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Re: Help with the Minecraft schemas and worlds.

The schematic conversion method described in viewtopic.php?id=6007 requires no Minecraft, I just tried it myself.
by texmex
Wed Jul 18, 2018 17:10
 
Forum: Maps
Topic: Help with the Minecraft schemas and worlds.
Replies: 9
Views: 112

Re: Sound of water

Now with proper biome detection in engine I’m surprised that no one has written a better ambience mod yet.
by texmex
Wed Jul 18, 2018 16:13
 
Forum: Feature Discussion
Topic: Sound of water
Replies: 12
Views: 396

Re: Help with the Minecraft schemas and worlds.

There’s https://github.com/minetest-tools/mcimport for worlds. It works quite well, though some node translations are wrong. I’ve also found https://github.com/ShadowNinja/MC2MT (which I failed to compile) and https://github.com/dgm3333/mc2mt which I failed to satisfy Python packages dependencies fo...
by texmex
Tue Jul 17, 2018 19:18
 
Forum: Maps
Topic: Help with the Minecraft schemas and worlds.
Replies: 9
Views: 112

Re: [Mod] Settlements [settlements]

Rochambeau wrote:Found a way to create some gravel paths:
Image

Still in early stage and much space for improvement. But it works.

I's already beautiful!
by texmex
Tue Jul 17, 2018 10:45
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 19
Views: 712

Re: [Mod] Schematic Editor [1.0.0] [schemedit]

Would you consider supporting the Minecraft .schematic file format? It's already supported in this mod, here, so perhaps it's not that hard?
by texmex
Tue Jul 17, 2018 10:44
 
Forum: Mod Releases
Topic: [Mod] Schematic Editor [1.0.0] [schemedit]
Replies: 29
Views: 2707

Re: [Server] PRO SKYBLOCK

Love it!
by texmex
Mon Jul 16, 2018 10:01
 
Forum: Servers
Topic: [Server] PRO SKYBLOCK
Replies: 43
Views: 1160

Re: [Server] PRO SKYBLOCK

bosapara wrote:Image News:
_______________________

Added Baners mod (only colored)

Image

Cut out from MCL2? Nice!
by texmex
Sun Jul 15, 2018 08:08
 
Forum: Servers
Topic: [Server] PRO SKYBLOCK
Replies: 43
Views: 1160

Re: Post your screenshots!

Currently working at detecting hills that can be removed in order to get more flat land for spawning houses and holes that can be filled (see paramats highlandpools): https://forum.minetest.net/download/file.php?mode=view&id=15779 Very good, Soko! Everyone placing schematics on map generation w...
by texmex
Sat Jul 14, 2018 21:26
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7749
Views: 781866

Re: [Mod] Mobs Dwarves [0.1.0] [mobs_dwarves]

Impressive work!
by texmex
Wed Jul 11, 2018 10:13
 
Forum: WIP Mods
Topic: [Mod] Mobs Dwarves [0.1.0] [mobs_dwarves]
Replies: 2
Views: 180

Re: [Mod] sourround holes by hedges etc [detect_holes]

Quite interesting idea, Sokomine!
by texmex
Mon Jul 09, 2018 17:02
 
Forum: WIP Mods
Topic: [Mod] sourround holes by hedges etc [detect_holes]
Replies: 1
Views: 166

Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

You’re right, as a solution to the issue of 0.4.x it’s solves the problem, though if the 5.0.0 styled solution was desirable it could probably be packported as a mod.
by texmex
Mon Jul 09, 2018 13:52
 
Forum: WIP Mods
Topic: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]
Replies: 9
Views: 282

Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

Hamlet wrote:
texmex wrote:What is ”DEFAULT MAPGEN” in this case? Afaik current or dev versions of major mapgens already deals with sand balconies by adding solid nodes underneath.


Mapgen v7 (Minetest v0.4.17.1)

Have you tried 5.0.0-dev?
by texmex
Sun Jul 08, 2018 19:04
 
Forum: WIP Mods
Topic: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]
Replies: 9
Views: 282

Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

What is ”DEFAULT MAPGEN” in this case? Afaik current or dev versions of major mapgens already deals with sand balconies by adding solid nodes underneath.
by texmex
Sun Jul 08, 2018 11:55
 
Forum: WIP Mods
Topic: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]
Replies: 9
Views: 282

Re: [Mod] Settlements [settlements]

Very good-looking!
by texmex
Sat Jul 07, 2018 14:28
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 19
Views: 712

Re: [Server] Blocky Survival: The unique server

Haven’t tried this yet but I applaud you for stepping out of the all too common ”tech stack” comfort zone (techpack instead of technic/mesecons/pipework).
by texmex
Fri Jul 06, 2018 12:56
 
Forum: Servers
Topic: [Server] Blocky Survival: The unique server
Replies: 6
Views: 222

Re: [tech-MOD]New Fireworks[0.0.3-BETA!!!][new_fireworks]

These are beautiful! I’d like to suggest that the rockets should stay placed on the ground until lit by the flint-and-steel, torch, adjacent fire or mesecon signal. Regarding the recipes I’d like to see sticks included, as all rockets need them. Additionally, if a mod enabling dusts such as Technic ...
by texmex
Fri Jul 06, 2018 12:32
 
Forum: WIP Mods
Topic: [tech-MOD]New Fireworks[0.0.3-BETA!!!][new_fireworks]
Replies: 17
Views: 977

Re: [Server] Orby's Economy Server US 24/7

Quite interesting. I’m looking for all types of mods with player-to-player type interaction, especially economic and cooperative ones.
by texmex
Wed Jul 04, 2018 18:17
 
Forum: Servers
Topic: [Server] Orby's Economy Server US 24/7
Replies: 16
Views: 351

Re: [Game] MineClone 2 [0.41.3]

How can I enable auto JUMP - like in minecraft - in this game? Any settings in minetest? Thanx for infos... You need to increase the stepheight attribute of the player object from a mod. I’ve written the code for it but it’s not available to me at this time. I know that v-rob’s fork Voxelgarden II ...
by texmex
Wed Jul 04, 2018 15:47
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.41.3]
Replies: 1211
Views: 90762

Re: [Mod] BlockProtectNodes [2018-06-17][blockprotectnodes]

Stix wrote:Something like this may suit your needs, where there is a main area and then a sub-area for members: viewtopic.php?f=9&t=20199

Suit who’s needs? Are you saying Manipulus compatible with BlockProtectNodes?
by texmex
Wed Jul 04, 2018 15:44
 
Forum: WIP Mods
Topic: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]
Replies: 41
Views: 1519

Re: [Mod] BlockProtectNodes [2018-06-17][blockprotectnodes]

Or are you recommending redundant methods of accessing the block-showing feature? Yes, I’d recommend both showing - where the protected area would be, when punching nothing while wielding the protection node displaying a green area grid and - where the protected area is , when punching a placed pro...
by texmex
Wed Jul 04, 2018 13:43
 
Forum: WIP Mods
Topic: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]
Replies: 41
Views: 1519

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

Careful adding group:sand to the list of floodables. That immediately dropped my fps down to 1. I had to use /clearobjects to fix it, multiple times. That was a pain. lol I got a question, is it possible to have nodes that can be flooded only by certain liquids? You may use the drop var to have gro...
by texmex
Wed Jul 04, 2018 08:49
 
Forum: WIP Mods
Topic: [Mod] Liquid uprooting, liquid erosion [floodables]
Replies: 15
Views: 2699

Re: [Mod] Extensible gridless craft system [simplecrafting_l

Any closing in on looking into the sfinv crafting tab? I'm thinking of a multiplayer game with that and with the crafting table. Since the crafting table has a "shared" inventory in that multiple player may add items to it, both the sfinv tab and the table has a purpose in that game. In my...
by texmex
Tue Jul 03, 2018 12:32
 
Forum: WIP Mods
Topic: [Mod] Extensible gridless craft system [simplecrafting_lib]
Replies: 10
Views: 1216

Re: Spawn particles on place of any node

Ah, of course! Thank you, AspireMint.
by texmex
Tue Jul 03, 2018 11:41
 
Forum: Modding Discussion
Topic: Spawn particles on place of any node
Replies: 2
Views: 149

Re: [Mod] Real Compass [realcompass]

I updated the textures to ones derived from texmex's vastly superior textures from ccompass. I hope you don't mind, but I changed the colors with the idea that realcompass could be used with ccompass to provide their different features. I also went back to the original 12 directions, since I couldn...
by texmex
Sat Jun 30, 2018 20:59
 
Forum: WIP Mods
Topic: [Mod] Real Compass [realcompass]
Replies: 9
Views: 271

Re: Minecore: An Engine

Hmm - can I help ? Does the Engine stand yet ? Where can I find it ? What is still required ? I have C99, Java, Lua and Python experience. I know how to deal with DBs and OpenGL. I also did quite much frontend development, although using Java. Tell me if I am needed. Good luck! (And maybe have an a...
by texmex
Fri Jun 29, 2018 19:34
 
Forum: Minetest-related projects
Topic: Minecore: An Engine
Replies: 76
Views: 5033
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