Search found 509 matches
- Wed Oct 19, 2022 04:10
- Forum: Mod Releases
- Topic: [MOD] Commodities markets [0.3] [commoditymarket]
- Replies: 82
- Views: 10795
Re: [MOD] Commodities markets [0.3] [commoditymarket]
Sorry, I sort of took a modding hiatus for a while there. I'll take a look at this mod on the weekend and see if I can fix up the formspecs for more more recent versions of Minetest. There's been a lot of enhancements to the formspec API since last I wrote this stuff, so hopefully I'll be able to ov...
- Mon Sep 12, 2022 23:10
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
The slade seals are just decorative. I had some generic lore in mind for the underworld, that ages ago a great civilization fought a war with "demons" of some sort and sealed them away. The Primordial caverns ended up being the realm that was sealed away, but before the Primordial layers c...
- Mon Sep 12, 2022 16:56
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
There's a way to add stuff to the bones, the "bones_loot.register_loot" public API. It uses the same table format as the dungeon_loot mod, and indeed if dungeon_loot is installed it's basically just a wrapper for that mod. The place where the existing loot gets added is in dungeon_loot.lua...
- Mon Sep 12, 2022 15:18
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Yeah, I thought it would be nice to put something in those buildings so they weren't just barren set pieces. The purpose of the puzzle chests is just to provide an extra hint regarding how the puzzle seals are to be solved, hopefully not too subtle and not too obvious.
- Sun Sep 11, 2022 19:41
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Since I've started to get the Minetest modding bug again, I picked this mod back up out of the WIP bin and have been doing a bunch of fiddling with it to add some new features. this branch is where that work in progress currently lives. Things I've added: * Ability for a pocket owner to permit speci...
- Sat Sep 10, 2022 23:28
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Fixed on Github. I'll wait a bit longer before rolling out a fix for ContentDB, in case there are other little glitches to fix as well (I also found a couple of undeclared globals).
- Thu Sep 01, 2022 17:36
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Thought so. :) I did tidy them up a little more in the most recent update, I got rid of their fuzzy edges. Hopefully that helps.
- Wed Aug 31, 2022 01:02
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Ah, windmills, my old nemesis! I'll try out that mod and see if I can figure out what the heck. some of the item textures are very blurry/messy looking. Which ones? I know the food ones in particular may not be the best, I used images of real food from Wikimedia Commons and tried applying various fi...
- Mon Aug 29, 2022 13:25
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Just put up a fix for this. Mesecons are part of the Mineclone games so my code got a bit confused when it was also installed alongside default game.
- Mon Aug 29, 2022 07:23
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
After being on a sort of spontaneous modding retirement for a few years, I've released an update to dfcaverns. It adds achievements and ambient sounds, as well as a bunch of minor fixes and polish in various places. It should also now be compatible with the latest repository version of Mineclone2, a...
- Mon Aug 29, 2022 06:02
- Forum: Modding Discussion
- Topic: What are best practices for either/or mod dependencies?
- Replies: 4
- Views: 734
Re: What are best practices for either/or mod dependencies?
I just started the process of updating contentDB with the cross-compatible DFCaverns, and I found that there's a new experimental feature: a "supported_games" field in mod.conf. If it's not present it's being populated based off of dependencies, so as soon as I update this I bet it'll clai...
- Sat Aug 27, 2022 20:42
- Forum: Modding Discussion
- Topic: What are best practices for either/or mod dependencies?
- Replies: 4
- Views: 734
Re: What are best practices for either/or mod dependencies?
Thanks, I'll look into that. There is a " sounds " section in df_dependencies, but it's a pretty minor part of the compatibility work I had to do so I think I won't be adding new game support to dfcaverns for a little while yet. I just want to make sure that I've done what I can to make fu...
- Sat Aug 27, 2022 18:14
- Forum: Modding Discussion
- Topic: What are best practices for either/or mod dependencies?
- Replies: 4
- Views: 734
What are best practices for either/or mod dependencies?
Hi, getting back into the modding game after being "retired" for a while and I took on a particularly big task. Now that it's about done I figure I should check whether there's a better way I should be doing it. :) I've had many requests over the years to make my mapgen modpack dfcaverns &...
- Tue Apr 27, 2021 01:33
- Forum: Mod Releases
- Topic: [mod] Lighten wielded item [wielded_light]
- Replies: 60
- Views: 11335
Re: [mod] Lighten wielded item [wielded_light]
The fact that 5.0.0 is two years old makes me feel strangely old. :) Hope the more recent version fixes the issue. I believe mod.conf has an option to let you specify the minimum supported version of Minetest a mod works with, but I have to admit that I don't keep around older versions of Minetest t...
- Mon Apr 26, 2021 15:26
- Forum: Mod Releases
- Topic: [mod] Lighten wielded item [wielded_light]
- Replies: 60
- Views: 11335
Re: [mod] Lighten wielded item [wielded_light]
What version of Minetest are you running with? The only difference in the line of code this crash is coming from is that bell07's is using player:get_player_velocity(), which is deprecated in recent versions of Minetest, and I'm using player:get_velocity(). Perhaps in older versions get_velocity() d...
- Mon Mar 29, 2021 00:19
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Just tagged a new release, v2.2 "Chasms". It adds a new type of large-scale cavern structure; large vertical chasms, usually no more than a few dozen meters wide but potentially several kilometers long and deep. To simplify mapgen all of the chasms are oriented north-south. I justify this ...
- Fri Jan 08, 2021 06:29
- Forum: WIP Mods
- Topic: Beanstalks (giant beanstalks thousands of nodes high)
- Replies: 35
- Views: 5393
Re: Beanstalks (giant beanstalks thousands of nodes high)
Will do! <emoticon of someone saluting>
- Fri Jan 08, 2021 01:27
- Forum: WIP Mods
- Topic: Beanstalks (giant beanstalks thousands of nodes high)
- Replies: 35
- Views: 5393
Re: Beanstalks (giant beanstalks thousands of nodes high)
Oh, this is rather neat. I had been pondering creating a mod vaguely along these lines, creating ultra-massive "Yggdrasil" trees that the player could climb into the cloudlands, but a magic beanstalk is much easier and more traditional now that I see this. :) This mod could also be useful ...
- Thu Jan 07, 2021 08:15
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
I just added a "/pocket_destroy [pocketname]" command to completely destroy a pocket, with no way to undelete it. And just for fun, I made it dramatic. It causes the boundary of the pocket dimension to slowly collapse inward, destroying everything as it goes, and killing players who allow ...
- Thu Jan 07, 2021 01:22
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Yeah, I just had a quick look at those issues you reported, and can confirm things are pretty broken here and there. Not entirely surprising, I just did a big refactor of the code to pull it apart into a more compartmentalized API. I just did a quick fix that I think may fix them, but I don't have t...
- Wed Jan 06, 2021 02:06
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
Well, semi-bad news on the respawn front. Minetest_game has respawn-handling code in it that stomps on other mods' attempts to reposition the player after death. There's a bit of code in the "spawn" mod that explicitly checks whether the bed mod is installed and allows beds to override it,...
- Tue Jan 05, 2021 22:26
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
The first time you used /pocket_personal, did you give a name to your pocket dimension as a parameter to the command? Every pocket dimension needs a unique name. Though now that I think of it, I've added the ability to rename personal pockets so I should be able to just give the pocket a default nam...
- Tue Jan 05, 2021 21:01
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
Re: [Mod] Pocket dimensions [0.1][pocket_dimensions]
No biomes, I just whipped up a quick and dirty custom mapgen to fill the pocket dimensions with some basic ground. My assumption is that the initial landscape isn't going to be all that important because a pocket dimension will usually get rebuilt to the owner's or server admin's taste to fulfill a ...
- Tue Jan 05, 2021 01:28
- Forum: WIP Mods
- Topic: [Mod] Pocket dimensions [0.1][pocket_dimensions]
- Replies: 11
- Views: 2705
[Mod] Pocket dimensions [0.1][pocket_dimensions]
A pocket dimension is an independent section of space-time that can only be accessed through a restricted pathway, but which is still nevertheless a part of the same universe you're accessing it from. It is quite small compared to the rest of the universe, a restricted "bubble" with impene...
- Mon Jan 04, 2021 03:45
- Forum: Mod Releases
- Topic: [Mod] Dwarf Fortress style caverns [dfcaverns]
- Replies: 119
- Views: 39642
Re: [Mod] Dwarf Fortress style caverns [dfcaverns]
Heh, I do rather compulsively add a lot of settings to my mods. It's my way of passing the buck on some of the balance issues, I guess. :) Let me know if there's any variables you find yourself needing to hack around with in the code, I can always add more settings. I'd love to have a set of "s...