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Re: [Mod] Mobs Redo [1.47] [mobs]

mobs drop common items like meat when killed but will only drop rare items like leather or gems if killed by player. that gave me the info I needed to change it for my game thank you! (no free drops for anyone, don't care about rarity) Is self.cause_of_death.puncher:is_player() something I can use ...
by acidzebra
Sun Nov 11, 2018 19:39
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.48] [mobs]
Replies: 1642
Views: 241419

Re: [Mod] Mobs Redo [1.47] [mobs]

1. Is there any way to prevent mobs from dropping their goodies on death when killed by another mob (as opposed to being killed by a player)? I've gone through the API a few times but can't find any way to identify the attacker and act accordingly. I have my mobs hunting each other (wolves attack sh...
by acidzebra
Sun Nov 11, 2018 07:49
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.48] [mobs]
Replies: 1642
Views: 241419

Re: Biome blending

Thanks for the in-depth reply, paramat! I understand the intended use, I hope at some point you will revisit this. Minetest offers a giant map and I think it would be awesome to be rewarded for exploring the surface world with unique biomes that are constrained by X/Z region (as well as by the heat/...
by acidzebra
Sat Nov 03, 2018 08:42
 
Forum: Problems
Topic: Biome blending
Replies: 3
Views: 727

Re: Post your screenshots!

SB66 wrote:
acidzebra wrote:
SB66 wrote:<pic snip>


A magnificent t-rex hill! What mod are the white trees from?



The white trees (sakuragi) are inluded here :
[Mod]Red Trees 1.2 [redtrees] viewtopic.php?f=11&t=13102



Thank you!
by acidzebra
Wed Oct 24, 2018 17:53
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8211
Views: 892311

Re: Post your screenshots!

SB66 wrote:<pic snip>


A magnificent t-rex hill! What mod are the white trees from?
by acidzebra
Tue Oct 23, 2018 20:41
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8211
Views: 892311

Re: [Mod] Scrolls [mobs redo]

Those are some beautiful icons, kudos!
by acidzebra
Sun Oct 14, 2018 19:20
 
Forum: WIP Mods
Topic: [Mod] Scrolls [mobs redo]
Replies: 2
Views: 280

Re: [fedora 25] Compilation Problems

To compile you need the devel files. https://github.com/minetest/minetest/blob/master/README.txt#L117 For Fedora users: $ sudo dnf install make automake gcc gcc-c++ kernel-devel cmake libcurl* openal* libvorbis* libXxf86vm-devel libogg-devel freetype-devel mesa-libGL-devel zlib-devel jsoncpp-devel ...
by acidzebra
Sat Oct 06, 2018 09:50
 
Forum: Problems
Topic: [SOLVED][fedora 25] Compilation Problems
Replies: 6
Views: 826

Biome blending

I've been messing with biomes and find vertical_blend = 8, -- Vertical distance in nodes above 'y_max' over which the biome will -- blend with the biome above. -- Set to 0 for no vertical blend. Defaults to 0. to yield quite charming results when you vary the blend amount. I've also been playing wit...
by acidzebra
Thu Oct 04, 2018 07:43
 
Forum: Problems
Topic: Biome blending
Replies: 3
Views: 727

Re: [Mod] Mobs Redo [1.47] [mobs]

Another approach could be "well, if we can't hide it, let's show it". One can add particle effects on spawning, so that for instance lava flans seem to come out of lava bubbles that pop on the surface of a lava lake; cows could drop from the sky and land safely: that would add a comical e...
by acidzebra
Mon Oct 01, 2018 16:22
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.48] [mobs]
Replies: 1642
Views: 241419

Re: [Mod] Mobs Redo [1.47] [mobs]

Update: The 'attack_chance' has been added to the API, it defaults to 5 but you can have any number between 0 and 99 in there. Awesome, going to have a play with this. Thanks! As for the pop-in/pop-out in mobs, the thing which annoys me most is when you're stalking a mob and it just pops out of exi...
by acidzebra
Mon Oct 01, 2018 10:57
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.48] [mobs]
Replies: 1642
Views: 241419

Re: Post your videos!

https://www.youtube.com/watch?v=ervDb3OaxlM

Minetest as a scuba simulator :D
by acidzebra
Sun Sep 30, 2018 22:37
 
Forum: General Discussion
Topic: Post your videos!
Replies: 809
Views: 75385

Re: [Mod] Mobs Redo [1.47] [mobs]

How much work would it be to make the mobs "fade in" (along the alpha channel) on spawn and fade out on death/timer expiration? Right now they kinda appear and disappear abruptly. Another thought, specific_attack = {"modname:mob"}, works pretty well but it would be neat if it cou...
by acidzebra
Sun Sep 30, 2018 20:03
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.48] [mobs]
Replies: 1642
Views: 241419

Re: Post your screenshots!

Will you make a mod ? Difficult question, it's really just mods and parts of mods, changes to the default game, and a bunch of tuning to make it all work. I could pull it all together in a separate mod, I suppose, with some effort and adding overrides for all the stuff I changed. It would need some...
by acidzebra
Sun Sep 30, 2018 12:36
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8211
Views: 892311

Re: Post your screenshots!

Trying to make the underwater stuff more interesting. Corals, clay deposits, and different colored seaweed dot the ocean floor (adapted from default game). I also changed ethereal's coral to plantlike_rooted nodes, added bubbles, some mobs, some stuff from other mods like clams and algae. Small and ...
by acidzebra
Sun Sep 30, 2018 11:51
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8211
Views: 892311

Re: [Collection] All the tiny mods

I can't code myself out of a wet paper bag and I know this could be made much more elegant and efficient with loops and using tables, concatenation, etc. effectively and have better presentation, but it works for my purposes. Reports on humidity, heat, current and nearby biomes every second in chat....
by acidzebra
Sun Sep 30, 2018 08:38
 
Forum: WIP Mods
Topic: [Collection] All the tiny mods
Replies: 50
Views: 6027

Re: Post your screenshots!

I know I should probably be digging or something since it's called Minetest but biomes are just so fascinating. And maddening to tune. In (my eyes) minor changes to heat/humidity values can make entire biomes just disappear or run rampant. I wish I had more insight and control over distribution of t...
by acidzebra
Tue Sep 25, 2018 20:32
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8211
Views: 892311

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

Sweet mod! I've made some modifications for personal use, replacing minetest.remove_node( { x = pos.x, y = pos.y-1, z = pos.z } ) with minetest.set_node({ x = pos.x, y = pos.y-1, z = pos.z }, {name="air"}) ( https://dev.minetest.net/minetest.remove_node claims the latter is faster/lighter,...
by acidzebra
Sun Sep 23, 2018 09:43
 
Forum: WIP Mods
Topic: [Mod] Liquid uprooting, liquid erosion [floodables]
Replies: 19
Views: 3353

Re: Post your screenshots!

A small Ethereal-generated bamboo grove enclosed by Aotearoa forests, fed by rivers generated by the valleys mapgen, with distant mountains populated by pine forests in a biome mix I'm provisionally calling Aotereal :) Aotearoa: https://forum.minetest.net/viewtopic.php?f=9&t=20770 Ethereal: http...
by acidzebra
Sun Sep 16, 2018 08:51
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8211
Views: 892311

Re: [Mod] Above sea level pools [0.1.1] [highlandpools]

I realize the mod code was last modified 5 years ago but I still find it extremely charming to have these pools at elevation dotted around the world. at some point you said Maybe it could be edited to only fill deeper depressions. how would you do this? ps. I forked the code https://github.com/acidz...
by acidzebra
Sun Sep 16, 2018 06:56
 
Forum: Mod Releases
Topic: [Mod] Above sea level pools [0.1.1] [highlandpools]
Replies: 13
Views: 8322

Re: [Mod] Aotearoa 0.1 [aotearoa]

It's hard to overstate just how lush and rich these biomes are, they are amazing. I was already working on my own biome mashup with ethereal+minetest-game 0.5+30biomes, I simply had to add this. Thanks for making it easy to read with sane substitutions like --beaches local beach_max = 2 local beach_...
by acidzebra
Thu Sep 06, 2018 18:56
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 2809

Re: [Mod] Universal hand light [illumination]

weilded_light is much better as it offers a simple API making it possible to use illumination for any purpose. that depends entirely what you're looking for; I don't particularly need an API, I just wanted to be able to walk around with a torch in my hand, so this was exactly what I was looking for...
by acidzebra
Thu Sep 06, 2018 16:03
 
Forum: WIP Mods
Topic: [Mod] Universal hand light [illumination]
Replies: 8
Views: 492

Re: [Mod] Aotearoa 0.1 [aotearoa]

SO MANY TREES!

Very lush, I love it.

I think the ore distribution might need a little tweaking, I'm getting fairly big deposits of obsidian at very shallow depths. Not sure if that's intentional though.
by acidzebra
Thu Sep 06, 2018 08:31
 
Forum: WIP Mods
Topic: [Mod] Aotearoa [0.2][aotearoa]
Replies: 44
Views: 2809

Re: [MOD] Ethereal NG [1.23] [ethereal]

This is what an Ethereal map looks like today Neat! I love the tool, very easy to use, will help a lot because endlessly loading minetest to look at your biome changes is not fun. All ideas are welcome for testing and best results may make it into the mod itself... I was thinking of using the new f...
by acidzebra
Wed Sep 05, 2018 19:35
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.24] [ethereal]
Replies: 108
Views: 41410

Re: [Mod] Better Nametags [better_nametags]

in my minetest.conf I have player_transfer_distance = 5 unlimited_player_transfer_distance = false which more or less limits nametag to LOS (with my settings etc, YMMV) I use it together with a modified version of this chat transfer distance mod (I don't bother with the payment, just the location/di...
by acidzebra
Mon Sep 03, 2018 20:03
 
Forum: WIP Mods
Topic: [Mod] Better Nametags [better_nametags]
Replies: 22
Views: 989

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

https://github.com/kestral246/snowdrift [...]a list of nearest biome names. I had a peek at your debug.lua as I'm very interested in biome management; neat! Is there no other way than a manual table to grab a list of active biomes at runtime? Asking because I'm trying to mix multiple mod biomes in ...
by acidzebra
Mon Sep 03, 2018 19:57
 
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 127
Views: 35322
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