Search found 37 matches
- Sun Jun 14, 2015 12:51
- Forum: Feature Discussion
- Topic: Voxiworld (improved Minetest?)
- Replies: 11
- Views: 3442
Re: Voxiworld (improved Minetest?)
I think that it is interesting to have such a large and rare monster in the desert. I do not know how much of the Voxiworld pages you have read on DCJTech.info, but most of Voxiworld is a combination of previously made mods all combined and edited by me (with some of my own mods). The sandworm is no...
- Sat Jun 13, 2015 20:00
- Forum: Feature Discussion
- Topic: Voxiworld (improved Minetest?)
- Replies: 11
- Views: 3442
Re: Voxiworld (improved Minetest?)
Voxiworld v1.2 has been released - http://dcjtech.info/topic/voxiworld-v1-2-released/
- Sat Jun 13, 2015 19:45
- Forum: Feature Discussion
- Topic: Voxiworld (improved Minetest?)
- Replies: 11
- Views: 3442
Re: Voxiworld (improved Minetest?)
I think you are referring to the "Sand Worms". Those things are vicious. They will attack players and mobs when seen. The worms eat/remove sand. Instead of guns, Voxiworld does have Chinese throwing stars (shurikens), bows and arrows, and snow that can be thrown. Yes, rockets would be grea...
- Sat Jun 13, 2015 12:22
- Forum: Feature Discussion
- Topic: Voxiworld (improved Minetest?)
- Replies: 11
- Views: 3442
Re: Voxiworld (improved Minetest?)
The server has been down occasionally due to "bad alloc" crashes. That is the only major problem with Voxiworld, and I cannot find the cause of the problem. It is a sporadic bug that occurs when a player joins the game, but the problem is not reproducible. By the way, in my opinion, Minete...
- Sat Jun 13, 2015 12:21
- Forum: Feature Discussion
- Topic: Voxiworld (improved Minetest?)
- Replies: 11
- Views: 3442
Re: Voxiworld (improved Minetest?)
Thanks for the comments and suggestions everyone. I agree with the concept of matching textures @Kenney. I will check my textures. I never heard of Voltsbuild. I will look into that. @ABJ, what do you mean by "arch monsters"? The 1600s-1700s era dude is harmless unless he is attacked (he w...
- Thu Jun 11, 2015 20:59
- Forum: Feature Discussion
- Topic: Voxiworld (improved Minetest?)
- Replies: 11
- Views: 3442
Voxiworld (improved Minetest?)
I wanted to introduce my project called Voxiworld. Voxiworld is a sub-game (or one big mod) for the Minetest engine. My goal is to make a voxel world that is better than Minecraft and show that Minetest is a great alternative to Minecraft. Voxiworld v1.1 has over 2200 objects (the rolling release on...
- Sun Jul 27, 2014 14:23
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7759
Re: [Mod] Nuclear Material [nuclear_material]
Well, some of my other programming projects are doing well and I have been learning C++. This means my Minetest projects will not be too active. I want to spend more time on my other projects, so you will all see me very rarely. If any of you have really enjoyed my mods (Nuclear Material, Senderman,...
- Sun Jul 27, 2014 14:22
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
Well, some of my other programming projects are doing well and I have been learning C++. This means my Minetest projects will not be too active. I want to spend more time on my other projects, so you will all see me very rarely. If any of you have really enjoyed my mods (Nuclear Material, Senderman,...
- Fri Jul 11, 2014 13:25
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
It said that there is a file int.lua in the DCJ-Minetest-Mods-master (it tolled me that that is were the debug.txt is) but the only int.lua is in the slender man, curancy, and nuclear matryale folders so..... I can not finded out. and i do have spawn eggs. If you read the "README" on Gith...
- Thu Jul 10, 2014 12:03
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
@asdfref My Senderman mod depends on spawneggs, and spawneggs has dependencies of its own. What is the error message in debug.txt?
- Wed Jul 09, 2014 13:55
- Forum: WIP Mods
- Topic: Spawn "we" and "mts" files
- Replies: 4
- Views: 1720
Re: Spawn "we" and "mts" files
I will try using the full path. Thanks.
- Wed Jul 09, 2014 13:52
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
Thanks for the comments and compliments everyone.
@asdfref I wish I could figure out why you are having issues.
@asdfref I wish I could figure out why you are having issues.
- Wed Jul 09, 2014 13:48
- Forum: WIP Mods
- Topic: Spawn "we" and "mts" files
- Replies: 4
- Views: 1720
Re: Spawn "we" and "mts" files
By the way if I remember correctly your fill ratio is going to spawn a lot of houses. I would suggest something like 0.05. I know many houses will be made. Since I am still testing the code, I wanted to very quickly find a house so I know it all works. I have the latest stable build (0.4.9). My Wor...
- Tue Jul 08, 2014 14:19
- Forum: WIP Mods
- Topic: Spawn "we" and "mts" files
- Replies: 4
- Views: 1720
Spawn "we" and "mts" files
Is there a better way to make "mts" and "we" files spawn than using the code below? minetest.register_decoration({ deco_type = "schematic", schematic = "small_wooden_home.mts", place_on = {"default:desert_sand", "default:dirt_with_grass"}, ...
- Tue Jul 08, 2014 14:13
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
I tried this yesterday, and it's a scary mob! It felt like they were invincible, and they move fast. Just one problem: why are they showing up in the daytime? I'm not familiar with the Enderman from Minecraft, but shouldn't dangerous creatures generally be out only at night? I had to disable this m...
- Tue Jul 08, 2014 13:32
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
Do you have spawneggs and its dependencies enabled? I am not having issues on my system. Is there an error message in debug.txt?asdfref wrote:It wont work on my minetest. (I use minetest 0.4.9)
- Sun Jul 06, 2014 15:28
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
@kaeza Thank you very much. Now, I am motivated to write more mods. Now that I have a better understanding of the Minetest API and the management and policies of the Minetest community, I can spend more time on making more detailed/large mods.
- Sun Jul 06, 2014 04:43
- Forum: Mod Releases
- Topic: [Mod] Senderman [senderman]
- Replies: 27
- Views: 12534
Re: [Mod] Senderman [senderman]
What can I do to get this mod moved to "Mod Releases"?
- Sun Jul 06, 2014 04:42
- Forum: Mod Releases
- Topic: [Mod] Nuclear Material [nuclear_material]
- Replies: 17
- Views: 7759
Re: [Mod] Nuclear Material [nuclear_material]
What can I do to get this mod moved to "Mod Releases"?
- Tue Jul 01, 2014 13:14
- Forum: Problems
- Topic: Issue Uploading to the MMDB
- Replies: 7
- Views: 1428
Re: Issue Uploading to the MMDB
Thanks Iqualfragile for the time you will be spending to fix the MMDB.Iqualfragile wrote:Which is exactly right now, changing the loging backend will be ugly…
well at least the userids have not changed.
(or well not exactly exactly right now, i first want to finish a neuronal network)
- Sun Jun 29, 2014 21:10
- Forum: WIP Mods
- Topic: Generating Floating Lands via register_ore
- Replies: 4
- Views: 1068
Re: Generating Floating Lands via register_ore
Thanks! That helped. I also had to change "sheet" to "scatter", otherwise Minetest would crash. So, is "sheet" unstable?Calinou wrote:You're using a huge clust_size, it should be something like 10 at most.
Note that even if this succeeds, your islands will be perfect cubes…
- Sun Jun 29, 2014 20:49
- Forum: WIP Mods
- Topic: Generating Floating Lands via register_ore
- Replies: 4
- Views: 1068
Re: Generating Floating Lands via register_ore
Okay, I tried that. However, Minetest crashes without leaving error messages in the logs. Is there a better way I can do this?Casimir wrote:Try a wider range for height_min and height_max, those define the y coordinates between which you will find the ore. E.g.:
height_min = 0,
height_max = 1000,
- Sun Jun 29, 2014 20:46
- Forum: Problems
- Topic: Issue Uploading to the MMDB
- Replies: 7
- Views: 1428
Re: Issue Uploading to the MMDB
@rubenwardy Unfortunately, my account is new. So, what do I do to upload to the MMDB? By the way, thanks for the help.
- Sun Jun 29, 2014 20:35
- Forum: Feature Discussion
- Topic: Custom biomes
- Replies: 15
- Views: 5217
Re: Custom biomes
It would be wonderful if there were an easy way to make more biomes via Lua.
- Sun Jun 29, 2014 20:33
- Forum: WIP Mods
- Topic: Generating Floating Lands via register_ore
- Replies: 4
- Views: 1068
Generating Floating Lands via register_ore
I am dabbling with the Minetest API to try out making various types of mods. I am try to make some floating nodes for the purpose of later making a space biome. I am using "minetest.register_ore" to try to make some random Desert Stone (default:desert_stone) form in "air" nodes. ...