Re: [modpack] MM2.6

mauvebic wrote:

hmm, well this isnt going to be easy, i didnt modify it, i wrote a whole new one to get the flowers growing, but if other mods depend on flowers and its functions im afraid i cant do both. The original author will have to fix his mod or ill have to find another ingrediant for my dyes :S

maybe you could use the bush mod and use different color berrys for dye?? just a thought.

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Minetest.com Editor. The one stop shop to all your textures, mods, and servers:D

Re: [modpack] MM2.6

Ill keep mine yellow, that way you can release yours and we wont be duplicating eachothers' efforts. Besides, i always root for the bad guys in movies so neon yellow is perfect for me lol.

Re: [modpack] MM2.6

mauvebic wrote:

Ill keep mine yellow, that way you can release yours and we wont be duplicating eachothers' efforts. Besides, i always root for the bad guys in movies so neon yellow is perfect for me lol.

lol,nice:D

Minetest is the shizneez!
Minetest.com Editor. The one stop shop to all your textures, mods, and servers:D

Re: [modpack] MM2.6

hum, well my choices are either
1) wait for the author to update flowers
2) make my own fork of flowers that will work alongside the original, so that no dependencies are broken anywhere.
3) find something else for dye or come up with crafting recipes that dont rely on dye.

55 (edited by Death Dealer 2012-04-18 02:31:47)

Re: [modpack] MM2.6

1- sounds like it could take awhile
2- sounds like the best idea
3- like i said bushs mod with the berrys.
4- make plants that would actually give off alot of color like the natural plant dye actually made in real life. id have to do some researching to find out exactly witch ones, this is kinda like two but not flowers instead plants.

Minetest is the shizneez!
Minetest.com Editor. The one stop shop to all your textures, mods, and servers:D

Re: [modpack] MM2.6

the problem with forking flowers is that youll basically be running two instances of it :S

http://3.bp.blogspot.com/-ESAspn9tuz4/T0sYdBwh2eI/AAAAAAAAHlE/jwaNPh8cuqI/s1600/color-wheel-in-graphic-design-2.jpg

all i need is three flowers, one for every primary color. mix the dyes from there

Re: [modpack] MM2.6

would it be asking to much of the game to run two instances of it?

Minetest is the shizneez!
Minetest.com Editor. The one stop shop to all your textures, mods, and servers:D

Re: [modpack] MM2.6

i pimped out the player texture lol
http://ompldr.org/vZGV5dA/player.png
http://ompldr.org/vZGV5dg/player_back.png


http://ompldr.org/tZGV5dA

http://ompldr.org/tZGV5dg

Re: [modpack] MM2.6

3 basic flowers for the three primary colors
http://www.zimg.eu/i/1062667419

now i must redo the dye system lol

Re: [modpack] MM2.6

You need six primary colors - cyan/magenta/yellow for anything that's colored as if by paint (e.g. the bricks), and red/green/blue for the glow glass.

Re: [modpack] MM2.6

flowers (modname:flower_pigments) -> dyes -> secondary color dyes
http://www.zimg.eu/i/1944640407

62 (edited by VanessaE 2012-04-18 08:55:13)

Re: [modpack] MM2.6

I think that will work, but perhaps redwood should come from new tree type?  Or just name it something more like "stained wood" and require both red and green dyes?

Re: [modpack] MM2.6

i forgot to rename redwood to red stained wood, but the concept is the same to stain them. but why would red wood neeed red and green dyes?

it also occured to me if we mixed red and yellow we could have orange dye :)

Re: [modpack] MM2.6

i was able to build this little house using materials in the loaded chunk :-) (non creative mode)

http://www.zimg.eu/i/4250840728

Re: [modpack] MM2.6

mauvebic wrote:

i forgot to rename redwood to red stained wood, but the concept is the same to stain them. but why would red wood neeed red and green dyes?

Because "red" wood is more of a ruddy brown color, which is easily formed by mixing red and green inks/dyes in the real world :-)

Re: [modpack] MM2.6

very nice:D

Minetest is the shizneez!
Minetest.com Editor. The one stop shop to all your textures, mods, and servers:D

Re: [modpack] MM2.6

Really nice!

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68 (edited by mauvebic 2012-04-18 17:57:22)

Re: [modpack] MM2.6

Thanks :-) i updated all the links in OP so everything should be compat :-) lemme know if there are any bugs or colors i can add :-) though now i need to fix signs to work w/ new dyes

Lights recipes (forgot to include the txt)

lights:glowtron recipe = {
        {'','torch',''},
        {'','glass',''},
        {'','dye:black','dye:yellow'},

lights:glowyellow recipe = {
        {'','torch',''},
        {'','glass',''},
        {'','dye:yellow',''},

lights:glowgreen recipe = {
        {'','torch',''},
        {'','glass',''},
        {'','dye:green',''},

lights:glowred recipe = {
        {'','torch',''},
        {'','glass',''},
        {'','dye:red',''},

lights:glowblue recipe = {
        {'','torch',''},
        {'','glass',''},
        {'','dye:blue',''},

69 (edited by VanessaE 2012-04-18 17:57:25)

Re: [modpack] MM2.6

I was about to ask if it was safe to update my texture packs yet, but strike that. :-)

Don't forget that the "signs" mod needs to have all texture images prefixed with "signs_" in keeping with the generally-accepted naming rules within a mod.  You can probably delete "default_cobble" from the basics pack, since it's already part of minetest, and "fire_basic_flame" is part of 0.4 now.

70 (edited by mauvebic 2012-04-18 18:18:53)

Re: [modpack] MM2.6

Fixed 'em. download from OP (im cleaning out all the old links from this thread now lol)

Next step: update infrastructure, bring it up to 0.6 (version numbers never made any sense to me either)

Re: [modpack] MM2.6

mauvebic wrote:

(version numbers never made any sense to me either)

Which is why I just mark my releases by date. :-)

Re: [modpack] MM2.6

VanessaE wrote:
mauvebic wrote:

(version numbers never made any sense to me either)

Which is why I just mark my releases by date. :-)

Id do that if i could lol but i need some way to indicate which mods are compatible with which. at least with infrastructure @ 0.35 and the rest at 0.6, people know not to overwrite the dependencies with the ones from the older pack. (at least i hope lol)

73 (edited by mauvebic 2012-04-18 22:54:25)

Re: [modpack] MM2.6

Updated everything to 0.6 :-) Tomorrow ill rewrite terra / star trek, and add a flower decay abm.

74 (edited by mauvebic 2012-04-19 05:00:17)

Re: [modpack] MM2.6

Fireplaces 0.3 -> 0.6
- made a Fire Log node that controls the fire. punch it to toggle fire on/off. this flame wont ignite your house or anything around it, the flames' been neutered lol.


Coming up: spotlights
http://www.zimg.eu/i/1451721300
http://www.zimg.eu/i/4081180
http://www.zimg.eu/i/619454426

whats an ideal height, 10,15, 20 nodes?

Re: [modpack] MM2.6

Infra mod changes: removed all abms. replicators and street builder must be operatored manually via punchnode. == higher FPS, no more CONTENT_IGNORE warnings from replicators operating in unloaded chunks.

Spotlights: not released yet, id like to program patterns into the spotlight so they move around like the real ones do :-)