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Re: [Mod] simple random houses spawning [basic_houses]

texmex, I culled this from the settlements mod, for determining whether an area is "flat" enough. Flat being defined as height difference, and is settable. lib_hme = {} lib_hme.name = "lib_hme" lib_hme.ver_max = 0 lib_hme.ver_min = 1 lib_hme.ver_rev = 0 lib_hme.ver_str = lib_hme....
by ShadMOrdre
Tue Oct 15, 2019 09:24
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 12
Views: 1807

Re: Post your screenshots!

Sokomine, My version of Rochambeau's settlements mod uses Lua tables, instead of .mts file. All schematics are loaded into an array at runtime, loading very quickly. I use Lua tables, simply because I can change the materials on the fly. One thing I've added, is rather than use hard-coded node defs,...
by ShadMOrdre
Mon Oct 14, 2019 23:29
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: Post your screenshots!

Termos, I couldn't agree more. Our perceptions, our tastes, our choices, are very subjective. One mans trash is still trash, but someone else may still find it useful. By realistic, I certainly do not mean that it actually resembles what I see out my window. But, as a hobby, as a potential learning ...
by ShadMOrdre
Mon Oct 14, 2019 08:47
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: L-system for schematics? Finding a dungeon generation AP

Ok, duane, from the horse's mouth. Can you give us a quick tut on how to make some more geomorphs. I've looked at the code, I understand I'm carving empty space into a 80x80x80 cube of stone, and that's about as much as I understand. I guess it's a little like reverse schem building. Instead of plac...
by ShadMOrdre
Mon Oct 14, 2019 08:24
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 12
Views: 243

Re: Lost in Logic, PLEASE HELP!

What I am attempting, for a very similar tanning rack, is to use a node for the rack, and an entity for the skin. When the user clicks the rack while wielding a skin, the skin is removed from the wielded stack, and added to the rack node internal inventory stack. Whatever processing on the skin is d...
by ShadMOrdre
Mon Oct 14, 2019 08:11
 
Forum: Modding Discussion
Topic: Lost in Logic, PLEASE HELP!
Replies: 2
Views: 92

Re: Post your screenshots!

Thanks for the support and words of encouragement. They go far in motivating one to continue to share one's endeavors. I also listen. I realized that I am a poor poor salesman. lib_materials already has the ability, simply by configuring it in the settings menu, that enables you to use the original ...
by ShadMOrdre
Mon Oct 14, 2019 07:31
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: L-system for schematics? Finding a dungeon generation AP

I would highly recommend duane's Geomoria mod, or my fork of it. It looks quite extensible, and we still have duane around to answer questions, when he's not coding or posting more screenshots..... ;) IMHO, all Geomoria really needs is more spaces defined for it, to give it more variety, and perhaps...
by ShadMOrdre
Sun Oct 13, 2019 07:35
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 12
Views: 243

Re: [Mod] Shapes Library [lib_shapes][git]

UPDATE 2019 - 10 - 12:
Prevent shaped nodes from appearing in creative. Nodes should be crafted using the shape node and the material desired.
by ShadMOrdre
Sun Oct 13, 2019 07:28
 
Forum: WIP Mods
Topic: [Mod] Shapes Library [lib_shapes][git]
Replies: 6
Views: 741

Re: [Mod] lib_ecology [lib_ecology][git]

UPDATE 2019 - 10 - 12:
Added dry grass as ecosystem in semi arid biomes.
Added aliases for shapes as stairs / slabs
by ShadMOrdre
Sun Oct 13, 2019 07:26
 
Forum: WIP Mods
Topic: [Mod] lib_ecology [lib_ecology][git]
Replies: 53
Views: 4645

Re: [Mod] lib_materials [lib_materials][git]

UPDATE: 2019 - 10 - 12 Trimmed the number of nodes available in creative. Disabled rivers, water_dynamics, waterfalls by default. Added additional vessels, glass jug, jar, mug, others. Updated mapgen aliases. Created aliases between shapes and stairs / slabs ThorfinnS, As I thought about the idea fo...
by ShadMOrdre
Sun Oct 13, 2019 07:25
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 31
Views: 2212

Re: Post your screenshots!

I really don't know how to address this. Rude. Going out of one's way to comment how much someone doesn't like something, making false assumptions abouts someone's comments, their intent, or the truth of the statement. Didn't yo mama ever tell you, "If you don't have something good to say, shut...
by ShadMOrdre
Sun Oct 13, 2019 06:45
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: Post your screenshots!

Any chance you'd make something that can be plugged into Geomoria? The maze and the pillar rooms do look impressive. Even if just a few new "chunks"? OSS: Cause nobody likes them, every body hates them, super duper realistic landscapes..... (sung to the tune of....) https://forum.minetest....
by ShadMOrdre
Sat Oct 12, 2019 10:35
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: Post your mod requests/ideas here

Wouldn't this just be a matter of using a player model with these animations? Player_anim, as far as I can tell, wouldn't enable this type of animation, so it's got to be a simple model update. I would suggest starting with the 3d_armor or the multiskin variant player model, and add the animations i...
by ShadMOrdre
Wed Oct 09, 2019 22:50
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2021
Views: 252554

Re: [Mod] lib_materials [lib_materials][git]

ThorfinnS, One of my To Do's for this project, was to get the .csv file into a better structured format, that could accommodate essentially all node definitions. I only need to move data into an already formatted new .csv file, and then update the node_registration.lua file to reflect the changes. T...
by ShadMOrdre
Tue Oct 08, 2019 16:36
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 31
Views: 2212

Re: Post your screenshots!

Just a better pic of some of the liquids in various vessels.

Image
by ShadMOrdre
Tue Oct 08, 2019 02:38
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: Post your screenshots!

The "quest" was simply to provide some other screenshot content than my usual landscapes and maps. The vessels are not potions. The are a modified vessels/florbs. Florbs come from Fluid_lib, but those were just a ball. The vessels mod seemed to have no real useful purpose, other than as cr...
by ShadMOrdre
Sat Oct 05, 2019 11:50
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: [Mod] lib_materials [lib_materials][git]

ThorfinnS, You are absolutely correct, in that this "breaks" other mods. As I've added new functionality, I've noticed just how bad this can get. But, it is actually a bit of a goal. Not to break other mods, but to provide an alternate base for other mods, separate and distinct from the MT...
by ShadMOrdre
Sat Oct 05, 2019 11:37
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 31
Views: 2212

Re: Post your screenshots!

At last, my long journey nears it's beginning. The Mausoleum lies in the near distance, as foretold, south of the Temple. I shall take rest in the village for the even...and begin the descent before the sun rear's it's head again. https://forum.minetest.net/download/file.php?mode=view&id=20249&a...
by ShadMOrdre
Sat Oct 05, 2019 10:46
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: [Mod] lib_materials [lib_materials][git]

ThorfinnS, With just lib_materials and unified_inv? There is no game. Nothing would work. Are you adding these mods to MTG, or another game? Nothing in that error message even indicates lib_materials, just unified_inv. Chances are, there is something that Unified_Inv expects, that is not present, su...
by ShadMOrdre
Fri Oct 04, 2019 20:30
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 31
Views: 2212

Re: [mod] Islands - Experimental lua mapgen [islands]

Termos, This looks very nice. I wish that Lua mapgens could use the registered biomes, ores, and decorations. Perhaps someone, *cough *cough @duane * cough *cough, could take a crack at creating a singlenode mapgen that provides the mapgen objects, (biomes, ores, decos, humidity, temperature, and he...
by ShadMOrdre
Fri Oct 04, 2019 18:43
 
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 12
Views: 512

Re: [MOD] Tool Ranks and Modifiers [lib_trm][git]

Thanks for reporting this. I had ran into this, late one night, fixed it, but didn't push the fix. I have corrected this on Github, and noticed, in the process, that there may still be issues with how descriptions and the toolranks original_description are handled. While all seems to work, at the mo...
by ShadMOrdre
Fri Oct 04, 2019 18:36
 
Forum: WIP Mods
Topic: [MOD] Tool Ranks and Modifiers [lib_trm][git]
Replies: 11
Views: 521

Re: [Solved] Noise params for approx. 1 node thin lines

paramat, Is it at all possible, to say, starting at pos x,y,z, using this, or a similar noise, to then draw a line to pos x,y,z? If I recall, in your pathsv6/v7 or roadsv6/v7 mods, you spoke with Sokomine, regarding drawing roads from mg_village to mg_village. While mg_villages might have been diffi...
by ShadMOrdre
Fri Oct 04, 2019 18:29
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 401

Re: Post your screenshots!

I'm with you duane however... I have a slightly different response to the nay-sayers... https://forum.minetest.net/download/file.php?mode=view&id=20236&sid=4c3483b274613ce10d4510caace81e54 How's that for a view? xD Ooohhhh........... now I've seen tooooo much...... my eyes hurt............ ...
by ShadMOrdre
Fri Oct 04, 2019 17:44
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9097
Views: 1047228

Re: error determining biome name

Biomes are 2-D. This is why you cannot stack biomes.
by ShadMOrdre
Thu Oct 03, 2019 17:11
 
Forum: Modding Discussion
Topic: error determining biome name
Replies: 13
Views: 197

Re: [MOD] Tool ranks [toolranks]

My fork is more than just Toolranks.

It also includes, from the WIP mod section, c-t-m mod. This mod add "Terraria" like modifiers to the tools as they are crafted.

Here is the link to the forum post: lib_trm

Shad
by ShadMOrdre
Thu Oct 03, 2019 17:08
 
Forum: Mod Releases
Topic: [MOD] Tool ranks [toolranks]
Replies: 95
Views: 19707
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