Search found 65 matches

Return to advanced search

[16px] Adjustable Dirt [adjustable_dirt]

I've been using DrFrankenstone's Less Dirt texture pack, but it's only compatible with the default Minetest Game textures. So I came up with something a little more flexible—where the side patterns and percentage of dirt are both customizable using an override.txt file along with a bunch of mask fil...
by kestral
Sat Nov 30, 2019 04:54
 
Forum: Texture Packs
Topic: [16px] Adjustable Dirt [adjustable_dirt]
Replies: 1
Views: 139

Second dirt_with_snow node [mtg]

If Minetest game had separate dirt_with_snow nodes for taiga and snowy_grassland (e.g. dirt_with_grass_and_snow ), then with the new 75% grass_side texture, the coniferous_litter_side texture also converted to 75%, and three layers of textures we could have: https://forum.minetest.net/download/file....
by kestral
Fri Nov 15, 2019 18:41
 
Forum: Feature Discussion
Topic: Second dirt_with_snow node [mtg]
Replies: 6
Views: 383

Re: [32px] Default Grid

I've started using the LessDirt texture pack when I use default_grid, which is easy to do by placing a link (or copy) of LessDirt in the default_grid directory. However, this got me thinking. By doing this I'm using modified texture images, while default_grid is based on doing as much as possible us...
by kestral
Sat Nov 09, 2019 21:25
 
Forum: Texture Packs
Topic: [32px] Default Grid
Replies: 1
Views: 573

[Mod] Display Biome [display_biome]

A simple mod that displays temperature, humidity, and biome name on the screen. https://raw.githubusercontent.com/kestral246/display_biome/master/screenshot.png Updates: (2019-12-07) ⋅ Now defaults to not showing biome information. ⋅ Use chat command /biomes to enable. ⋅&nbs...
by kestral
Sat Nov 02, 2019 15:49
 
Forum: WIP Mods
Topic: [Mod] Display Biome [display_biome]
Replies: 0
Views: 131

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

Shad, An update on my voronoi biome experiments. I did upload my voronoi_biome_patch. I'd like to get it to read the minetest.conf, but I haven't been successful so far. Right now any changes require editing the source code and recompiling. https://github.com/kestral246/voronoi_biome_patch I also up...
by kestral
Thu Oct 31, 2019 16:13
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 35
Views: 3310

Re: [Mod] Real Compass [realcompass]

Since there apparently can't be enough compass mods, I've created an alternate version of my realcompass mod. Instead of going through all the trouble of creating and cycling through inventory objects, this mod just draws the realcompass textures at the bottom right corner of the screen. I call it h...
by kestral
Wed Oct 30, 2019 23:03
 
Forum: Mod Releases
Topic: [Mod] Real Compass [realcompass]
Replies: 13
Views: 1099

Re: [Mod] Real Compass [realcompass]

Following in the footsteps of Calibrated Compass, I've converted realcompass to go back to using 16 directions instead of 12. In addition, to be usable with games like nodecore, the default mod is now just an optional dependency—only used to define the crafting recipe. I've also finally removed the ...
by kestral
Thu Oct 10, 2019 17:17
 
Forum: Mod Releases
Topic: [Mod] Real Compass [realcompass]
Replies: 13
Views: 1099

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

Shad, I thought it would be neat to build a world with biomes placed to match their voronoi diagram. All I needed to do was make the heat and humidity values used by mapgen be linear functions of x and z position respectively. How hard could that be? Unfortunately, I couldn't figure out how to do th...
by kestral
Thu Oct 03, 2019 18:29
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 35
Views: 3310

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

After playing around for a little bit, I can now start exploring the biomes of lib_materials and lib_ecology a little more systematically.

Image
by kestral
Wed Oct 02, 2019 20:19
 
Forum: WIP Mods
Topic: [Mod] lib_materials [lib_materials][git]
Replies: 35
Views: 3310

Re: Post your screenshots!

It's a very voronoi world.

Image
by kestral
Wed Oct 02, 2019 18:33
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9180
Views: 1085574

Re: Texture Pack Index

Thanks sirrobzeroone, that looks like it was a lot of work.

There are definitely some texture packs in there that I'm going to be checking out.
by kestral
Sun Sep 22, 2019 17:26
 
Forum: Texture Packs
Topic: Texture Pack Index
Replies: 9
Views: 839

Re: Simple Texture-Pack Test Map

MysticTempest, Thanks for adding the dry_dirt nodes. I just discovered them last week, and using your Test Map was an easy way to make sure I got them all added correctly in my default_grid texture pack. There are a couple more nodes that you might want to consider adding: ⋅  default:cave_...
by kestral
Sun Sep 22, 2019 17:20
 
Forum: Maps
Topic: Simple Texture-Pack Test Map
Replies: 7
Views: 1173

[Mod] Fill Lights [fill_light]

Provides full and half brightness invisible fill light nodes to help work around the limited range of Minetest's lamps when trying to light large interiors. However, to avoid issues with using airlike nodes in inventory ( https://github.com/minetest/minetest/issues/8228 ), I provide matching visible...
by kestral
Fri Sep 20, 2019 14:21
 
Forum: WIP Mods
Topic: [Mod] Fill Lights [fill_light]
Replies: 1
Views: 239

[Mod] Vignette Redo [vignette_redo]

New post since the original was lost in the great forum post-pocalypse of 2019. A Minetest mod to optionally place a vignette filter over the screen. https://raw.githubusercontent.com/kestral246/vignette_redo/master/screenshot.png By David G (kestral246), based on the concept by TriBlade9. How to us...
by kestral
Thu Sep 19, 2019 23:30
 
Forum: WIP Mods
Topic: [Mod] Vignette Redo [vignette_redo]
Replies: 0
Views: 238

[32px] Default Grid

New post since the original was lost in the great forum post-pocalypse of 2019. I discovered that I needed to update this texture pack when I started losing the grid in the savannas. The development version of minetest has added dry_dirt nodes. While I was at it, I simplified the stairs to make them...
by kestral
Sun Sep 15, 2019 18:18
 
Forum: Texture Packs
Topic: [32px] Default Grid
Replies: 1
Views: 573

Re: Post your screenshots!

Image
by kestral
Fri Sep 13, 2019 23:14
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9180
Views: 1085574

Re: Making Nodes smaller... (more fine-grained worlds)

Here it is:
https://github.com/kestral246/scaling_demo_4x_game

I packaged it as a game to make it self-contained, but 99.99% of it is just a copy of the standard minetest_game.

Please read all my Notes and Cautions before attempting to use this.
by kestral
Wed Sep 04, 2019 20:24
 
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 1615

Re: Making Nodes smaller... (more fine-grained worlds)

Is this the effect you're after? Here is minetest with the default character scaled by 4x. Most of what's needed is already in place, except for changing the camera position in third person view. If I try that I mainly just see the back of the character's head. There are several options for texturi...
by kestral
Wed Aug 28, 2019 18:58
 
Forum: Game Discussion
Topic: Making Nodes smaller... (more fine-grained worlds)
Replies: 20
Views: 1615

Re: [Mod] Calibrated Compass [ccompass]

Here's what the two versions look like when animated. https://forum.minetest.net/download/file.php?mode=view&id=19266&sid=33cf0097afab6f268efa1366c865df68 https://forum.minetest.net/download/file.php?mode=view&id=19267&sid=33cf0097afab6f268efa1366c865df68 I wasn't sure whether texmex...
by kestral
Tue Jul 09, 2019 20:59
 
Forum: Mod Releases
Topic: [Mod] Calibrated Compass [ccompass]
Replies: 15
Views: 2983

Re: [Mod] Tunnelmaker [2.0] [tunnelmaker]

I fixed the crash and have reverted back to classic controls, along with updating the documentation.

If I decide to change the controls at a future point, I will make it an option only.
by kestral
Sat Mar 09, 2019 16:30
 
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 30
Views: 5852

Re: [Mod] Tunnelmaker [2.0] [tunnelmaker]

Tunneling with shift-left-click will override digall and still dig a tunnel, even though digall is activated and quickmode is enabled. In this case, if you want the digall effect, you'll have to use another digging tool. Unless there's a more serious conflict between these mods, I don't plan on chan...
by kestral
Fri Mar 08, 2019 21:28
 
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 30
Views: 5852

Re: [Mod] Tunnelmaker [2.0] [tunnelmaker]

Tunnelmaker 2.0 has been released, with many new and improved features. Note however that this is a Minetest 5.0 release only. The old version remains available as a legacy release. See first post for details.
by kestral
Fri Mar 08, 2019 03:07
 
Forum: Mod Releases
Topic: [Mod] Tunnelmaker [2.0] [tunnelmaker]
Replies: 30
Views: 5852

Re: [Mod] World borders - Edge barriers and bedrock [borders

Argyle, I just pushed an update to tunnelmaker where I added support for on_dignodes callbacks. It seems to work with your barriers now—it can still dig the nodes, but the barrier now pops up in their place. Note that I also changed the controls with this release, so check out the README.md before y...
by kestral
Sat Mar 02, 2019 20:37
 
Forum: Mod Releases
Topic: [Mod] World borders - Edge barriers and bedrock [borders]
Replies: 22
Views: 1602

Re: [Mod] World borders - Edge barriers and bedrock [borders

Argyle, Minetest complains about your settingtypes.txt file. Looks like you're missing a '#' on one line. ERROR[Main]: Invalid line in .minetest/mods/borders/settingtypes.txt "it is recommended that this be enabled as it will patch holes caused by, for instance, caverealms." Also, thanks f...
by kestral
Fri Mar 01, 2019 22:17
 
Forum: Mod Releases
Topic: [Mod] World borders - Edge barriers and bedrock [borders]
Replies: 22
Views: 1602

Re: [Mod] World borders - Edge barriers and bedrock [borders

Argyle, The version of tunnelmaker I'm working on is the beta branch, where I changed to using minetest.set_node(), so I'll have to do all the checks myself. The current master will be moving to legacy as soon as Minetest 5.0 is released. Thanks for the links. For my first pass, I'll put in checks f...
by kestral
Fri Mar 01, 2019 01:49
 
Forum: Mod Releases
Topic: [Mod] World borders - Edge barriers and bedrock [borders]
Replies: 22
Views: 1602
Next

Return to advanced search