Search found 277 matches

by FreeLikeGNU
Tue Jan 16, 2024 05:56
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Update: [Mod] Goblins [goblins]

Update 2024/01/15: Fix settings (again) and special gift description check Update 2024/01/13: Fix incorrect dates in changelog :P Added "pushable" property for mob collisions when using Mobs Redo. Reduced goblin same item acceptance Added enchanted goblin gifts support for Mineclone/Minec...
by FreeLikeGNU
Tue Jan 09, 2024 01:01
Forum: Game Releases
Topic: [Game] Repixture [3.12.1]
Replies: 224
Views: 83847

Re: [Game] Repixture [3.12.1]

This looks amazing! I can't wait to dive into the paint bucket next weekend!
by FreeLikeGNU
Sun Jan 07, 2024 16:57
Forum: General Discussion
Topic: The best name instead of Minetest is...
Replies: 219
Views: 18553

Re: The best name instead of Minetest is...

ifminethentestend
by FreeLikeGNU
Thu Jan 04, 2024 04:43
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Update [Mod] Goblins [goblins]

Made some visual cues (emotive particles) for trading with the goblins to rely less on text.
edit: Also fixed some text issues. Goblins should be working as well with Mineclonia as Mineclone2.
Image
Image
by FreeLikeGNU
Sun Dec 31, 2023 15:49
Forum: General Discussion
Topic: Profile Source Repository
Replies: 15
Views: 2637

Re: Profile Source Repository

Now that many (core) projects have moved off of Github, I'm circling back here to ask about any developments in the topic. For me it's chilling effect (cringe) whenever I notice a github link under the profile names of forum message posters (including my own) and it only points to an unused, archive...
by FreeLikeGNU
Sat Dec 30, 2023 14:07
Forum: Modding Discussion
Topic: Idea: Generate meshes for signs, instead of using texture modifiers
Replies: 1
Views: 316

Re: Idea: Generate meshes for signs, instead of using texture modifiers

Silly idea here: signs made from voxels. Woolen Mesh Creator and voxelmodel let users create a meshnode of voxel-like elements. I like the idea of keeping the signs looking like they are in a voxel space and this allows signs to be more than text. To make it work better with text, there could be a U...
by FreeLikeGNU
Fri Dec 29, 2023 06:55
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins]

Improvements for trading and goblin chest loot mainly affecting Mineclone2 users. Much more variety (particularly foodstuffs) is now tradable with goblins but there are some limits for each kind of item for better immersion. Some node fixes for MC2 as well.
by FreeLikeGNU
Sat Dec 23, 2023 18:31
Forum: General Discussion
Topic: The future of Minetest mods
Replies: 11
Views: 2405

Re: The future of Minetest mods

I really don't know what you mean by removing MTG. It's already not shipped with the game. It's also in a feature freeze and rarely gets attention. I don't think it's helpful to remove it off ContentDB, or delete it off GitHub or move it to a 3rd-party place no under the 'minetest' name. It's a pre...
by FreeLikeGNU
Sat Dec 23, 2023 03:16
Forum: General Discussion
Topic: The future of Minetest mods
Replies: 11
Views: 2405

Re: The future of Minetest mods

It's really tricky especially if a mod is dependent on other mods. It seems like there are at least a few actively maintained games that are using an aging (not up-to-date) version of Mobs Redo for instance. I ported a mod to MC2 but it was a bit of work to make it compatible with both MTG and MC2 a...
by FreeLikeGNU
Fri Dec 15, 2023 19:43
Forum: Game Releases
Topic: [Game] Repixture [3.12.1]
Replies: 224
Views: 83847

Re: [Game] Repixture [3.11.0]

It would be nice to see that each material has a useful purpose outside of being a quality for weapons and armor. Like iron for cooking tools, bronze and iron for small handheld things like compases. Copper and tin for decorative items. More complicated items like armor could use a combination of me...
by FreeLikeGNU
Thu Dec 14, 2023 22:35
Forum: WIP Mods
Topic: [Mod] Witches [witches] [WIP]
Replies: 36
Views: 9969

Re: [Mod] Witches [witches] [WIP]

Fixed broken translation function in sheep.lua
by FreeLikeGNU
Thu Dec 14, 2023 03:15
Forum: Game Releases
Topic: [Game] Repixture [3.12.1]
Replies: 224
Views: 83847

Re: [Game] Repixture [3.11.0]

I really like Repixture, the crafting is very sensible, though I find it odd that bronze items have better stats than those of carbon steel. Is that intentional?
by FreeLikeGNU
Tue Dec 12, 2023 18:46
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins]

It's probably also worth looking at items.lua line 96: local tool_table = string.split(tool, ":") to ensure that the value of tool is actually a string. Hi jlamothe, I've added the check and updated the mod. Apologies for the long wait. Edit 12/14: I also noticed some other issues with be...
by FreeLikeGNU
Wed Jul 26, 2023 11:09
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins]

I've merged the many fixes provided by azzy9 and updated the contentDB release. Apologies for the severe lack of attention to the mod and community.
by FreeLikeGNU
Sat Dec 31, 2022 02:14
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins]

@Fauxtonic Thanks for the report. Is this crash repeatable? It seems like it happened when you attacked a goblin dog. What version of mobs redo are you using?
by FreeLikeGNU
Sat Dec 17, 2022 23:20
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins]

Thanks for catching that Corax! I've updated the gitlab repo with the suggested changes. I will wait on updating contentdb for the time being.
by FreeLikeGNU
Wed Dec 14, 2022 22:52
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins]

Thanks for catching this! I will update the repository. Code is MIT licensed, media files I made are CC-BY-SA 3.0 except where stated in readme
by FreeLikeGNU
Sat Dec 03, 2022 04:37
Forum: Modding Discussion
Topic: Too many mods destroy “indescructible” nodes
Replies: 15
Views: 3583

Re: Too many mods destroy “indescructible” nodes

Why not:

Code: Select all

groups = { indescructible = 1 }
by FreeLikeGNU
Sat Nov 05, 2022 01:22
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins] [WIP]

Mineclone 2 branch merged with master!
by FreeLikeGNU
Mon Oct 31, 2022 05:50
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins] [WIP]

Added cross game support for both MTG and Mineclone 2 experimentally in a separate branch.
if anyone wants to try it: https://gitlab.com/freelikegnu/goblins/ ... mc2_compat

edit: branch and branch linked changed 2022/11/03
by FreeLikeGNU
Mon Oct 24, 2022 17:04
Forum: WIP Mods
Topic: [Mod] Witches [witches] [WIP]
Replies: 36
Views: 9969

Re: [Mod] Witches [witches] [WIP]

Translation support improved with added template.
by FreeLikeGNU
Mon Oct 24, 2022 17:02
Forum: Mod Releases
Topic: [Mod] Goblins [goblins]
Replies: 279
Views: 64427

Re: [Mod] Goblins [goblins] [WIP]

Goblins updated on gitlab with their items moved to mod_storage and the goblin hoarders now have loot chests!
by FreeLikeGNU
Mon Oct 17, 2022 06:16
Forum: Modding Discussion
Topic: Workaround for when entities refuse to spawn
Replies: 1
Views: 507

Re: Workaround for when entities refuse to spawn

I had to solve a similar issue with my witches. A witch is supposed to spawn in a cottage, but the cottages are often far from a player as they are generated on a map gen dungeon event. To work around this I aliased the air node as witch_spawn and after the cottage is constructed the node is placed ...