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427 lines
20 KiB
427 lines
20 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<% include ../partials/head %>
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</head>
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<body class="container">
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<header>
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<% include ../partials/header %>
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</header>
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<main>
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<div class="row">
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<div class="col-sm-8">
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<div class="jumbotron">
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<h1>EnlivenMinetest</h1>
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<p>Getting Started.</p>
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<h2> <!--result--></h2>
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<p><%= msg %></p>
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</div>
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<div>
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<h2>Vegetable Farming</h2>
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<ul>
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<li>Super glow glass allows plants to grow without sunlight</li>
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<li>Grass sometimes yields wheat seeds</li>
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<li>Plants in the wild may be vegetables that you can eat or replant to
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multiply them.</li>
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</ul>
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<h2>Animal Farming</h2>
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<ul>
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<li>Keep feeding the correct food to an animal to tame it. For
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currently-known taming info not displayed here, see the enhancement
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request for this webapp (the request has the taming info shown already)
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at <a href="https://github.com/poikilos/EnlivenMinetest/issues/88">
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Taming Guide</a></li>
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<li>A nametag names a tamed animal.</li>
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<li>A Mob Protection Rune prevents an animal from being killed.</li>
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<li>There is a known issue with animals despawning: see
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<a href="https://github.com/poikilos/EnlivenMinetest/issues/3">Neutral
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Mobs Despawn Frequently</a> issue on GitHub.com/EnlivenMinetest to track
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this issue.</li>
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</ul>
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<h2>Mining</h2>
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<h3>Maximum Mining Depths</h3>
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You must go below the maximum to get the material. Many materials also
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have a deeper level below which they are more common.
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Only a few materials stop occurring at lower depths (see "Stops Below"
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column).
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<%/* comment
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<!--Updated info is at:<a target="_blank" href="https://github.com/minetest-technic/technic/blob/master/manual.md">https://github.com/minetest-technic/technic/blob/master/manual.md</a><br/>-->
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*/%>
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Currently-known mined resource elevations:<br/>
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<style type="text/css">
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#table-6 {
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width: 100%
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border: 1px solid #B0B0B0;
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}
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#table-6 tbody {
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/* Kind of irrelevant unless your .css is already doing something else */
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margin: 0;
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padding: 0;
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border: 0;
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outline: 0;
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font-size: 100%;
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vertical-align: baseline;
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background: transparent;
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}
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#table-6 thead {
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text-align: left;
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}
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#table-6 thead th {
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background: -moz-linear-gradient(top, #F0F0F0 0, #DBDBDB 100%);
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background: -webkit-gradient(linear, left top, left bottom, color-stop(0%, #F0F0F0), color-stop(100%, #DBDBDB));
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filter: progid:DXImageTransform.Microsoft.gradient(startColorstr='#F0F0F0', endColorstr='#DBDBDB', GradientType=0);
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border: 1px solid #B0B0B0;
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color: #444;
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font-size: 16px;
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font-weight: bold;
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padding: 3px 10px;
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}
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#table-6 td {
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padding: 3px 10px;
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<p>}
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#table-6 tr:nth-child(even) {
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background: #F2F2F2;
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}
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</p></style>
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<table id="table-6">
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<thead>
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<th>Resource</th><th>Stops Below</th><th>Max</th><th>Note</th> <th>Supplied by Mod</th>
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</thead>
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<tbody>
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<tr><td>Lapis Block</td> <td>-5000</td> <td>+200</td> <td></td> <td>(minetest)</td></tr>
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<tr><td>Coal </td> <td> </td> <td>+64</td> <td>abundant 0 or below</td> <td>lapis</td></tr>
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<tr><td>Iron</td> <td> </td> <td>+2</td> <td>more abundant as approaches -64</td><td>(default)</td></tr>
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<tr><td>Copper</td> <td> </td> <td>-16</td> <td>abundant -64 or below</td> <td>(default, formerly moreores)</td></tr>
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<tr><td>Tin</td> <td> </td> <td>+8</td> <td> </td> <td>moreores</td></tr>
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<tr><td>Zinc</td> <td> </td> <td>+2</td> <td> </td> <td>technic</td></tr>
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<tr><td>Chromium</td> <td> </td> <td>-100</td> <td> </td> <td>technic</tr>
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<tr><td>Uranium</td> <td>-300</td> <td>-80</td> <td> </td> <td>technic</td></tr>
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<tr><td>Silver</td> <td> </td> <td>-2</td> <td> </td> <td>moreores</td></tr>
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<tr><td>Gold</td> <td> </td> <td>-64</td> <td>abundant -256 or below</td> <td>(default, formerly moreores)</td></tr>
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<tr><td>Mithril</td> <td> </td> <td>-512</td> <td> </td> <td>moreores</td></tr>
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<tr><td>Lava</td> <td> </td> <td>-256</td> <td> </td> <td></td></tr>
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<tr><td>Mese</td> <td> </td> <td>-64</td> <td>ore abundant -256 or below, blocks -1024 or below but rare</td><td>(minetest)</td></tr>
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<tr><td>Diamond</td> <td> </td> <td>-512</td> <td> </td> <td>(default, formerly technic)</td></tr>
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<tr><td>Marble</td> <td> </td> <td>-50</td> <td> </td> <td>technic</td></tr>
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<tr><td>Granite</td> <td> </td> <td>-150</td> <td> </td> <td>technic</td></tr>
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<tr><td>Mycena Essence,<br/>Glow Mese Crystal</td> <td>-33,000</td> <td>-700</td> <td> </td> <td>caverealms</td></tr>
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<tr><td>Dungeon Master's Lair</td> <td>-5000</td> <td>-4000</td> <td> </td> <td>caverealms</td></tr>
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<tr><td>Deep Realms</td> <td></td> <td>-7000</td> <td> </td> <td>caverealms</td></tr>
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</tbody>
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</table>
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<br/>
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Bring food (and wood to make torches and other tools) to survive deep
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underground.<br/>
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Set home and go home using the inventory menu. The house button with the
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<span style="font-weight:bold; color:darkred">red</span>
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arrow sets home. If you die you can always click the house button with
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the <span style="font-weight:bold; color:darkgreen">green</span> arrow
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to go back home.<br/>
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You can set additional homes by typing: /sethome, or /sethome2; then
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return by typing /home, or /home2.
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<h2>Protecting Your Builds and Items</h2>
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<h3>Area Self-Protection</h3>
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<ul>
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<li>Type /area_pos set (including the slash)</li>
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<li><b>Select the area</b> by clicking the opposite corners you want to
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protect. Remember you're in 3D so you must consider that one should be
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an upper corner and the other should be a lower corner, in addition to
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being opposite from a top view.<br/>
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Alternatively, use /area_pos set1 or /area_pos set2 to set the corners
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separately.
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</li>
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<li>Type /protect AreaName (where AreaName is what you want to name your
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area)</li>
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<li>The default number of areas you can have
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(areas.self_protection_max_areas) is 3, but this may be different in
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each world <i>(See minetest/minetest.conf for single player. For servers,
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see games/game/minetest.conf or worlds/world/world.conf)</i>.</li>
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</ul>
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To remove an area or remove a player from an area:
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<ul>
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<li>* type /remove_area ID (where ID is the number you see at the
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bottom left when you are in the area--use the one for the player you
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want to remove)</li>
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</ul>
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To add additional players to your area:
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<ul>
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<li>Go to your area to see the ID (number) at the bottom left.</li>
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<li>/select_area ID (but put the number instead of ID)<br/>
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Alternatively, select a smaller area within the area (see "Select the
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area" above).</li>
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<li>/add_owner ID playername SubAreaName (but put the number instead of
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ID; the SubAreaName can be the same as AreaName, but if you selected
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a smaller part of your area manually, you may want to use a different
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name to show that it uses different positions for the corners.</li>
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</ul>
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<p>
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Your server's "areas.self_protection_privilege" may differ. For example,
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it is build and you don't have the build privelege, you will getting a
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message saying "required privelege: build." You should consult the
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policies of the server you are on. You may be able to ask a moderator
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with the basic_privs privelege to type "/grant playername build" where
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"playername" is your player name.
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</p>
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<h3>Protection Blocks</h3>
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Protection blocks are an easy way to protect the area around them.
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<ul>
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<li>Protection Blocks protect your area from other players</li>
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<li>You can add other players to your protection block by name.</li>
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<li>Protected chests & doors: Anyone who is on the protection block
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can use them.</li>
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<li>Locked chests & doors: Only the person who placed them can use
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them, unless a key is made and given to another player (use skeleton key
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on a locked target to change the skeleton into a key for the target
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you're opening).</li>
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<li>Your bones hold your items when you die. After one hour, other
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players can take the items.</li>
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<li><b>Moderators</b> may not be able to recover your items regarding
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unprotected areas or items, since proving ownership or where items ended
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up may be difficult or impossible. Always make sure anything you want to
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keep is protected.</li>
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</ul>
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<h2>Issues</h2>
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<b>Only if your server uses ENLIVEN</b>, report issues at
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<a href="https://github.com/poikilos/EnlivenMinetest/issues">
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github.com/poikilos/EnlivenMinetest/issues</a>
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and include a screenshot (F12 saves screenshot to the minetest/bin
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folder). You can often show what node the item is by pointing at it and
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turning on the debug screen with F5. Otherwise, report them to a
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moderator of your server (if you report it to a moderator first, the
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issue is likely to be resolved faster).
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<h2>Minetest Settings</h2>
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All of the settings below can be followed from the Minetest Settings tab
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(exit to menu if you are in-game, then click Settings).
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<h3>Brightness</h3>
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All Settings, Graphics, In-Game, Advanced, "Light Curve Mid Boost = 0.5"
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(default 0.2): recommended when using Filmic Tone Mapping (In-game,
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Shaders, Tone Mapping, Filmic tone mapping), which makes dark areas
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almost black in caves where there is no moonlight. Caves are dark. Make
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torches. Changing your settings so you can mine in the dark is "cheaty."
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<a name="cheaty"></a>Doing things that are "cheaty" lead to an immature
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pointless game of getting more blocks than anyone else. Make a cool mine
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with cool torches. Make an awesome railway that you and other players
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can ride (remember to protect it--see above).
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<h3>Screenshot Location & Format</h3>
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All Settings, Graphics, Menus, then change "Screenshot folder" and
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"Screenshot format" if desired (recommended: make a Screenshots
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directory in your computer's Pictures folder and use that, and use jpg
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format to save space).
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</div>
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</div>
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</div>
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<h3>Feature Requests</h3>
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If you feel like something is lacking such as features found in other
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games, <b>and your server uses ENLIVEN</b>, consider visiting the
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<a href="https://github.com/poikilos/EnlivenMinetest/issues/58">Not in
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Minetest - Feedback Forum</a> issue on the EnlivenMinetest GitHub
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project. Otherwise, contact a moderator of your server (you can still
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visit the link to get an idea of what mods are available for Minetest
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servers).
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<h3>Modding</h3>
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<p>There are other modding books out there, but they often just rehash
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the documentation of Minetest without explaining much. The Modding
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section of the ENLIVEN Getting Started guide is here to help explain
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some of the assumptions and jargon.
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</p>
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<p>Modding is easy in Minetest, because it is designed to be modded.
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The Minetest client downloads the "game" (collection of mods and
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modpacks) each time you connect to a server, so you don't have to
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install anything yourself. Automatic "game" downloading also means that
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each server can be very different, but load quickly, offering you many
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experiences to try easily.</p>
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<p>Anyone can make a "game" using Minetest by
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writing mods or combining existing mods. Most "games" are based on
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games that are included in the Minetest/games directory--however, some
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games that differ drastically in gameplay can be made if one heavily
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edits or replaces mods that provide core functionality. Must of
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Minetest's core functionality is written in Lua.
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</p>
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<p>Examples are a good way to get started. Since mods are scripted in
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Lua, every mod is open source. Almost every one is released under
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some sort of public license as well, which usually allows you to modify,
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reuse, and redistribute the code (usually under the condition that you
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credit the original author). The license file sometimes has no file
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extension, so you may have to pick a program to open it in Windows.
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You can open it (or any other text file) in Notepad. However, Geany
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is recommended since there is more than one undo step. For Lua
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programming, you can install ZeroBrane Studio (which is free) then
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install
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"<a href="https://github.com/poikilos/MinetestIDE">MinetestIDE</a>"
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which patches ZeroBrane Studio to provide code completion
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(a form of autocomplete with API usage tips for coding).
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</p>
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<p>Every mod, at minimum, must have a file called init.lua. You
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should also add a description.txt describing it, a README.md or other
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readme file explaining more, and a LICENSE.md or other license file
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MIT License is used for Minetest itself, that is recommended. Some
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people consider using GPL v3 to prevent the program from being used
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on popular mobile devices, since the GPL v3 specifies that a user must
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be able to not only reprogram but also replace the program with their
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recompiled version--this may not be possible if your version shares a
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namespace and key with the application you are changing, and you may not
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have the same connectivity or functionality without using the same key.
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Therefore, components or mods using GPL v3 may prevent their inclusion
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into future version of Minetest "games", as several versions of
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Minetest (often by other names) are on Google Play and the iOS App
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Store.
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You can find the MIT License online and paste it into Notepad or Geany.
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Be sure to fill
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in your name and the year you created the mod. Having a license will
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make sure others feel safe using your mod and redistributing it if
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that's what you want.</p>
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<p>
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API means application programming interface. It is just the set of
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classes and/or functions you use to change the behavior of an existing
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program such as Minetest. Mods that add significant features, such as
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Mobs Redo or codermobs, usually have their own API. You can see all of
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the functions in the api.lua file if the author has followed naming
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conventions and placed public features there. In addition, many mods
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have a api.txt or similarly named files. You can start by opening up
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your minetest directory on your computer (after installing or otherwise
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installing Minetest) and doing a search for api, or just open the
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following files depending on what you want to do:
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</p>
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<ul>
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<li>minetest/doc/menu_lua_api.txt</li>
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<li>minetest/doc/fst_api.txt</li>
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<li>minetest/doc/lua_api.txt</li>
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<li>minetest/doc/client_lua_api.txt</li>
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<li>minetest/games/Bucket_Game/mods/codercore/areas/api.md</li>
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<li>minetest/games/Bucket_Game/mods/codercore/craft_guide/api_craft_guide.lua</li>
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<li>minetest/games/Bucket_Game/mods/codermobs/mobs/api_new.txt</li>
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<li>minetest/games/Bucket_Game/mods/codermobs/mobs/api.txt</li>
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<li>minetest/games/Bucket_Game/mods/coderbuild/hopper/api.txt</li>
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<li>minetest/games/Bucket_Game/mods/coderbuild/magmatools/textures/magmatools_tool_magmapick.png</li>
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<li>minetest/games/Bucket_Game/mods/coderbuild/castle/castle_gates/api.txt</li>
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<li>minetest/games/Bucket_Game/mods/coderbuild/ambience/api.txt</li>
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<li>minetest/games/Bucket_Game/mods/coderbuild/bonemeal/api.txt</li>
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<li>minetest/games/Bucket_Game/mods/coderbuild/flowerpot/api.md</li>
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<li>minetest/games/Bucket_Game/mods/coderfood/farming/api.txt</li>
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</ul>
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<p>
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Remember, you can always look at examples as well. You can find a mod
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that does something similar to what you want, looking at all of the .lua
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files in a mod like that may help.
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</p>
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<h4>Changing Existing Mods</h4>
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<p>A public license allows you to change and rerelease the mod,
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in addition to just being "open source." Many
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mods are on GitHub, GitLab, or notabug.org to allow easy
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forking. Forking is when someone other than the project owner
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makes improvements or fixes (often forking implies keeping it separate
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and not having your changes pulled in to the project owner's version).
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If the changes
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are applicable to everyone, you would usually fork it by clicking "fork"
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which allows you to download your own copy of the mod with "GitHub
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Desktop" for GitHub on Windows or a public licensed program like "Git
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Cola." Then you would make or paste in your changes, go back to the
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program and stage all tracked and untracked changes (not required on
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GitHub Desktop), name the commit, click commit, then click push. Then
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you can go back to the repository online where you got the mod and click
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"pull request" comparing across forks to the "head" from your
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repository, allowing the owner to "accept" the request or comment on
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changes you need to make or regretfully decline. Usually pull requests
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are preceeded by discussion, often at an issue on the issue tracker.
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Unless you are fixing something, you likely will have to present
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something the project owner already wants or is trivial but helpful.
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If the owner declines,
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you can always keep your repository and use and distribute your version
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of the mod if the license allows that. In some cases, you can instead
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just make a mod that overrides an existing mod--that would require
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putting the mod in depends.txt, clearing crafting recipes, and other
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similar steps--see <a href="https://github.com/poikilos/homedecor_ua">
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github.com/poikilos/homedecor_ua</a> for an example.
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</p>
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<h4>Craftitems and Nodes</h4>
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A node is drawn as a block, 3d mesh, or other drawtype and
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is placeable. A craftitem can't be placed, so the only way to get rid
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of it is to drop it, and like other things dropped it will become a
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floating sprite waiting to be picked up by clicking. There are also
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other types of entities in Minetest such as mobs and particles.
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All items that aren't nodes are called craftitems even if they aren't
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used in recipes. You can use the name of a node or craftitem when
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defining a crafting recipe. However, you must depend on the mod being
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used to ensure that it is loaded before your mod, if the item comes
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from a different mod. You can depend on another mod by adding its name
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to the depends.txt file in your mod.
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<h4>Mobs</h4>
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Creating passive or hostile Non-Player Characters or Enemy Characters
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requires a mob api such as Simple Mobs, Mobs Redo, or codermobs
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which share anestry in that order. Codermobs is included in Bucket_Game
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and hence new versions of ENLIVEN. Some other mob frameworks include:
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mobf, Jordan4Ibanez' OpenAI, and others.
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<h5>Codermobs</h5>
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Bucket_Game (the basis for ENLIVEN) has codermobs as the modding
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framework. It is a general purpose API based on Mobs Redo but with
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additional features and fixes. If you want to test your mob or do
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performance testing, you can spawn one or more mobs with one command:
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<pre>
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"/se" (or "/spawnentity") now supports all of the following modes.
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This feature will show up in the next snapshot. For now, you can see
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it working in the online copy of Wonder World.
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/se Ent
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/se Ent Num
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/se Ent Pos
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/se Ent Pos Num
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/se Ent Num Pos
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For example: /se codermobs:badger 5
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The Num parameter is presently limited to 10. The limit may be increased
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or decreased at a later date.
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Note: Spaces are permitted, though optional, before or after commas in
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positions.
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-OldCoder
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</pre>
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<h4>Creating New Ores</h4>
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Creating new ores or other blocks may be confusing after you learn the
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API. If you want about 48 blocks before you find another cluster of
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your ore, then the clust_scarcity should be 48*48*48 since the game is
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3D. The chance of finding a cluster is 1 out of the clust_scarcity
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number. The cluster size (clust_size) only affects the size of the
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"vein" (though technically there are multiple shapes of clusters allowed
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and vein is not recommended since it is hundreds of times slower).
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Minetest uses the generic term cluster to refer to all patterns of ore
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deposits. The number of ores in the cluster is determined by
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clust_num_ores. If your clust_size is 3, then that would be a 3*3*3
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cube (but you just specify 3, not 27 there) and the maximum number of
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ores you could set for clust_num_ores is 27, though that is not
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recommended because then the person would find a 3*3*3 area that is
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completely ore (that would give the person 27 ore each time they found
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a cluster). Generally, the ore is a node (drawn as a block) and the gem
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or metal is a craftitem (drawn as a sprite). You normally should set the
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drop of the ore to a separate craftitem (however, if it is something
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you have to smelt such as a metal, you could drop the ore node, then
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provide a "cooking" crafting recipe to get the metal).</p>
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<p>the absheight option should only be used for ores that should appear
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in mountains. It forces an ore that occurs in a negative range to also
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appear in the corresponding positive range. Another confusing parameter
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of the register_ore function is y_min.
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Most programmers are more concerned with y_max, which is how deep a
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player must dig to have a chance of mining the ore.
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y_min is the value below which the
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ore stops. Sometimes people set this to a very low number that normally
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won't be reached, such as -31000. This number may be useful for certain
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cases where an ore shouldn't occur below a certain point, such as amber
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(all nodes generated in this way are called ores in Minetest even if
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they are not technically a metal or mineral ore and even if they
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cannot be smelted nor drop a mineral--they still use the
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minetest.register_ore function).</p>
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</main>
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<footer>
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<% include ../partials/footer %>
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</footer>
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</body>
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</html>
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