76 (edited by mauvebic 2012-04-21 03:10:36)

Re: [modpack] MM2.6

http://www.zimg.eu/i/2237454656

77 (edited by Hackeridze 2012-04-19 18:57:13)

Re: [modpack] MM2.6

My colored stone bricks from RTMMP:

https://github.com/Hackeridze/Ru-true-m … 987#diff-6

My game: RTMG
GENTOO USER

78 (edited by mauvebic 2012-04-19 19:03:47)

Re: [modpack] MM2.6

You want me to add those to bricks?

Re: [modpack] MM2.6

mauvebic wrote:

You want me to add those to bricks?

As you want, It depends on my dye mod, have 16 colors inside...

My game: RTMG
GENTOO USER

Re: [modpack] MM2.6

All done - I've updated my texture packs to match your changes.  Enjoy. :-)

81 (edited by mauvebic 2012-04-20 14:11:08)

Re: [modpack] MM2.6

16 colours is a bit much for me :S it means 16 types of brick, wood, and possibly stone bricks. I wouldnt even be able to remember all the crafts :S

Ive got a critical update for flower_pigments to keep them for taking over all grass surfaces lol i cut in half their chances of appearing and wrote an abm that kills half of them off at every interval :-) check the OP for D/L link

82 (edited by VanessaE 2012-04-20 19:04:04)

Re: [modpack] MM2.6

Oh, mauvebic, by the way:  there are both blue and yellow "Tron" flowers and glow blocks in that texture pack update, in case you eventually decide you want to put both colors in your regular mod.  Also added support for your spotlights mod.

Re: [modpack] MM2.6

mauvebic wrote:

16 colours is a bit much for me :S it means 16 types of brick, wood, and possibly stone bricks. I wouldnt even be able to remember all the crafts :S

Ive got a critical update for flower_pigments to keep them for taking over all grass surfaces lol i cut in half their chances of appearing and wrote an abm that kills half of them off at every interval :-) check the OP for D/L link

Crafts are very simple -- like in minecraft.

My game: RTMG
GENTOO USER

Re: [modpack] MM2.6

Hackeridze wrote:
mauvebic wrote:

16 colours is a bit much for me :S it means 16 types of brick, wood, and possibly stone bricks. I wouldnt even be able to remember all the crafts :S

Ive got a critical update for flower_pigments to keep them for taking over all grass surfaces lol i cut in half their chances of appearing and wrote an abm that kills half of them off at every interval :-) check the OP for D/L link

Crafts are very simple -- like in minecraft.

they might be simple but not everyone has played minecraft before :p (me included lol)

I like to debate.

85 (edited by mauvebic 2012-04-21 03:11:45)

Re: [modpack] MM2.6

Hydroponics will soon be ready :-) im already at 3 plant types, the only thing im missing is how to craft/find seeds - http://minetest.net/forum/viewtopic.php?id=1733

As for colors, im willing to do primary, secondary and  tertiary, 3 + 3 +3 + black and possibly white (though you dont get bleach from a white flower..) right now i got my primary and secondary, that leaves three more slots. if  you can mix two colors that are already there ill add it. for me gray blue and green are the same, so i already have a hard time discerning. (thats why i make em flashy).

the next thing im doing though is coming up with nicer textures for spotlights/hydroponics so i can release them :-)

hydro:
http://www.zimg.eu/i/2028789737

86 (edited by VanessaE 2012-04-21 22:32:13)

Re: [modpack] MM2.6

Flower generation is still too frequent in the flower pigments mod.  I'd like to suggest not generating flowers at all in places one has already explored.  Perhaps cut the rate back just a tad in unexplored areas.  I had to remove the flower-spawning code entirely to be able to clean up my world. :-)

87 (edited by mauvebic 2012-04-22 12:38:24)

Re: [modpack] MM2.6

and that was with 0.65?

the ratios right now are at 60 (1 in 60 grass spawns a flower)
and flower death is at 50%

I could either increase the chance( make em spawn more rarely), or kill more of them off at every interval,, or run the flower death abm more often than the flower spawn?

Re: [modpack] MM2.6

not easy finding the right balance:
on the one hand, you dont want too many taking over the map, or too few that you never have the colors you need, and we need to replace the ones that are picked :S

Re: [modpack] MM2.6

Hard to say exactly what the grow and die ratios should be, but yeah with 0.65.  I kinda screwed up when installing it at first, hence why 0.6 took over a large part of my map on the first time subsequent launch of the game. ;-)  After realizing that, snapping a quick screenshot, and correcting my mistake, it still took forever to clean up the map.  Every area I cleaned up would, by the time I get finished with the next area, have spawned a couple dozen new pigment flowers (where "area" is roughly a 50 node radius), so I had to resort to cutting the flower-spawning function out of the mod entirely. :-)

I still say you should ditch the pigment flowers and rely on regular flowers instead; the three primary colors kinda look odd scattered about compared to the regular flowers.  After playing for a bit, the regular flowers seen to be a lot more common than it first appeared (though you'd need more of them to make the dyes work, or they would need to produce a *lot* of dye per flower).

Re: [modpack] MM2.6

the other flowers mod doesnt grow fast enough though, and considering how many times i start a new map when testing a mod, i cant afford the wait :S but ive sorted out the ratios, at every interval half the flowers die, then one in every 80 grass should gives you a flower. 0.66 in OP.

also released Hydroponics, and ill add spotlights as soon as i come up w/ textures i like lol

Re: [modpack] MM2.6

the cat just gave me an amazing idea:
what if you had to grow the pigment plants using hydroponics?

92 (edited by VanessaE 2012-04-22 18:53:08)

Re: [modpack] MM2.6

That's perfect!  Don't spawn pigment flowers at all.  Grow everything from seeds found in those seed-bearing plants (provided those don't take over the map).  ;-)

Also, harvesting a pigment flower should give you new seeds to grow more of that particular color (random amounts of seeds, but averaging out to say 1.5 seeds per flower over time).

Re: [modpack] MM2.6

Released update to hydroponics (added the pigment flowers).
Released undate to dye - to make it work with hydroponic flowers instead
released flower_pigments_death - killoff wild flower pigments (dont need to keep this for long, part of dye update)

See OP

94 (edited by mauvebic 2012-04-22 20:40:34)

Re: [modpack] MM2.6

and technically you should be able to get *some* seeds from harvesting each plant type. next update :-) i just got to figure out how it works with trees/saplings (when you chop those down)

Fixed hydro v0.69 get seeds on harvest (1 in 6 harvested plant gives 4 seeds along w/ fruit/veggie)

Re: [modpack] MM2.6

You've got some confusing links on your OP.  Perhaps it would be a good idea to gather all download links into one spot near the top instead of scattered among the screenshots.  Need a list of dependencies also.

Re: [modpack] MM2.6

i know the OP's a mess - it seems to need cleaning every other week lol but in that time heavy mods get split up and smaller/similar mods merge. Im gonna start version-ing mods by (month).(day).(revision) too.

Re: [modpack] MM2.6

At the rate you're going, you need to time-stamp them also, down to the second ;)

98 (edited by mauvebic 2012-04-23 05:10:02)

Re: [modpack] MM2.6

lol yeah im getting better at lua and understanding the modding api. in the last week ive gotten rid of alot of abm's and using punchnode instead, my fps on the p4 is back up in the 30s (which is good for this old box). hell, a few days ago i added my own flowers, today i took them out and made them hydroponic instead. its hard to foresee sometimes how things are going evolve.

im also thinking of merging trafficlights and lamplings and just calling it traffic.

I cleaned up the OP abit, re zipped some stuff and packaged them separately so you dont have packs with some old mods in them and links to the same mods with newer versions lol.

mods in action:
http://www.zimg.eu/i/3560534594

Re: [modpack] MM2.6

Well when you decide what you're gonna split and what's going to merged with what (and are actually finished doing so ;-)   ) I will update my texture pack to follow. :-)

Re: [modpack] MM2.6

Do you still plan on using those "Tron" flowers and associated glow lights?