Search found 51 matches

by isaiah658
Thu Oct 22, 2020 00:52
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.3.1] [zoonami]

Version 0.3.1 is released. It's a bit of a mess due to trying to implement items. The main features are berry bushes that can be found and harvested. The berries can also be used in battles. They give +10 health. Their functionality in the future will most likely change. This was more of a proof of ...
by isaiah658
Sun Oct 04, 2020 22:01
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.3.0] [zoonami]

"Eventually maybe spawning structures like gyms and clinic type places would be cool." Yes, map generation ideas are on my todo list. At the very least, I want to add plants, berry bushes, hopefully some buildings. If I wanted to go all out, I would make a separate mod specifically for the map gener...
by isaiah658
Sun Oct 04, 2020 20:55
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.3.0] [zoonami]

Zoonami 0.3.0 is released. It doesn't look like much, but it adds a better looking menu for managing settings, items, monsters, and player stats. I managed to keep SFINV an optional dependency by adding a backpack item that can also open the backpack menu. It was necessary to get this made that way ...
by isaiah658
Fri Oct 02, 2020 11:10
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388087

Re: [Mod] Mobs Redo [1.53] [mobs]

Thank you jas! I will look into that more.
by isaiah658
Thu Oct 01, 2020 23:41
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388087

Re: [Mod] Mobs Redo [1.52] [mobs]

isaiah658 wrote:
Sat Aug 29, 2020 21:57
Is there any way to control the distance that the name tag can be seen by the player? I wish I could have it only show up either when hovering over a mob or when the player is within X amount of blocks.
Can I please get an answer to this? Yes? No?
by isaiah658
Tue Sep 29, 2020 22:53
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.1.1] [zoonami]

Not to be hogging his thread too much, I'm sure others are reading it and lurking...but great to hear you're working on that feature, will make a big difference once implemented. Is there any particular type of contributions you're interested in from others, like new monsters, new mechanics, etc. o...
by isaiah658
Sun Sep 27, 2020 16:29
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.1.1] [zoonami]

Version 0.1.1 is now released. It's mostly code quality changes. I have also been working on allowing the player switch monsters after one faints and implementing the items menu. Once those are polished, expect them to be released. Edit: Noticed a bug introduced in v0.1.1 that crashes that game when...
by isaiah658
Wed Sep 16, 2020 23:02
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.1.0] [zoonami]

@freshreplicant 1. Yes, I was going to implement a win/loss/forfeit amount or something similar that other players can view. It will help people know if someone is leaving battles often and how "tough" they are. Invisible monsters would be kind of hacky. I would probably avoid that. Changing the nod...
by isaiah658
Wed Sep 16, 2020 00:34
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

Re: [Mod] Zoonami [0.1.0] [zoonami]

@freshreplicant Thank you for the detailed reply! Things that might need addressing: 1. As far as I know, you can't disable the ESC key. I suppose I could try to reopen the formspec after a player presses ESC, but I'm not sure many people would like that. It also wouldn't stop a player from flat out...
by isaiah658
Sun Sep 13, 2020 20:10
Forum: WIP Mods
Topic: [Mod] Zoonami [0.3.1] [zoonami]
Replies: 11
Views: 778

[Mod] Zoonami [0.3.1] [zoonami]

https://forum.minetest.net/download/file.php?mode=view&id=22728 Description ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ A tsunami of monsters are invading Minetest! Zoonami adds monsters that you can collect, train, and use in battles. The battles use a formspec interface that looks and feels similar to a ...
by isaiah658
Sat Aug 29, 2020 21:57
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388087

Re: [Mod] Mobs Redo [1.52] [mobs]

Is there any way to control the distance that the name tag can be seen by the player? I wish I could have it only show up either when hovering over a mob or when the player is within X amount of blocks.
by isaiah658
Sat Jul 18, 2020 00:52
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 728
Views: 76330

Re: Post your mapgen questions here (modding or engine)

I have another question. Are there any good ways of handling an expanding world border? It can be an actual wall, limiting chunk generation, or any other method. The key though is that it needs to be able to handle expanding while the player plays the game and not be laggy while expanding. Also I wa...
by isaiah658
Wed Jul 08, 2020 02:47
Forum: Modding Discussion
Topic: Changing player maximum fall distance.
Replies: 1
Views: 130

Re: Changing player maximum fall distance.

I don't know if this will be helpful for you or not, but if you give a node the fall_damage_add_percent group, it can make landing on that node increase the height you can safely fall on it. For example, I added groups = {fall_damage_add_percent = -100} to a node used for a spawn platform to prevent...
by isaiah658
Wed Jul 08, 2020 02:38
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 728
Views: 76330

Re: Post your mapgen questions here (modding or engine)

Is it possible to make nodes generate in the mapgen based on xz coordinates? I'm looking to create a mapgen that has better ores, new trees, etc the further out the player explores from spawn. All ideas/workarounds are appreciated.
by isaiah658
Sat Jul 04, 2020 14:22
Forum: WIP Mods
Topic: [Mod] FF Goodie Bags [1.0.0] [ff_goodie_bags]
Replies: 6
Views: 1014

Re: [Mod] FF Goodie Bags [1.0.0] [ff_goodie_bags]

Thank you for pointing this out FreeGamers. I know it's 6 months late, but I've made the fix to the project.
by isaiah658
Sun Jul 21, 2019 16:42
Forum: WIP Mods
Topic: [Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]
Replies: 11
Views: 976

Re: [Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]

Version 1.0.1 Released - Fixes the staff of structure from placing more blocks than what the player has in their inventory.
by isaiah658
Sun Jul 21, 2019 16:32
Forum: WIP Games
Topic: [Game] Floating Factories
Replies: 3
Views: 1159

Re: [Game] Floating Factories

@R-One Thank you for testing it! The staff of structure and the amount of blocks placed is fixed. The diamond hammer recipe is fixed. The additional hopper code for empty compost bins has also been added. The only thing I can't really help with is multi-language unless someone tells me an easy way t...
by isaiah658
Wed Jul 17, 2019 16:43
Forum: WIP Games
Topic: [Game] Floating Factories
Replies: 3
Views: 1159

Re: [Game] Floating Factories

@R-One The stone staff of structure should only place the amount of blocks you have unless you are in creative mode. If you are in creative mode, no blocks are used while placing them. I'll fix the hammer recipe. I'll look into the hopper code as well. Multi-language is very impractical. Due to the ...
by isaiah658
Wed Jul 17, 2019 02:13
Forum: WIP Games
Topic: [Game] Floating Factories
Replies: 3
Views: 1159

[Game] Floating Factories

Floating Factories is a subgame that I intended to be like Sky Factory and Project Ozone 2 are for Minecraft. Essentially it combines machines, automation, strategic thinking, and a sky world. You'll start with little and exponentially expand. However, this idea has become too hard to pull off with ...
by isaiah658
Mon Jul 15, 2019 01:57
Forum: Modding Discussion
Topic: Help adding decorations to nether mapgen?
Replies: 5
Views: 259

Re: Help adding decorations to nether mapgen?

Thanks for the response. I guess I'll be switching to something else, such as caverealms or your environ mod. I don't specifically need the nether.

Edit: The obstacle that will create it figuring out a way to make a portal that functions like the nether portal to get to the realm.
by isaiah658
Sun Jul 14, 2019 23:12
Forum: Modding Discussion
Topic: Help adding decorations to nether mapgen?
Replies: 5
Views: 259

Help adding decorations to nether mapgen?

I've been working on a subgame and wanted to use the nether mod in it. https://github.com/minetest-mods/nether It's rather boring though and I wanted to add some plant life. For whatever reason, this is proving to be near impossible. I've added my own mapgen decoration to add grass and every time th...
by isaiah658
Sat May 11, 2019 19:54
Forum: WIP Mods
Topic: [Mod] FF Goodie Bags [1.0.0] [ff_goodie_bags]
Replies: 6
Views: 1014

[Mod] FF Goodie Bags [1.0.0] [ff_goodie_bags]

FF Goodie Bags Description: This mod adds 4 goodie bags that give random items. Now I know what you're thinking. "How is this any different from the lucky blocks mod?" Well the answer is that this mod is not really meant for your average user. It's meant for server admins, sub games, or players loo...
by isaiah658
Tue May 07, 2019 00:24
Forum: WIP Mods
Topic: [Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]
Replies: 11
Views: 976

Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

Yeah that makes sense. I hyperlinked the lightning text under the optional dependencies so it's easier to find.
by isaiah658
Mon May 06, 2019 11:16
Forum: WIP Mods
Topic: [Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]
Replies: 11
Views: 976

Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

Not seeing the lightning rod in creative nor craftible. :( Was really hyped up over it so I could zap everyone. You need to have the lightning mod installed (it's made by someone else). It's an optional dependency in case people don't want that mod. I'll consider other ideas for staffs, but at the ...
by isaiah658
Sun May 05, 2019 18:00
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
Replies: 104
Views: 17899

Re: [Mod] [MTG/MCL2] Storage Drawers [0.4.3] [drawers]

ok placing works now ^^ but i cannot dig it in MC2 ... Ahh yeah I know what it is. MCL2 uses different node groups than what default does. I've fixed it in the past for the drawers themselves but forgot to add the same thing to the drawer controller. Edit: Nevermind. LNJ2 merged the changes already...