Search found 4311 matches

by VanessaE
Mon May 25, 2020 19:24
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 58
Views: 19900

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

The problem with other languages isn't that they're being ignored, it's that signs_lib has to render the sign text server-side using hand-drawn bitmapped fonts, so changing your system or Minetest language settings will have no effect. To my knowledge, only Latin and Cyrillic are supported right now...
by VanessaE
Thu May 21, 2020 20:55
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 297
Views: 148026

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack]

I would suggest making the groups for Moretrees' trunks and wood identical to the default minetest_game ones, perhaps with some of them being "harder" than that. I'm not good with tool groups though, so pull requests welcome. ;-)
by VanessaE
Wed May 20, 2020 01:56
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 58
Views: 19900

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

I guess I was wrong about the sheet metal. Maybe that was in an old fork of mine or something. I suppose basic_materials is a suitable place for it then. BUT, I seem to recall having changed all metal signs in signs_lib and basic_signs to be made from the default steel sign, some time back. So maybe...
by VanessaE
Sun May 17, 2020 12:47
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 297
Views: 148026

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack]

Please file an issue for the sickle, unless you know how to fix it? I didn't write that code. For river water you have the right idea, though it may be better to do something like if not string.match(xxxx_node.name, "water_source") then ... in the two places where the comparison is made, that way it...
by VanessaE
Thu May 07, 2020 16:51
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20200507-1248][dreambuilder]
Replies: 1104
Views: 221438

Re: [Modpack] Dreambuilder [20200507-1248][dreambuilder]

Build #20200507-1248, updated bonemeal, digistuff, facade, farming, pipeworks, technic, and unified inventory. Removed notify_hud_provider (nothing uses it, and it's broken).
by VanessaE
Fri May 01, 2020 04:15
Forum: Servers
Topic: [Server] VanessaE's Creative Server [5.1.0-dev]
Replies: 1450
Views: 190228

Re: [Server] VanessaE's Creative Server [5.1.0-dev]

It's been discussed to death. Below is the github discussion, linked to the part where I proposed AND SUPPLIED altered models and skin guides, and an proceedure that can be done entirely in Lua to choose which of the three model/skin formats is needed: https://github.com/minetest/minetest_game/issue...
by VanessaE
Thu Apr 30, 2020 06:48
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20200507-1248][dreambuilder]
Replies: 1104
Views: 221438

Re: [Modpack] Dreambuilder [20200430-0443][dreambuilder]

Build #20200430-0241: lots of updates! * Updated biome_lib, bonemeal, digidisplay, digistuff, dreambuilder hotbar, farming redo, roads, maptools, mesecons, moretrees, pipeworks, rgblightstone, signs_lib, technic (except I kept it back from that broken commit), unifiedmesecons, and worldedit. * Remov...
by VanessaE
Wed Apr 29, 2020 16:11
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 403
Views: 159765

Re: [Mod] More Trees! [git][moretrees]

Yeah I think the shape and branch density in the green model is just about where I would have liked it. Good deal there. With that "flops over" glitch, that purple model looks like it could make a good alternate model for the willow, though the branches are a little too dense.
by VanessaE
Tue Apr 28, 2020 16:25
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 403
Views: 159765

Re: [Mod] More Trees! [git][moretrees]

Hard to say for sure, but I think they look pretty decent; every oak tree I've ever seen was sprawling and all "scraggly" -- so your blue-trunk and yellow-trunk ones look promising. You might thin out the upper branches a little on the yellow ones?
by VanessaE
Wed Apr 22, 2020 16:31
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 403
Views: 159765

Re: [Mod] More Trees! [git][moretrees]

Looks good to me. :-)
by VanessaE
Mon Apr 20, 2020 20:55
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 403
Views: 159765

Re: [Mod] More Trees! [git][moretrees]

The trees all use Minetest's L-system language, a sort of procedural, almost fractal-like thing. I absolutely suck at using that language, hence RealBadAngel did most of the models. :-) Jungle trees: yep, it adds its own version of those. The variable size trick can be used for some others as well, ...
by VanessaE
Mon Apr 20, 2020 20:50
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 403
Views: 159765

Re: [Mod] More Trees! [git][moretrees]

The trees all use Minetest's L-system language, a sort of procedural, almost fractal-like thing. I absolutely suck at using that language, hence RealBadAngel did most of the models. :-) Jungle trees: yep, it adds its own version of those. The variable size trick can be used for some others as well, ...
by VanessaE
Fri Apr 17, 2020 17:37
Forum: Texture Packs
Topic: HDX Textures (64 - 512 px) [git rolling release]
Replies: 369
Views: 228507

Re: HDX Textures (64 - 512 px) [git rolling release]

Custom textures that only affect a few things found on the Minetest Zeno server, which I run.
by VanessaE
Fri Apr 17, 2020 17:36
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 297
Views: 148026

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

They perhaps could, but more properly, biome_lib itself should be adapted to use those features, since many mods depend on it. That's way out of my expertise though.
by VanessaE
Thu Apr 16, 2020 04:11
Forum: Mod Releases
Topic: [mod] kaeza's/VanessaE's signs library [signs_lib][git]
Replies: 58
Views: 19900

Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

That's from Zeg9's steel mod. I somehow got roped into maintaining it. :-)

My fork can be found here: https://gitlab.com/VanessaE/steel

I often don't make one mod depend on another if the latter is only there to supply materials for crafting. That way creative servers need fewer mods.
by VanessaE
Mon Apr 13, 2020 18:37
Forum: Servers
Topic: [Server] VanessaE's Survival Server [5.1.0-dev]
Replies: 635
Views: 89386

Re: [Server] VanessaE's Survival Server [5.1.0-dev]

Welcome back. After you finish it, go build some more! :-)
by VanessaE
Mon Apr 06, 2020 02:14
Forum: Mod Releases
Topic: [Modpack] Dreambuilder [20200507-1248][dreambuilder]
Replies: 1104
Views: 221438

Re: [Modpack] Dreambuilder [20200405-2219][dreambuilder]

Build #20200405-2204, Updated castles, bakedclay, basic_materials, currency, digistuff, farming_redo, homedecor, street_signs, technic, and unified inventory Removed teleport_request (there was never much reason to have it at all, only useful on multiplayer servers). Also removed item_tweaks, as it'...
by VanessaE
Wed Apr 01, 2020 13:01
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 141
Views: 63662

Re: [Mod] Unified Dyes [20170620][unifieddyes]

What texture do I have to give to the front tile? The, let's say left half side, shaped, texture of the node's front shape? In which color? That's entirely up to you. On the other hand I have to do is "baked_in" color. Do you mean software overlay with that? No, this phrase means you put the colors...
by VanessaE
Tue Mar 31, 2020 14:53
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 141
Views: 63662

Re: [Mod] Unified Dyes [20170620][unifieddyes]

But then, is it possible at all, to change two colors [...] Not with hardware coloring alone. Only one hardware-applied color is possible. There are two general ways it can be done though, if you "fake" it: A. do hardware coloring on one side, and baked-in color on the other side. You would need as...
by VanessaE
Mon Mar 30, 2020 12:35
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 141
Views: 63662

Re: [Mod] Unified Dyes [20170620][unifieddyes]

By "static" I mean "doesn't change" i.e. not re-colored by param2. Inventory images are a tricky thing - there's a helper function to create one that's at least close, but even then Minetest doesn't get it right. You're still going to have an issue with rotations though. A node of that shape surely ...
by VanessaE
Sun Mar 29, 2020 12:41
Forum: Mod Releases
Topic: [Mod] Unified Dyes [20170620][unifieddyes]
Replies: 141
Views: 63662

Re: [Mod] Unified Dyes [20170620][unifieddyes]

In your node def, you need to do something like this: tiles = { {name = tile_side, color = "white"}, {name = tile_side, color = "white"}, {name = tile_side, color = "white"}, {name = tile_side, color = "white"}, {name = tile_back, color = "white"}, tile_front } overlay_tiles = { some_blank_image, so...
by VanessaE
Sun Mar 08, 2020 21:59
Forum: Mod Releases
Topic: [Modpack] Home Decor [git] [homedecor_modpack]
Replies: 960
Views: 361639

Re: [Modpack] Home Decor [git] [homedecor_modpack]

Ah, HDX user. :-)

You need to update your copy of the texture pack. Models for the doors had to change to work with minetest_game's doors mod not long ago (i.e. so that I could use its API instead of custom code), and when they changed, I had to rework their textures too.
by VanessaE
Mon Mar 02, 2020 23:56
Forum: Servers
Topic: [Server] VanessaE's Survival Server [5.1.0-dev]
Replies: 635
Views: 89386

Re: [Server] VanessaE's Survival Server [5.1.0-dev]

Ask Sokomine (cottages) and Philipbenr (castles modpack). :-)
by VanessaE
Sun Mar 01, 2020 18:39
Forum: Mod Releases
Topic: [Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor
Replies: 89
Views: 29443

Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

I presume you mean my fork, but I don't have one anymore, as it isn't needed. Get it from https://github.com/minetest-mods/stained_glass ... that one is derived from andersje's fork, but is now considered to be "upstream".
by VanessaE
Sun Mar 01, 2020 15:52
Forum: Mod Releases
Topic: [Mod] Blox Mod - Now with more cobble! [git] [blox]
Replies: 32
Views: 26050

Re: [Mod] Blox Mod - Now with more cobble! [git] [blox]

That's outdated -- you must use a default stone block now. I've fixed the first post. It is possible to make the cut shapes colorable (see my coloredwood mod), but doing so would add thousands of new nodes per single initial block. A secondary issue there is that the table saw doesn't work properly ...