved fork of Sapier Ostrich
        * codermobs: Chicken eggs are now 3D and realistic
        * codermobs: Ditto for ostrich eggs
        * codermobs: Sync cow with latest TenPlus1 cow
        * codermobs: Improve some textures using "scalerx -k 4"
        * codermobs: Add Mdoege Skeleton
        * codermobs: Add KrupnoPavel Warthog
        * codermobs: Add Vombie (new implementation)
        * codermobs: Light-damaged mobs can now burst into flames
        * codermobs: Add improved fork of Sapier Creeper
        * codermobs: Fix two Mobs Redo bugs that broke old mobs
        * codermobs: Add Sapier's Animal Materials
        * default: Enable leaf decay by default
        * nftools: Tweaks by OldCoder and Poikilos

1a. Poikilos contributed new and/or improved food and/or related textures to "codermobs", "codersea", and "food_basic".

1b. To disable "bones", you can now use the following conf-file setting:

        disable_bones = true

1c. To disable leaf decay, you now need to use the following conf-file setting:

        disable_leaf_decay = true

Note that this can be important in some types of worlds.

The "enable_leaf_decay" setting is no longer used.

4. World changes:

        * Add Roman Fort to Bucket City
        * Add schem and documentation for Roman Fort

5. Ports of Old MT commits:

        * Tune star appearance time and full brightness time (#7921)
        * Add "math.factorial" (#8298)
        * Add "vector.angle" (#7738)
        * Dungeons: Don't remove non-ground-content nodes (#8423)
        * Fix segfault due to uninitialized "m_env" (#7857)
        * Escape special characters in server-list search (#7842)
        * Fix sky object brightness flicker (#8417)

6. Original core changes:

        * Support both "/haspriv" and "/hasprivs"
        * Support "textures" subdirs in convenient places

If a world directory contains a "textures" subdirectory, textures stored in the subdirectory override default textures that come with mods.

If a "_game" directory contains a "textures" subdirectory, the same thing happens.

If both "textures" subdirectories exist, for a given world, textures stored in the world directory's "textures" subdirectory take precedence.

Texture overrides, i.e., standard Minetest textures "override.txt" files stored in the directories in question, should work normally.

190323:

1. OS support:

        * Post first OpenBSD release of Final Minetest

2. "_game" changes:

        * Add 7 new upstream mods - see notes below
        * codersea: Add jellyfish spawner - see notes below
        * coderblocks: Define more blocks when necessary
        * default: Add several missing nodes
        * default: Fix a bug related to "enable_leaf_decay"
        * farming: Support "enable_museum" - see notes below
        * moreblocks: Add 3 types of missing traps
        * moreblocks: Enable old-node conversion ABMs
        * moreblocks: Support more types of node conversions
        * ocfixups: Add a number of safe aliases
        * ocfixups: Add fakes for several obsolete nodes
        * stairs: Add missing stairs nodes
        * fallback_spawn: New original mod - see notes below

2a. New mods include more_chests, ownerhack, pbj_pup, smartshop, stairsio, and the InfinityProject diamonds mod.

2b. The jellyfish spawner is used in SONOS as part of the trap in the spawn dome. Its Nyan Cat appearance was chosen so as to blend in with other blocks in the trap.

2c. "coderblocks" now defines these 3 nodes in the "mobs" namespace if no other mod does so: cobwebs, fence_top, and fence_wood.

2d. In "farming", the boolean setting "enable_museum" now has two effects: turn off plant growth and don't run the water-soil wetting ABM.

2e. Spawn now works as follows:

If "static_spawn_point" is set, that takes highest priority and multispawn mode is disabled.

If multi-spawn mode hasn't been disabled, either implicitly by the use of "static_spawn_point" or explicitly by the use of "disable_multi_spawn", and if a spawn point has been added using "/addspawn", that takes next priority.

If none of the above applies, the new mod "fallback_spawn" selects a reasonable starting point for new players.

3. Core changes:

        * Add some biome APIs (ports of Old MT commits)
        * Tweak "modeset.lua" as suggested by Slopsbucket

190316:

1. "_game" changes:

        * Add mods to "coderfood": cake, pie, pizza, thirsty
        * Improve images for preceding mods
        * Add "sneak_glitch". See notes further down.
        * Add "cottages" (needed for the pirate ship)
        * Add "weather" (OldCoder version; integrated with CoderSky)
        * Add tourist teleport commands for various realms
        * Add Poikilos birds
        * Add Lost Soul and Cyberdemon
        * Add sounds for the Doom-type mods supported so far
        * Add "jsxmas" (2012 Xmas mod by Jordach)
        * Add "ocfixups". This mod does some alias-level fixups.
        * Rename "ocblocks" to "coderblocks"
        * building_blocks: Fix a circular dependency that broke the mod
        * decorpack: Restore a missing glass door
        * decorpack: Use an LBM to convert old nodes
        * jsxmas: Improve images
        * Update "unifiedbricks" and "unifieddyes"

1a. The "unifiedbricks" update fixes an LBM-related crash.

1b. "xmas" and "jsxmas" share the "xmas" namespace.

1c. The Bucket Game version of "sneak_glitch" enables the classic "sneak" behavior by default. To disable the classic behavior, use this setting:

        disable_classic_sneak = true

1d. "weather" commands include:

        /rain - Set weather on Earth to rain
        /snow - Set weather on Earth to snow
        /storm - Set weather on Earth to storm
        /regular - Set weather on Earth to normal (or regular)

        /bubbles - Bubbles
        /locusts - Plague of Locusts
        /pennies - Pennies from Heaven
        /weather ... - Set weather (rain, snow, locusts, etc.)

"weather" commands should only affect the weather on Earth (and only on Earth at y=0 as opposed to Earth II or other alternate Earths).

A Plague of Locusts doesn't occur naturally under normal conditions. However, people with the "weather" privilege can use "/locusts" or "/weather locusts" to create one.

"/locusts" by itself will also work. Additionally, the word "locust" may be substituted for "locusts".

Similarly for Pennies from Heaven. "/pennies" or "/weather pennies" may be used in this case. Additionally, the word "penny" may be substituted for "pennies".

1e. To enable "thirsty", the following config-file settings are needed:

        enable_damage = true
        enable_thirsty = true

"enable_thirst = true" will work, for the 2nd setting, as well.

2. World changes:

        * Add Diagonal Development and Wizard's Keep to Bucket City
        * Add schems for the new Bucket City builds
        * Add pirate ship to Wonder World

3. Core changes (separate from Old MT commits):

        * Password-related bug fixes and features (see notes below)
        * Add "/tp" as an alias for "/teleport"
        * Tweaks to game-mode code in "modeset.lua"

There are now 4 ways to skip typing a password in the MT GUI password field. Two are new. Two are old but include bug fixes.

3a. You can add a line similar to the following to your client-side "minetest.conf" file:

        password = mypasshere

3b. Under Linux, you can put your password in either of the following text files:

        $HOME/.config/minetest/pass
        $HOME/.minetest/pass

The file, in either case, should contain one line. The line should consist of your password followed by a newline.

3c. You can use a CLI argument of the form:

        --password 'mypasshere'

3d. You can use two CLI arguments of the form:

        --password-file $HOME/pass

The 2nd argument should be an absolute pathname for a text file that contains one line. The line should consist of your password followed by a newline.

One drawback to these features is that the same password will be used regardless of the world that you go to.

In other words, per-world passwords aren't supported yet. For (a) and (b), of course, you can change passwords and/or password files specified on the command line as necessary.

However, another feature is that you can override passwords set using the preceding methods by typing a password manually in the MT GUI password field.

The "--password" and "--password-file" features existed before this commit. This commit fixes some bugs in these two features.

4. Ports of Old MT commits:

        * Update gamebar on tab enter (#8192)
        * Fixes related to "num_emerge_threads"
        * Fix incorrect string-length check
        * Replace inefficient "for" loop (#8194)
        * Add referer to remote media requests (#8135)
        * Make "place_offset_y" usable with simple decorations
        * Fix cast from const (#8327)
        * Add client-side translations
        * Read dependencies and description from "mod.conf" if present

5. Website changes:

        * Sync time (for server list) with Google and other sites
        * Add quickstart page

6. Changes to "minetest*" production wrappers:

        * Support spaces in pathnames
        * Create symlinks in "solib" subdirectory if necessary

There's a minor bug where, if a world-directory pathname contains a space, the world-directory pathname will be displayed incorrectly. However, the world should work, regardless.

7. Misc. changes:

        * Replace bash program build script with a Perl version
        * Updates and fixes for "ircpack"

Note: "ircpack" is a modpack for servers distributed separately from Bucket Game.

8. Useful information.

8a. If a world is flagged as creative, players can break nodes by hand. This is turned off otherwise unless a node is configured to be breakable by hand.

8b. There's a core bug that manifests in tricky ways. If the "depends. txt" optional-mod feature ("?") is used, it's possible for two mods to have a circular dependency that isn't obvious. Additionally, if this happens, one of the two mods may simply be ignored regardless of its contents.

190225:

1. Core changes:

        * All mods can use 64x64 skins now if minor tweaks are made
        * Fix an Old MT world-owner privileges problem
        * New worlds now use "auth.sqlite" by default

2. "_game" changes:

        * New game modes: Builder Mode and Moontest
        * Add Earth 2, a complete optional 2nd Earth
        * bike, 3d_armor - Add mods
        * bike, 3d_armor - Support both 64x32 and 64x64 skins
        * coderskins - New functions
        * darkage - New option setting (see below)
        * default - reduce cotton and wheat to 64x64 to prevent lag
        * Drop "minimal" game for now
        * A separate MineClone2 package is now provided
        * Multiple fixes and enhancements to multi-spawn

2a. Multi-spawn is enabled by default. To disable it, use:

        disable_multispawn = true

In that mode, a single spawn point, specified as follows, will be used:

        static_spawn_point = 0, 10, 0

2b. In multi-spawn mode, numerous spawn points may be used. When a new player joins, one is selected at random. The following commands may be used to work with the list:

        * To see spawn points: /listspawn or /listspawns
        * To TP to a random spawn point: /spawn
        * To TP to a specific spawn point: /spawn 3
        * To add one: /addspawn 20, 10, 30 or /addspawn 20 10 30
        * To delete one: /delspawn 3 or /deletespawn 3

where "3" should be replaced with the desired spawn ID number as shown by "/listspawns".

2c. A bug related to "world.conf" has been identified. Specifically, settings in "world.conf" persist from world to world in a given Minetest session.

This is known to happen, with certainty, in cases where multiple worlds are stored and used locally. We haven't checked the status of the issue in server-side contexts yet.

2d. This particular bug won't be fixed in the short term.

One work-around is to specify settings in a group of worlds that may cause conflicts as completely as possible for each world in the group. I.e. Don't rely on defaults.

Another work-around will be in the Final MT code. We'll probably replace game-mode settings of the following form:

        enable_bucket_city = true
        enable_moontest = false
        enable_wonder = false

with something similar to the following

        game_mode = bucket_city

2e. To enable Builder Mode, use either of the following settings:

        enable_builder = true
        enable_builders = true

Additional documentation will be provided at a later date.

2f. A Moontest world is now included in the production packages. No settings are needed to use it. If you'd like to create your own Moontest world, several steps are required. The steps will be documented in the Bucket Game pages.

2g. Earth 2 is a complete 2nd Earth located up in space. It was added so that the Moontest could have both the Earth and the Moon. However, it's present in most other game modes as well unless you explicitly turn it off.

The switch to turn it off is:

        disable_earth2 = true

In Moontest mode, you can travel to Earth using "/earth". You can get back to the Moon using "/moon" or "/spawn" or one of the "/home..." commands.

In other modes, you can travel to Earth 2 using "/earth2". You can get back to Earth 1 using "/spawn" or one of the "/home..." commands.

Earth 2 is relatively slow because it's a pure-Lua mapgen. However, it's interesting as an example of that type.

2j. The "darkage" ore mapgen rules now support three modes: default, Wonder World, and original.

Default and Wonder World modes generate fewer of the "darkage" ores. To enable the original rules, use:

        darkage_ore_rules = true

3. World changes:

        * Add Star Dome to Bucket City
        * Add schem pair and documentation for Star Dome
        * Update the Bucket City map
        * Improved header image (courtesy of Poikilos)
        * Replace some textures with Drummyfish versions

4. Site changes:

        * Improved font family (courtesy of Poikilos)
        * More background images

190217:

1. Binary packages:

        * Add a 64-bit Linux binaries ZIP file
        * Add "small" versions of Linux and Windows ZIP files

2. Core changes:

        * Change "shaders" default back to "true"
        * Port commit: Don't apply "slippery" when swimming
        * Sync statbars code with Old Minetest
        * Integrate some CSM fixes

3. "_game" changes:

        * default:ice - Adjust groups
        * default:ice - Register slabs and stairs
        * Add Cave Ice and "icesheet" biome
        * default - Bug fix that should improve speed

4. Build kits:

        * Linux: Improve "build" script (mtcompile-program.sh)
        * Linux: Add a cleanup script (mtcleanup-program.sh)
        * Linux: Document how to build a portable Linux package
        * Windows: Improve documentation

5. World changes:

        * Add Dyer's Guild to Bucket City
        * Add schem pair and documentation for Dyer's Guild
        * Update the Bucket City map

6. Other changes:

        * Disable another Irrlicht warning message

190211:

1. Core changes:

        * Add auto-jump feature. Enabled by default.
        * Add pitch-fly / pitch-swim. Toggled by the "L" key.
        * Other bug fixes and tweaks

2. "_game" changes:

        * "moreblocks": Lighting bug fix. See note below.
        * "nether": Don't convert existing stairs

"moreblocks" slabs made out of default nodes no longer propagate sunlight unless they're transparent.

3. Site changes:

        * Add a separate "CoderEdit" page
        * Add Bucket City schems ZIP file to Downloads
        * Add Bucket City Schems 04 page
        * Improve smartphone support

4. World and other changes:

        * Update Bucket City map
        * Update "schems" directory in Bucket City
        * Disable Irrlicht "interlace" warning message
        * Fix Windows MT "shaders" support

190207:

1. "_game" changes:

        ambience: Add mod (see notes below)
        castle_masonry: Add support for more mods
        facade: Simplify new code
        mychisel: Add mod

"ambience" is enabled by default. To disable it, use the following config-file setting:

        disable_ambience = true

2. Core-engine changes:

        * Add several bug fixes from Old Minetest
        * Disable non-fixable warning about "suitable paramtype2"

190206:

1. "_game" changes:

        codermobs: Reduce loading verbosity
        decorpack: Reduce loading verbosity
        default: Add "desert_sandstone"
        default: Fix "cold desert" biome parameters
        facade: Add support for more mods suggested by CaptPete
        fortune: Add mod
        nether: Add a fork (see notes below)
        ocblocks: Register a few nodes with "pkarcs"
        pkarcs: Fix some warnings
        technic: Fix some warnings

The Bucket Game version of "nether" provides "nether" materials and also live-portal code, but the latter is disabled unless the following config-file setting is used:

        enable_nether_portal = true

This is a fork of Poikilos's fork of upstream.

2. Site changes:

        * Added "Minetest Changes" page
        * Switched to pseudo-3D nav-buttons

190205:

1. "_game" changes:

        codermobs: Add cacodemon
        darkage: Support pkarcs
        decoblocs: Support pkarcs
        facade: Don't register bricks for nodes lacking them
        flowerpot: Skip some non-existent plants
        lapis: Support pkarcs
        moreblocks: Support pkarcs
        pkarcs: Update mod
        quartz: Support pkarcs
        xdecor: Support pkarcs. Also update mod.

2. World changes:

* Updated Bucket City to latest map.

190204:

1. Build-kit changes:

* The Linux build kit now supports a build-git mode in addition to the default build-kit mode. See "linux-build-kit.txt".

2. Added these Lua API calls to the core engine:

        minetest.is_area_protected
        minetest.is_player
        minetest.load_area

These additions should improve compatibility with newer mods.

3. Basic "mod" changes:

        compost: Updated. Added meta-info.
        flowerpot: Updated. Added meta-info. Patched to be portable.
        hopper: Added. Added meta-info.
        pkarcs: Added. Added meta-info.

        ehlphabet: Added git history and meta-info.
        facade: Updated. Merged CaptPete changes.

4. Other "_game" changes:

* CoderEdit now allows you to turn off some of the information messages that it produces by default. To do so, use this "world.conf" setting:

        disable_coderedit_verbose = true

* A minor bug in CoderEdit has been corrected.

* By default, "default:apple" is now disabled. It's superseded by CoderApple (coderfruit:apple).

Note: Since "default:apple" is a node and "coderfruit:apple" is a craftitem, the 1st can't be fully replaced by an alias to the 2nd. So, the 1st is turned off entirely so as to avoid Node Resolver error messages.

If you don't wish to use CoderFruit, or you wish to retain "default:apple" regardless, use this "world.conf" setting:

        enable_default_apple = true

* A player falling-damage sound has been added. Thanks to Slopsbucket for selection of the sound.

190202:

1. Site change: Set up a P2P Minetest server list. It can't be taken down by any single party.



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