Search found 37 matches

by DevynCJohnson
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...
by DevynCJohnson
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...
by DevynCJohnson
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...
by DevynCJohnson
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...
by DevynCJohnson
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...
by DevynCJohnson
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,...
by DevynCJohnson
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,...
by DevynCJohnson
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...
by DevynCJohnson
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?
by DevynCJohnson
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.
by DevynCJohnson
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.
by DevynCJohnson
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...
by DevynCJohnson
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"}, ...
by DevynCJohnson
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...
by DevynCJohnson
Tue Jul 08, 2014 13:32
Forum: Mod Releases
Topic: [Mod] Senderman [senderman]
Replies: 27
Views: 12534

Re: [Mod] Senderman [senderman]

asdfref wrote:It wont work on my minetest. (I use minetest 0.4.9)
Do you have spawneggs and its dependencies enabled? I am not having issues on my system. Is there an error message in debug.txt?
by DevynCJohnson
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.
by DevynCJohnson
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"?
by DevynCJohnson
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"?
by DevynCJohnson
Tue Jul 01, 2014 13:14
Forum: Problems
Topic: Issue Uploading to the MMDB
Replies: 7
Views: 1428

Re: Issue Uploading to 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)
Thanks Iqualfragile for the time you will be spending to fix the MMDB.
by DevynCJohnson
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

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…
Thanks! That helped. I also had to change "sheet" to "scatter", otherwise Minetest would crash. So, is "sheet" unstable?
by DevynCJohnson
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

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,
Okay, I tried that. However, Minetest crashes without leaving error messages in the logs. Is there a better way I can do this?
by DevynCJohnson
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.
by DevynCJohnson
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.
by DevynCJohnson
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. ...