Re: [modpack] MM2.6

I tended to view it more as a melting pot of everything ive learned to do. Madblocks started out as a fixed version of moreblocks back when 0.4 was new and the API broke a lot of mods. Keeping everything together also allowed be to balance what was worth keeping and not worth keeping.

But now most of the spring cleaning is done, there's not much left to remove that i dont play with, but there's nothing i can add either because madblocks is too big. The only solution is to break it up.

Im almost certain to orphan multinode once its forked. I mean its a good reproduction of world edit, but i only did it to see if i could and to learn to use chatcommands. Otherwise the community doesn't need two worldedits lol if anyone wants to adopt multinode and thinks they could bring improvements, drop me a line :-)

Im also trying to find in which file i hid the beach biome generator lol id like to grab that and make a separate mod that is purely a biome generator, id like to supply a basic framework for adding new biomes (as easy as adding new plants in hydro).

I might release all my mod helpers too. (functions to easily define decorative nodes, sound nodes, things like that) - sortof like a template mod.

Next forks:
Bookmarks
Hydroponics
Riven (will be Riventest)

I might take spotlights, searchlights and fireplaces and stick'em in a Lights! mod too.

Im trying to do it gradually though so i dont takeover the first page of modding/general lol still waitin' for mods to move 4seasons into Releases lol

302 (edited by Neuromancer 2012-07-10 19:33:59)

Re: [modpack] MM2.6

mauvebic wrote:

I tended to view it more as a melting pot of everything ive learned to do. Madblocks started out as a fixed version of moreblocks back when 0.4 was new and the API broke a lot of mods. Keeping everything together also allowed be to balance what was worth keeping and not worth keeping.

But now most of the spring cleaning is done, there's not much left to remove that i dont play with, but there's nothing i can add either because madblocks is too big. The only solution is to break it up.

Im almost certain to orphan multinode once its forked. I mean its a good reproduction of world edit, but i only did it to see if i could and to learn to use chatcommands. Otherwise the community doesn't need two worldedits lol if anyone wants to adopt multinode and thinks they could bring improvements, drop me a line :-)

Im also trying to find in which file i hid the beach biome generator lol id like to grab that and make a separate mod that is purely a biome generator, id like to supply a basic framework for adding new biomes (as easy as adding new plants in hydro).

I might release all my mod helpers too. (functions to easily define decorative nodes, sound nodes, things like that) - sortof like a template mod.

Next forks:
Bookmarks
Hydroponics
Riven (will be Riventest)

I might take spotlights, searchlights and fireplaces and stick'em in a Lights! mod too.

Im trying to do it gradually though so i dont takeover the first page of modding/general lol still waitin' for mods to move 4seasons into Releases lol

Sounds awesome.  I think forking multinode would really be a good idea because I can see where some server owners would love to get all the new blocks of madblocks but would not want multinode due to its potential for griefing.  Plus it really just is a separate function.

A biome generator sounds like it would really be fun to play around with.

Modhelpers would be really useful too.   It might encourage even more mod development.

I look at Minetest and the like as what second life should have been.   It was just too hard to create stuff in second life for the average Joe.  Minetest makes it much easier to collaboratively create virtual worlds.  Tools that make that even easier are the way to go.   For example, it would really be neat to have a tool like the blueprint in Mythruna that makes it easy for the end user to create stuff like what is in the 3d furniture mod.

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Re: [modpack] MM2.6

multinode needs server priv anyways its not the average user that can use it to grief.

As for the biome generator, im just talking about creating a sortof of framework to easily define new biomes and effect transformations of areas, though i wont be busting my ass actually creating biomes since that means creating nodes and textures. there are plenty of other people who enjoy doing that more than me lol

304 (edited by mauvebic 2012-07-17 13:34:35)

Re: [modpack] MM2.6

Dyes, colored woods and bricks will all be gone with the next release, it's been done to death by half a dozen other mods with a much wider variety of colours, so im gonna save some nodespace :p

Re: [modpack] MM2.6

mauvebic wrote:

Dyes, colored woods and bricks will all be gone with the next release, it's been done to death by half a dozen other mods with a much wider variety of colours, so im gonna save some nodespace :p

I think Hydroculture is still in madblocks (at least the last version I downloaded).   There's still seeds, promix, glowlights, plants etc.  That might free up a few nodes too.  As far as multinode not being any better than the world edit, I'm not so sure.   I like the /p1 rather than //pos1.  Plus for some reason worldedit seems to fight with madblocks.  I don't seem to be able to have both working at the same time.    I get a Mod Error, failed to load and run Madblocks when I have world edit installed, so I can't use world edit. 

Please keep GreyStoneBrick, WhiteStonebrick, BlackBrick, SlimStoneBrick, and the riven test nodes 1,2,3,5,7,8.  These are some of your best blocks!

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306 (edited by mauvebic 2012-07-17 15:16:07)

Re: [modpack] MM2.6

the riven stuff isn't going anywhere :p im just about done forking it :-) i wanna keep developing riventest afterwards.

As for the rest of the stuff, whatever i take out of madblocks will be forked somewhere else :-)

ive been playing lots of railroad tycoon3 lately and im giving serious thought to adding working trains o_0

Re: [modpack] MM2.6

Even with all the forking, I still think you don't have your 2 best mods split out yet:
Designer Blocks
Decorative Items

You have a real knack for creating cool looking blocks and items, and that's what just about everyone needs to create awesome things.   And there still are some other real gems remaining:

Specialty Lighting
Cool (colored) Bricks  (it may have been done to death, but not with the cool colors you use.)
Industrial Materials

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308 (edited by mauvebic 2012-07-19 10:19:34)

Re: [modpack] MM2.6

How should I split the rest?

ive already thought of making a lights mod with the spotlights, searchlights and fancylamps.

As for the rest, im less sure how to split those, its like mix'n'match lol

The reason i wanted to get rid of the colored woods/plain bricks is that i feel i got the ball rolling on all these horrible multi-million color mods, and i dont want anyone to trace that back to me LOL. Some modders dont seem to realize their huge-ass collection of shades will deprive users from being able to run more complex mods alongside.

309 (edited by Neuromancer 2012-07-19 12:36:05)

Re: [modpack] MM2.6

mauvebic wrote:

How should I split the rest?

ive already thought of making a lights mod with the spotlights, searchlights and fancylamps.

As for the rest, im less sure how to split those, its like mix'n'match lol

The reason i wanted to get rid of the colored woods/plain bricks is that i feel i got the ball rolling on all these horrible multi-million color mods, and i dont want anyone to trace that back to me LOL. Some modders dont seem to realize their huge-ass collection of shades will deprive users from being able to run more complex mods alongside.

Well you have to ask yourself what is an end user going to be looking for.  First off I want blocks with cool looking textures to build stuff with, thus I 'd be searching for something like designer blocks.   Then once I build my structure I'm looking for decorative items.     And lighting is a no-brainer as a separate mod.  The tricky part is the colored glow glass.  Is it lighting or a designer block?    Please don't tell me that colored glow glass is going away.  My younger daughter is building a huge area out of nyan cat rainbows, pink glow glass, and animated torches (which have a bug that makes them explode into mini fireworks).   She would be heartbroken if you got rid of the pink glow glass.   The older daughter loves all 3 shades.   

Also, shade matters.   You have some really good shades of bricks.  I can't help it that I think they look cool.  Especially that yellow brick.  You don't need a million shades.  Just a few really good ones.   I'll be ok if you blast them. I'll just keep the textures for my own use.

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Re: [modpack] MM2.6

ive already forked lights :-) see in general, all the glows are still there, the crafts are easier

next up: definately going, the dyes and some of the small colored bricks (not the nice stone ones). though ill have to fix the crafts before i release the slimmer madblocks.

Re: [modpack] MM2.6

I was poking around in the Madblocks code trying to remove nodes so I can get the nodes I do want to have their textures loaded, when lo and behold I come across some code for street builder.  This is not just any old block.   I get the impression that when I punch it, it is supposed to automatically build a street for me, with lamps and asphalt and stuff.   But I can't quite figure out how to get it to work.  Most of the time I punch it and nothing happens.  One time when I punched it, in a version where I commented out all kinds of nodes it created a 3 wide path that got filled with long/jungle grass and part of a lampling.  So what is the deal?  How do I get this Street Builder to work?  It looks really intriguing.  How many other nodes have cool functions like this?  I think fireplace might also have something interesting going on with it too.   I am not crafting these items, I am using creative inventory.

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Re: [modpack] MM2.6

you need to place your road material node on any side of the streetbuilder to spawn a full street on the other side. Though the lampling thing is probably not going to spawn properly since i forked lights :-/ but that can easily be fixed.

fireplace, you place a cobble behind it to tell it which way you want it to face, and a fireplace spawns. The log is special, you punch it for fire/light. The fireplace's fire doesn't spread like ordinary fire. You can also just take the log and use it by itself.

Re: [modpack] MM2.6

Do you have a list of crafting recipies?

This is a Signature.


First ever Astronaut in Minetest.

Re: [modpack] MM2.6

You'd have to look at crafts.lua. TBH its only a matter of time before i fork the remaining bits :p

Re: [modpack] MM2.6

Final version posted :-)

316 (edited by Neuromancer 2012-08-17 12:44:13)

Re: [modpack] MM2.6

I see you removed all your cool decorative items.   Gnome, Gargoyle, Hanging Plant, Fancy Bracket, BigBen, Church  Bells... I could go on forever.    I love these things, adds some variety to the game.   (There is a real shortage of these kinds of things in Minetest)  Do you plan on ever releasing them as a separate Mod?

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317 (edited by mauvebic 2012-10-24 02:33:11)

Re: [modpack] MM2.6

plantlike nodes, soo 2011. lol

self updatin', realtime, real-world weather signs, feed it a zip, and ittl pull weather off the net and into the game, no restart. (still in production)

dev-monkeys:
http://www.zimg.eu/i/1326932071
http://www.zimg.eu/i/1668082497

318 (edited by mauvebic 2012-10-24 22:57:52)

Re: [modpack] MM2.6

a working (dynamic) news ticker, walks the top ten news stories every 2 minutes:http://www.zimg.eu/i/4278493130

Re: [modpack] MM2.6

I'm looking forward to mauvemods2!

320 (edited by mauvebic 2012-10-26 02:05:47)

Re: [modpack] MM2.6

Not sure when ittl be ready, guess when i decide theres enough stuff lol

on the decorative side, wood paneling:
http://www.zimg.eu/i/747722614
from outside:
http://www.zimg.eu/i/2337006777
kinda nice when it doesn't look the same inside as out :-) 34 more floors to go o~O

Re: [modpack] MM2.6

xmas spotlightshttp://www.zimg.eu/i/3523566534
(they flicker randomly between red/green every 10 secs)

Re: [modpack] MM2.6

more xmas stuff:
http://www.zimg.eu/i/438529282
floor panels:
http://www.zimg.eu/i/1662082492
*though they dont yet work in conjunction with wall panels

323 (edited by mauvebic 2012-11-17 01:59:00)

Re: [modpack] MM2.6

multinode
optimized to handle much larger selections of nodes (as well as param2/meta support...finally lol)

A 'projection' of the olympic carrier blueprint ontop the original ~ 47.5K nodes:http://www.zimg.eu/i/1413054711

GUI support (modpack)
Supercomputer:http://www.zimg.eu/i/2190975430
Bookmarks/teleportation:http://www.zimg.eu/i/1250459978
Lighting Control:http://www.zimg.eu/i/883619209
[+ individual terminal nodes for each section]

324 (edited by mauvebic 2012-11-19 22:33:15)

Re: [modpack] MM2.6

modernized, GUI-zed (built-in) multinode:
 
Main Tabhttp://www.zimg.eu/i/2007953330
Cylinder Tabhttp://www.zimg.eu/i/1345122317
Torushttp://www.zimg.eu/i/3186484926
thinking of tying in the GUI directly to the marker nodes, though i still have to add the remaining functions. Some of the chat commands i'll keep cuz its just faster that way sometimes :p

Re: [modpack] MM2.6

Added hyperboloids
http://www.zimg.eu/i/1484357105
 
Any other funky shapes i should try for?