1 (edited by Melkor 2012-04-01 08:30:26)

Topic: Mods!

I'm not a developer or a moderator, im just a common user (just in case)

IMPORTANT INFORMATION:
celeron55 wrote:

Be careful when running other people's mods. Somebody could make a mod that deletes all your files.

However, connecting to a server which runs mods is always completely safe for the client. (No guarantees, though.)

Also, please note that the modding API is still evolving and mods will break from time to time. When 0.4 is released, the API will be kept more stable.

The developers of Minetest and maintainers of this website are *not* responsible for the downloadable mods in here. Moderators will remove illegal content (copyright or otherwise) when asked to.

Mod makers:
Make sure to include downloads for multiple previous versions of your mods. It will help in case of compatibility problems and such.

Why does the main minetest 0.4 distribution have so few mods/content?
The short answer: First the modding API will be developed to be good (there are a few key areas that will still need improvement). Then a stable release will be done and celeron55 will figure out what kind of stuff he wants to add to the main game. It can take up to until the summer of 2012, but will likely be sorted out earlier than that.


Modding tutorial:

MODS:

Minetest Wiki:


erlehmann:


randomproof & ironzorg's Growing Mod:


randomproof:

randomproof wrote:

Here is a generic version of the growing mod.  I've made it so other mods can use it such as my bread mod which uses it for wheat to grow

randomproof wrote:

Adds wheat which can be turned into flour, which can be added to bucket of water to be made into dough, which can be baked into bread.  Bread heals 8 hearts.~screenshot~

randomproof wrote:

When placed the mineral detector scans all the blocks around it and gives you an indication of how much iron, coal and mese is found.  The face of the detector will show colored dots if any is found and when you hove the cursor over the block it will tell you exact amounts.
~screenshot~ ~screenshot~

randomproof wrote:

This is a proof of concept doors mod.

Adds two new nodes, "door_wood" and "doorhandle_wood".  You make a door by adding regular door pieces and adding the handle node at the edge of the door.  Make sure the handle node is only touching one regular door node horizontally or it will not be able to find the right pivot point.  Also, make sure there are empty nodes where the door will move to or it will not move.  To open or close punch the handle with your hand.  Minimum door width is 2 and no maximum.  There can be a short lag between when the door moves and the updated nodes are sent to the client.  Door should open away from you.
~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~

randomproof wrote:

Here is a that can set some level of area ownership.

randomproof wrote:

I was thinking there needs to be tools that let server admins to control their servers.  For now I have only made one tool.  There are no crafting recipes on propose, only server admins should be able to get these items.  Right now you do this by adding the item to your player's file in "world/players" directory.

randomproof wrote:

Here is my quickly done beds mod.

randomproof wrote:

Here I a clock mod.


sfan5

sfan5 wrote:

This Mod adds a Coal-Block and Coal-Tools.
~screenshot~

sfan5 wrote:

This mod adds more fences.
~screenshot~

sfan5 wrote:

WorldEdit is an Ingame-World Editor
~screenshot~ ~screenshot~

sfan5 wrote:

This mod adds Mese and Iron TNT.
~screenshot~ ~screenshot~ ~screenshot~

sfan5 wrote:

I wrote a Mod Manager in Python.

sfan5 wrote:

This Mod adds Particles for Torches and other things.
Supported Mods(Particles will be spawned if it makes Sense):
-Mesecons

sfan5 wrote:

This Mod adds Oil.
Oil will be generated under Water.
You can use Pumps to pump Oil and you can use Pipes to transport it.
If you build a Refinery you can convert Oil into Fuel Buckets.
You can use the Fuel Buckets as Furnace Fuel.


chlue

chlue wrote:

Hello I tried to make a basic mod (used rope mod as initial state) which creates a directed explosion to aid in tunnel building. So far it works but looks ugly and detonates once you hit it, but I fear to make it better I have to dig into lua a lot deeper.
~screenshot~ ~screenshot~

chlue wrote:

Hello,

I try to create a mod that disallows locked chests from different players to be placed close to each other, because I am quiet feed up by the fact, that there are a lot of *insert vulgar expression here* around, who seem to only like to destroy other peoples works on public servers. In addition to normal stealing and vandalism filling the area with locked chests seem to be quiet common too and in that case you have basically lost and can only move somewhere else.


Nemo08

Nemo08 wrote:

Dynamite mod v 0.0.2
created for 'Ru-True Minetest Mods pack'

!does not cause damage to monsters!.
~screenshot~ ~screenshot~ ~screenshot~

Nemo08 wrote:

Portal testing...

Nemo08 wrote:

nParticle mod was written as a base for the mod Dynamite v.0.0.2, but was not announced earlier a separate.


Mirko's Rope:

Mirko K wrote:

With ropes you can build downwards, descend down easily into caves, reach minerals at difficult to reach escapements, and so on. No more tedious scaffold building. Re-gathering the rope is either done by punching it (cuts the rope) or dig it (removes it altogether).~screeshot~ ~screeshot~ ~screeshot~ ~screeshot~


Calinou

Calinou wrote:

This mod adds some new blocks, most of them don't have a use other than decoration.
Currently, all the drops drop the same blocks when mined. (If you mine a cactus checker, you will get the block back)

Calinou wrote:

This mod adds copper, tin, silver and gold in Minetest. This mod also adds three new sets of tools/swords.

All of those four ores give lumps upon mining - those lumps are smeltable into ingots, then you can do tools out of them.


ironzorg

ironzorg wrote:

Here's a mod that allows you to make lights that will glow accordingly to the average level of light surrounding the lamp.
It's very useful as a decorative item: the darker it gets the brighter the lamp will be, and when the sun comes up the lamp stops glowing.
~screenshot~ ~screenshot~  ~screenshot~

ironzorg wrote:

My mod allows flowers to grow naturally on a map. There are 6 kinds of flowers at the moment:

  • roses

  • yellow dandelions

  • white dandelions

  • tulips

  • violas

  • waterlilies

~screenshot~ ~screenshot~ ~screenshot~

ironzorg wrote:

Hello everyone.

Releasing that mod I made a couple days ago that will randomly place buildings on your map. ~screenshot~ ~screenshot~ ~screenshot~

ironzorg wrote:

Hello everyone.

Not much to be said, the title is pretty much self explanatory: I implemented hatches as a LUA mod.
~screenshot~ ~screenshot~ ~screenshot~



ZLovesPancakes

ZLovesPancakes wrote:

This mod adds gemstones to the world, which can be mined and crafted into tools and blocks.
It includes amethyst, rubiy, emerald, sapphire and cubic zirconia (yup, I'm avoiding diamond), but I'm planning to add more gems in a near future.
The recipes for tools are the same as the normal ones (replacing iron, stone, etc. by gemstones), and a block is made of 9 gems.

This update brings cubic zirconia and many internal changes, so I'm pretty sure that worlds using the previous version will get kinda... broken, but thanks to MarkTraceur it now includes the function register_gem() which makes easier for me (and even other mods) to add new gemstones/ores.
The mod now depends on MarkTraceur's add_tool Mod.
~screenshot~ ~screenshot~


Evrim

Evrim wrote:

Miner's Delight is a work in progress mod, done by me and a friend of mine. It's still in development but I made this thread to get some hype and attention
~screenshot~

Evrim wrote:

I am making villages, not going any well for me though


MarkTraceur

MarkTraceur wrote:

Leaf decay, originally implemented in C++ for 0.31, re-implemented in Lua for 0.4.

MarkTraceur wrote:

Are you making a new mineral/ore/gem/thing that shouldn't be physically possible to make into a tool but somehow need to be added to minetest anyway?

Are you going to make a tool out of that new thing?

Try the add_tool mod!


DARKET

darket wrote:

The Regard from russia!I have solved to do the small decorative modes.
In he is present:Rug,new plate,2 type of the stand openning and usual for beauty,laminate,parquet,white brick.~screenshot~

darket wrote:

Hi! I decided to make a mod that adds a coat that would increase the number of blocks to decorate the place or at home.
~screenshot~


MrThebuilder3


Lmtea

lmtea wrote:

Hello all!

Finally, I have started the mod creation. This mod will be big, already it gives ability to craft flowers to petals, craft it to paint and colour different blocks. It depends on "Flowers" mod. I will continue work on it, so keep an eye on this).

You can also use chisel to clean mossle stone from moss and make it mossle again, or to remove paint from blocks (except wallpaper)!

Now I have a fireplace, that makes a light, it's very cosy!

Say no to junk! Use my dustbin and clean it forever with scoop!

There is glass pane, like in Minecraft!)

Try it, it's fun!
~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~


Jeija

Jeija wrote:

Hello everyone!

This is my little christmas present for you all:
The mesecon [=minecraft redstone] mod.

It adds some simple redstone connectors and multiple receptors and effectors.

Video

~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~

Jeija wrote:

Hey!

This mod adds simple bows and arrows to minetest.

~screenshot~ ~screenshot~

Jeija wrote:

Nyancat's heaven adds a nyanland at the hight of around 30920 blocks (but you can change that in the init.lua by setting the NYANLAND_HIGHT value).
The mod is in experimental state.
~screenshot~ ~screenshot~ ~screenshot~ ~screenshot~

Jeija wrote:

Hey!

First off all, i'd like to say that;
The idea for this mod is from jordan4ibanez. Thanks to him for that!
I used some code from sfan5's nuke mod. Thanks to sfan5!

you can craft a cluster TNT. You can use it like normal TNT, but if it explodes, 4 new TNTs jump out and explode.
Additionally, cluster TNTs are activated by an explosion, so you can put some cluster TNTs together and get a giant explosion.
Cluster TNTs can also be activated using mesecons --> Remove that part in the init.lua if you dont use my mesecon mod.

~screenshot~ ~screenshot~ ~screenshot~

Jeija wrote:

Hi everyone!
This mod can help lots of server admins and also player. I think this one or a similar one should be installed on every public minetest server!

Introducing... the Rollback Mod!

What this mod does
Imagine there is a griefer and several other players on your server. Unfortunately, you are not playing on the server.
You now want to repair the griefer's damage, but you don't want to destroy the other player's creations.


Sapier

Sapier wrote:

I've tried to create created doors  similar the ones used in minecraft.

By now this was only possible by adding small patches to minetest, don't know if they make it to master as they break the "a block is a block" rule ;-)
~screenshot~ ~screenshot~ ~screenshot~

Sapier wrote:

Hello

Farming mod adds farming as in minecraft. You can convert dirt/grass nodes into plowed land and plant seeds. Seeds will grow while beeing in full sunlight and finaly get harvestable.
~screenshot~ ~screenshot~ ~screenshot~

Sapier wrote:

Mod Animals is intended to support different kinds of self moving animals.
Sheeps, cows, chicks eg.
~screenshot~

Sapier wrote:

As celeron suggested http://c55.me/minetest/forum/viewtopic.php?id=882  I'm going to create a material only mod for animals and other mods willing to add recieps for this matierials too. This mod won't contain any recieps or active code but only item/node definitions.
As not all materials do exist atm I'm asking for suggestions what this mod shall contain or not contain

Sapier wrote:

I've done an example showing how friction and air resistance can be implemented for entities

It's just a block you can accelerate in x,z direction by punching it.

No screenshot as you won't se a block accelerating/brakeing on a static image ;-)

Just another experiment not working as hoped. The whole aproach does to much rely on server calling on_step within a certain amount of time. This seems not even to be guaranteed with only one player on server. Riding doesn't work well too as setpos to position with raillike node will place it above this nod thus having a really "jumpy" ride.

It's funny either, just beware of accelerating your moveblock to much, it won't stay on track.

Sapier wrote:

It's just a simple tool telling you the light levels of a position you're pointing at. Probably only usefull to mod developers, but may be usable for farmers too.

Water meter tells you if there's a water node within distance of 1-5 at same height or below pointed node.

Sapier wrote:

A mod growing a little bit more interesting trees.

It's testing right now so trees aren't spawned automatically and there's lots of error checking missing. Just try it out and tell me if you like it or what to improve.

Sapier wrote:

I've done an example showing how friction and air resistance can be implemented for entities

It's just a block you can accelerate in x,z direction by punching it.


Daraku

Daraku wrote:

I'm create a simple mod that add 3 new chests to the Minetest:
Cobble stone chest - has the same inventory size as wooden, but more durable
Iron chest - has inventory size of 10x6 slots
Mese chest - biggest chest, inventory - 12x8 slots.
~screenshot~ ~screenshot~

Daraku wrote:

New furnaces models!
For now 2 furnaces was added: iron and mese.
Iron furnace has 4 (2x2) input slot for smelting items and 9 (3x3) output slot for smelted items. Only one item can be smelted at one "tick".
If input slot has not smelting item whole furnace will stop operating.
If there are no space in output slots - furnace will stop.

Mese furnace operates in the same maner as iron furnace except it fuel will last 2 times longer.
~screenshot~ ~screenshot~


Gatharoth

Gatharoth wrote:

Want to hide your treasury? Want to make your house/castle/home look smaller than it really is? Well come try this simple mod! XP Haha, okay okay. Enough joking around.

Anyway, this is a simple mod that will create false wall, which you can pass through, but not see through. :D


neko259

neko259 wrote:

Spreading fire and matches!
Mod developers can use the burn function in their mods to make fire!
~screenshot~ ~screenshot~

neko259 wrote:

With this plugin, your world won't be so dead any more. The nature would slowly take over you territories. For now, the plants will grow:

  • trees - during day

  • jungletrees - during day

  • papyrus - during day

  • cactus - all the time


xyz

xyz wrote:

Sethome allows users to set their home position (using /sethome) and then teleport to it (using /home). It may be cheaty some way, but it is really helpful.

xyz wrote:

This is not a release version, it may be buggy and eat all your cpu, please don't install this on public servers. Thanks.

Now this mod adds only carts, but I plan to add boats (when it'll be possible with modding api)
Current KNOWN bugs:
1) Player is not attached to cart, this is because modding api doesnt allow to move player (okay, actually, moveto and setpos both don't work when using with player's objectref)
2) Initial moving vector should be determined using player position, but now it is hardcoded
~screenshot~

(post 666 :O)

xyz wrote:

Here it is. Seasons mod which adds different seasons to Minetest. This is testing version and may contain bugs. Please, test it and respond if you found bug.
Know bugs/mistakes:
1) Wrong regions processing (sometimes). If you visited some block in winter and come out of it, after visiting it for second time, there will be no leaves (they respawn only in spring by design)
2) Leaves can't grow on jungle trees
3) All leaves will became orange in autumn and fall then, even ones that were placed by player.
4) Leaves just disappear, but not fall

xyz wrote:

Just a simple mod - players drop everything out (except craft result) when die.

xyz wrote:

This simple mod will fight against items hanged in air. Now if you have sign on side of node and you have dug it, it will fall (and drop itself out as item)

xyz wrote:

That mod is in upstream since 0.4.dev-20120122-1. No need to use it in newest Minetest versions.


robin

robin wrote:

When a player dies, he rolls for every item. If the roll succeed he keeps his item, otherwise the item is removed or the amount dramatically decreased.

master branch from 20120106 is required.


Temperest

Temperest wrote:

Just posting my first mod. Nothing much, just a mese sword I've always wanted.


Tsumiman

Tsumiman wrote:

Hello!

This is a quite simple mod, which adds potion-brewing into minetest.


RAPHAEL

RAPHAEL wrote:

Decided to try my hand at doing a mod and decided to do one others may not be likely to do.

So, I modded the wheat mod done by Victor Hackeridze hackeridze@gmail.com and created a weed mod. Very early stages but seems to work.

Depends:
default
wheat (from the RU True Minetest mod pack)

RAPHAEL wrote:

So I'm trying my hand at a second mod that interests me. An industrial mod. Right now it's mostly a compile of parts of other mods into an industrial themed mod. In the future I may try my hand at other related items like more desks, more "safes" (mods of chests) and some other things. Look into the init.lua file for specific names and recipes if needed.

RAPHAEL wrote:

Decided to have a go at another rather simplistic mod but useful to some I'm sure.

Basically this mods goal is to provide various blocks and items that may not fit into other mods.


jordan4ibanez

jordan4ibanez wrote:

well this is my first "mod" (its a mod..of the hatches mod)

basically its like a little cubby for chests..or a half door for your house (could have 2 on top eachother for a full door)
~screenshot~ ~screenshot~

jordan4ibanez wrote:

Hey everyone! I thought minetest could be a little more...aesthetically pleasing. So I created this mod!

Video

~screenshot~ ~screenshot~

jordan4ibanez wrote:

Here's spawn & /afk command

kahrl

jordan4ibanez wrote:

This is a simple mod that adds an /away command. It's inspired by jordan4ibanez's extra commands mod, but works slightly differently than its /afk command.


IPushButton2653

IPushButton2653 wrote:

So, I started work on different mods associated with the legendary band, The Beatles. And now, I plan to share them with you.

IPushButton2653 wrote:

In a lonesome world where people roam lives a precious material we call...... Obsidian :P

IPushButton2653 wrote:

I am dedicating this page to Legend of Zelda mods, so here it goes....
RUPEES


kddekadenz

kddekadenz wrote:

Ever want to play in desert in Minetest? Now you are able to do it :)
This mod will convert your world into a desert + adds new tools and recipes.


sdzen


Stefan97 - ZLovesPancakes?


Jordach

Jordach wrote:

This is the mod i made.

For the first mod I made, it works, (i did chop up parts of the fence and torch to make it work though, even though it was made on a laptop with keys missing.)

Jordach wrote:

I am working on colour blocks, so we can now have pixel art, (and maybe other things too. ;) )

Please comment and help find bugs!




¿?

Re: Mods!

Aww, where's my two mods?

<Pixelized> yup the mpaa has some pretty fast seeders =)

Re: Mods!

I bet if you post the links he'll include them as that's a lot of forum crawling for what (I started when the secondary wiki came around) he's done already.

Awesome work!

Re: Mods!

Jordach wrote:

Aww, where's my two mods?

mods added

Re: Mods!

Wheres mine mod lol :)

The Crypt
The Master Mind of Portaltest!
RXR Get Mining!