Search found 61 matches
- Wed Mar 09, 2022 00:44
- Forum: WIP Mods
- Topic: [Mod] Clump Fall Nodes [clumpfall]
- Replies: 23
- Views: 5780
Re: [Mod] Clump Fall Nodes [clumpfall]
I saw in the clumpfall/settingtypes.txt file, there is an option "clumpfall_support_radius (Clumpfall's Support Radius) float 1" which I then changed to a value of 2, hoping that would allow me to at least place one more block before things came tumbling down, but it doesn't seem to make ...
- Tue Sep 14, 2021 16:25
- Forum: WIP Mods
- Topic: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
- Replies: 6
- Views: 1371
Re: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
-Wielded items are set too low on the HUD They aren't set on the HUD at all. It's an entity, attached to the player's model and set to be visible in first person. This means it can't be easily fixed without instead using a specialized model that can move in accordance to where the player is looking...
- Fri Sep 03, 2021 00:44
- Forum: WIP Games
- Topic: [Game] Voxel Dungeon [alpha 1.6.1]
- Replies: 38
- Views: 10240
Re: [Game] Voxel Dungeon [alpha 1.6.0]
I was meaning to do this earlier, but here is a patch for Voxel Dungeon to bring it proper 5.4.1 compatibility, update several component mods, and add some minor features.
Check the changelog.txt for details.
Download: https://mega.nz/file/DvwUlSYQ#_ktoFJRLxvEPsr3PLYnGPTZxp7XmqZbODJg0uOh5qM0
Check the changelog.txt for details.
Download: https://mega.nz/file/DvwUlSYQ#_ktoFJRLxvEPsr3PLYnGPTZxp7XmqZbODJg0uOh5qM0
- Thu Sep 02, 2021 23:18
- Forum: WIP Mods
- Topic: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
- Replies: 6
- Views: 1371
Re: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.1] [lua_inv]
Version 1.0.2 brings more patches, and a notable extension to the API. Dynamic Formspecs now allow you to make simple page-based systems. These use sfinv-style tabs by default, but they can be disabled so you can make your own. Also, bookshelves and vessels shelves are now supported. See the full ch...
- Wed Sep 01, 2021 22:36
- Forum: WIP Mods
- Topic: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
- Replies: 6
- Views: 1371
Re: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.1] [lua_inv]
best do this improvements in c++ engine. Make short and constant PRs please. Heh, no. I'm a long ways off from being familiar enough with the C++ engine to be able to do anything with it. I don't even know where to start, honestly, plus I wouldn't be realistically able to code for it on my phone. (...
- Wed Sep 01, 2021 04:40
- Forum: WIP Mods
- Topic: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
- Replies: 6
- Views: 1371
Re: [Mod] Complete and Total Lua-Only Inventory Rewrite [lua_inv]
Version 1.0.1 brings a few various patches. Most notably, the hotbar is *probably* fixed so that it displays properly on different-sized screens. In addition, default furnaces are now supported, which are probably the most important inventory to have for a standard survival experience. Many things h...
- Mon Aug 30, 2021 01:42
- Forum: WIP Mods
- Topic: [Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
- Replies: 6
- Views: 1371
[Mod] Complete and Total Lua-Only Inventory Rewrite [1.0.2] [lua_inv]
!Warning! : This is an abomination. !Warning! : There is no way to automatically make this mod compatible with others. Support for any other mod that uses inventories or formspecs will probably need to be manually created in the near (or far) future. !Warning! : This mod will replace and delete pla...
- Sat Aug 28, 2021 19:50
- Forum: WIP Mods
- Topic: [Mod] Smart Vector Table [smart_vector_table]
- Replies: 0
- Views: 748
[Mod] Smart Vector Table [smart_vector_table]
This mod adds an API to create tables that accept 3D Vectors as indices in a relatively efficient manner. They're built to be able to handle a large quantity of indices at a time, with no regards to how close or far apart specific vectors are. See the provided api.txt for details about how you use t...
- Mon Aug 23, 2021 04:44
- Forum: WIP Mods
- Topic: [Mod] Tools Using the Node Damage and Repair System [1.0.0] [nd_tools]
- Replies: 1
- Views: 922
[Mod] Tools Using the Node Damage and Repair System [1.0.0] [nd_tools]
This is a mod that takes the node_damage API and applies it to every item in the game, effectively replacing the usual digging interactions. The actual digging times should be about the same, but you get long-lasting node damage, which must be manually repaired or replaced if something important (li...
- Mon Aug 23, 2021 04:29
- Forum: WIP Mods
- Topic: [Mod] Node Damage and Repair System [1.0.3] [node_damage]
- Replies: 3
- Views: 1337
Re: [Mod] Node Damage and Repair System [1.0.1] [node_damage]
Just some bugfixes for this update. Check the changelog for details.
Download: https://mega.nz/file/6r4nRYJa#bMDxmYeUk0vvmr1CUl29vLfcW719TZJnVHhuPd2qn0w
Download: https://mega.nz/file/6r4nRYJa#bMDxmYeUk0vvmr1CUl29vLfcW719TZJnVHhuPd2qn0w
- Tue Dec 22, 2020 21:51
- Forum: WIP Mods
- Topic: [Mod] Research N' Duplication [rnd]
- Replies: 8
- Views: 2970
Re: [Mod] Research N' Duplication [rnd]
It should be. What's your specific issue?Ignaramico wrote: ↑Tue Dec 22, 2020 00:22I tried unified inventory just for fun, and it conflicts with the mod, is the mod from content page updated for the support?
- Sat Oct 03, 2020 22:32
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3015
- Views: 834925
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.
- Sun Sep 20, 2020 01:45
- Forum: WIP Mods
- Topic: [Mod] ActiveFormspecs [formspecs]
- Replies: 40
- Views: 9288
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 ].
- Tue Sep 15, 2020 22:06
- Forum: WIP Mods
- Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
- Replies: 12
- Views: 2135
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. ...
- Tue Sep 15, 2020 21:00
- Forum: WIP Mods
- Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
- Replies: 12
- Views: 2135
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...
- Mon Sep 14, 2020 23:35
- Forum: WIP Mods
- Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
- Replies: 12
- Views: 2135
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...
- Mon Sep 14, 2020 21:08
- Forum: WIP Mods
- Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
- Replies: 12
- Views: 2135
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...
- Mon Sep 07, 2020 17:20
- Forum: WIP Mods
- Topic: [Mod] Research N' Duplication [rnd]
- Replies: 8
- Views: 2970
Re: [Mod] Research N' Duplication [rnd]
Currently, there is not.Ignaramico wrote: ↑Sun Sep 06, 2020 00:32Is 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
- Sun Sep 06, 2020 19:27
- Forum: WIP Games
- Topic: [Game] Voxel Dungeon [alpha 1.6.1]
- Replies: 38
- Views: 10240
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 ...
- Wed Sep 02, 2020 03:59
- Forum: WIP Mods
- Topic: [Mod] Template to Easily Make Fancy Voxelized Models [voxelmodel]
- Replies: 12
- Views: 2135
[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...
- Sat Aug 15, 2020 23:52
- Forum: WIP Mods
- Topic: [Mod] Node Damage and Repair System [1.0.3] [node_damage]
- Replies: 3
- Views: 1337
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...
- Sat Aug 15, 2020 23:09
- Forum: WIP Mods
- Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
- Replies: 9
- Views: 2133
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 possib...
- Fri Aug 07, 2020 21:39
- Forum: WIP Mods
- Topic: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- Replies: 127
- Views: 40356
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 rangedweap...
- Thu Aug 06, 2020 04:52
- Forum: WIP Mods
- Topic: [Mod] Placeable Buckets for Catching Rainwater [placeable_buckets]
- Replies: 3
- Views: 847
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 ...
- Thu Aug 06, 2020 02:33
- Forum: WIP Mods
- Topic: [Mod] Projectiles for Minetest 5.3.0 [1.1.3] [projectile]
- Replies: 9
- Views: 2133
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...