Search found 50 matches

by Noodlemire
Sat Oct 03, 2020 22:32
Forum: WIP Games
Topic: [Game] MineClone 2 [0.67.2]
Replies: 2026
Views: 320844

Re: [Game] MineClone 2 [0.67.2]

Has anyone else had this happen to them when using an eye of ender? I can't find anything stronghold-related outside of this tiny little square. And it is definitely meant to be a stronghold; that eye really wants to go here.
by Noodlemire
Sun Sep 20, 2020 01:45
Forum: WIP Mods
Topic: [Mod] ActiveFormspecs [formspecs]
Replies: 38
Views: 4626

Re: [Mod] ActiveFormspecs [formspecs]

The /fs command is currently broken in two ways. First off, it uses default's gui_bg and gui_bg_img, which means that it has a secret dependency on default just for the sake of visuals. Second, the "ActiveFormspecs v2.6" label breaks itself and the "uptime" label my missing a ].
by Noodlemire
Tue Sep 15, 2020 22:06
Forum: WIP Mods
Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
Replies: 9
Views: 341

Re: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]

A single 9-faced block can slice 1 fps off a raspberry pi, so I imagine 51 faces would be impossible to handle for a lower-end machine. To be honest, in the context of machines that low end, I don't think there's anything at all I can do to help, other than to tell those users not to use this mod. ...
by Noodlemire
Tue Sep 15, 2020 21:00
Forum: WIP Mods
Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
Replies: 9
Views: 341

Re: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]

I wonder how strong the impact on performance is, tho. How many faces? 51 square faces in the model, without backface culling. I haven't tested it very heavily yet, but I'm reasonably certain that the more complex a textured voxelmodel becomes, the faster it'll be in comparison to an equivalent tra...
by Noodlemire
Mon Sep 14, 2020 23:35
Forum: WIP Mods
Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
Replies: 9
Views: 341

Re: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]

Oh, that makes sense. I'll try it out later, maybe use it in one of the games I'm working on. Here's a suggestion: perhaps a set of differently sized models, for example a two-node high one for taller entities or nodes. Imagine a fully voxel-animated player model, lol. I was thinking of adding more...
by Noodlemire
Mon Sep 14, 2020 21:08
Forum: WIP Mods
Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
Replies: 9
Views: 341

Re: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]

(I don't think 3d animated nodes were even possible before). They were possible, if you followed the same principle that voxelmodel uses, which is to create a file that has all possible geometry that the object will use, and hide parts of it as needed by making parts of the texture blank. I don't r...
by Noodlemire
Mon Sep 07, 2020 17:20
Forum: WIP Mods
Topic: [Mod] Research N' Duplication [rnd]
Replies: 5
Views: 556

Re: [Mod] Research N' Duplication [rnd]

Ignaramico wrote:
Sun Sep 06, 2020 00:32
Is there a way to remove or rearrange the items of the duplicate window?, at a point i researched an iron tools but since i have a diamond tools reasearched now, i dont need the iron pickaxe anymore
Currently, there is not.
by Noodlemire
Sun Sep 06, 2020 19:27
Forum: WIP Games
Topic: [Game] Voxel Dungeon [alpha 1.6.0]
Replies: 29
Views: 3584

Re: [Game] Voxel Dungeon [alpha 1.5.0]

Update 1.6.0 brings compatability with MT 5.3, as well as the first half of the identification system. Now, any armor, weapons, and wands you find will initially be unidentified. You won't be able to know what level they are. Upon being used enough times, or with a scroll of identify, you can learn ...
by Noodlemire
Wed Sep 02, 2020 03:59
Forum: WIP Mods
Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
Replies: 9
Views: 341

[Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]

This mod provides a new method to making 3D models. It comes with voxelmodel.obj, a model consisting of a 17x17x17 grid of overlapping squares. Thus, by simply making different textures for this model, you can make a wide variety of voxelated shapes. It also allows for a very unusual style of animat...
by Noodlemire
Sat Aug 15, 2020 23:52
Forum: WIP Mods
Topic: [Mod] Node Damage and Repair System [1.0.1] [node_damage]
Replies: 1
Views: 305

Re: [Mod] Node Damage and Repair System [node_damage]

The main feature of Update 1.0.1 is the removal of the need to query for new nodes, and reload in order to enable them to use node_damage. Now, all applicable nodes will automatically be included. Also, the api has been adjusted to comply with the protection system, meaning it effects that cause nod...
by Noodlemire
Sat Aug 15, 2020 23:09
Forum: WIP Mods
Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
Replies: 4
Views: 520

Re: [Mod] Projectiles for Minetest 5.3.0 [1.1.2] [projectile]

Update 1.1.3 brings most notably sounds taken from freesound.org . Sounds will accompany charging and firing, with charge noises being timed to match the charge duration. Nodes will also play their "dug" sound upon being hit by projectiles. Also, with the node_damage mod, it becomes possible to enab...
by Noodlemire
Fri Aug 07, 2020 21:39
Forum: WIP Mods
Topic: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]
Replies: 44
Views: 8772

Re: [mod]ranged weapons[2018.08.22] [0.3] [rangedweapons]

if i have understood something, the probleme is in line 12: "explosives.i18n = intllib.Getter()" hummm.....ok what i'm supose to do with that shit ..... XD You're overthinking the problem. It's no issue with the explosives mod, it's an issue with the rangedweapons mod. Looks in rangedweapons' setti...
by Noodlemire
Thu Aug 06, 2020 04:52
Forum: WIP Mods
Topic: [Mod] Placeable Buckets for Catching Rainwater [placeable_buckets]
Replies: 3
Views: 234

Re: [Mod] Placeable Buckets for Catching Rainwater [placeable_buckets]

There's another mod out there for collecting rainwater. The only one I know of is rainbarrel , which is still fairly different. It uses a different weather api, has very little visual feedback about how much water is being collected, and its barrels check once every 5 minutes to see if they should ...
by Noodlemire
Thu Aug 06, 2020 02:33
Forum: WIP Mods
Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
Replies: 4
Views: 520

Re: [Mod] Projectiles for Minetest 5.3.0 [1.1.1] [projectile]

Update 1.1.2 brings support for using waterworks pipes in flintlock gun recipes. But, more importantly, a couple craft items will now be added to make a few crafts possible if some select optional dependencies are excluded. Rocks will be provided if hardtrees isn't present. Steel pipes will be prese...
by Noodlemire
Sun Aug 02, 2020 05:18
Forum: WIP Mods
Topic: [Mod] Placeable Buckets for Catching Rainwater [placeable_buckets]
Replies: 3
Views: 234

[Mod] Placeable Buckets for Catching Rainwater [placeable_buckets]

This is a mod with a fairly specific purpose. In situations where water isn't renewable, such as with the dynamic_liquid mod if that weird damp clay mechanic is disabled. My intention is to create a method of gathering new water, without making it easy to infinitely generate it. With this mod, the t...
by Noodlemire
Fri Jul 31, 2020 00:26
Forum: WIP Mods
Topic: [MOD] Elements v1.1 NEW
Replies: 14
Views: 1468

Re: [MOD] Elements v1.1 NEW

dpbqRman wrote:
Thu Jul 30, 2020 23:49
Well, thief doesn't treasure redoes drive you mad in sentence? Distance:.
I don't know what a thief treasures, but I think this sentence has driven me mad.
What does it mean...?
by Noodlemire
Wed Jul 29, 2020 21:09
Forum: WIP Mods
Topic: [Mod_request] Better_enchant
Replies: 17
Views: 939

Re: [Mod_request] Better_enchant

if the tool already had the enchantment then your tool gets nothing. Personally, I don't like this. I think it should re-roll one of the tool's enchantments at the very least. Players still have to go through the trouble of making the lava usable again, so I don't see the point of making nothing ha...
by Noodlemire
Sat Jul 25, 2020 23:09
Forum: WIP Mods
Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
Replies: 4
Views: 520

Re: [Mod] Projectiles for Minetest 5.3.0 [projectile]

Update 1.1.1 is a small patch that simply introduces support for my new node_damage mod. Now, bomb arrows will also crack terrain just outside of the explosion radius.

Download: https://mega.nz/file/X3h3VB4B#DPyelDzwKsP98Jtq1RZ_MuhVl5v2xcxGy4GtoC_vaeo
by Noodlemire
Sat Jul 25, 2020 22:56
Forum: WIP Mods
Topic: [Mod] Node Damage and Repair System [1.0.1] [node_damage]
Replies: 1
Views: 305

[Mod] Node Damage and Repair System [1.0.1] [node_damage]

This is an API mod that enables nodes to be damaged and repaired. The damage level is persistent until repairs occur, and shows itself through cracks on the node. Other than when a node isn't damaged at all, there are three levels of damage that the node can go through before being destroyed. On its...
by Noodlemire
Wed Jul 22, 2020 02:07
Forum: WIP Mods
Topic: Lamby
Replies: 2
Views: 170

Re: Lamby

I really think you should add a little more documentation, mainly what each command does. People shouldn't have to dig through the code itself to understand anything about what your mod actually provides. Also, your die command is weird. It looks like something that you were seriously overthinking. ...
by Noodlemire
Mon Jul 20, 2020 01:06
Forum: WIP Mods
Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
Replies: 4
Views: 520

Re: [Mod] Projectiles for Minetest 5.3.0 [projectile]

Update 1.1.0! The main feature is the addition of flintlock weapons. These weapons are much more powerful than bows or slingshots, but are more difficult to make and require steel ingots, diamonds, or mithril ingots from moreores to craft ammo. In addition, they also must consume gunpowder. Crafting...
by Noodlemire
Thu Jul 16, 2020 02:54
Forum: WIP Mods
Topic: [Mod] Research N' Duplication [rnd]
Replies: 5
Views: 556

Re: [Mod] Research N' Duplication [rnd]

Research N' Duplication has been updated. The main feature is unified_inventory support. Also, French translations have been added thanks to Github user louisroyer . See the new changelog.txt if you want more details and bugfix information. Download: https://mega.nz/file/b2hBmTaY#k1o0B1GuedUmHz2zscT...
by Noodlemire
Sun Jul 12, 2020 23:44
Forum: WIP Mods
Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
Replies: 4
Views: 520

[Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]

The moment I read that collision info is now given to entities' on_step function in the 5.3.0 changelog, I immediately wanted to try it out in a mod. This mod adds a couple types of bows and slingshots to the game. The main difference between a bow and slingshot in this mod, is the kind of available...
by Noodlemire
Thu Jul 09, 2020 00:42
Forum: WIP Mods
Topic: [Mod] Research N' Duplication [rnd]
Replies: 5
Views: 556

[Mod] Research N' Duplication [rnd]

Inspired directly by Terraria's recent 1.4 update, this mod offers an "earned creative" mode to survival players. When active, you can use a specific amount of an item for research. Once an item is fully researched, it is permanently unlocked in the duplication menu, letting you create an infinite a...
by Noodlemire
Sun Jan 26, 2020 18:38
Forum: WIP Games
Topic: [Game] Voxel Dungeon [alpha 1.6.0]
Replies: 29
Views: 3584

Re: [Game] Voxel Dungeon [alpha 1.5.0]

2020-01-26 10:23:55: ERROR[Main]: ...rage/emulated/0/Minetest/games/voxeldungeon/mods/voxeldungeon/mobkit.lua:196: nesting of [[...]] is deprecated near '['[/code] ...Now that's a BS error. You can take this file without the "nesting of [[...]]", but there might be more. If there is, you can go int...