Search found 24 matches
- Thu Dec 05, 2019 19:01
- Forum: Mod Releases
- Topic: [Mod] Cement [cement]
- Replies: 6
- Views: 4333
Re: [Mod] Cement [cement]
Wow! You beat me to it on this and did it better than I was going to! Love the sanded cement too. It would be nice to have an optional dependency on moreblocks and amazing to have an aptional dependency on unified_dyes. Still this is awesome! +1000
- Fri Sep 27, 2019 17:20
- Forum: WIP Mods
- Topic: [mod][mapgen] Ether Lands [ether_lands]
- Replies: 2
- Views: 1056
Re: [mod][mapgen] Ether Lands [ether_lands]
Nice floatlands! I love the surface of the islands. It does have some odd flat spots with no grass and kind of looks like they are ripping a bit on some slopes though but it is better than blobby or almost totally smooth gradients. Might look cool if the crevaces were filled with water. Also I would...
- Fri Aug 30, 2019 18:46
- Forum: WIP Mods
- Topic: [Mod] Revival [revival] (v0.3.0)
- Replies: 9
- Views: 1661
Re: [Mod] Revival [revival] (v0.2.1)
Ooh cool! This mod reminds me of the apiculture part of the Forestry Minecraft mod! If that was your intention/inspiration maybe you should add some extinct plants too! +1
Edit: I should clarify since flowers are on your todo list perhaps add some trees.
Edit: I should clarify since flowers are on your todo list perhaps add some trees.
- Mon Aug 05, 2019 19:13
- Forum: WIP Mods
- Topic: [mod] Titan (moon of Saturn) [titan_moon]
- Replies: 6
- Views: 1743
Re: [mod] Titan (moon of Saturn)--like Marssurvive [titan_mo
Cool landscape! Also you forgot to add buckets to the depends.txt by the way so that the bucket global is defined.
- Sun Aug 04, 2019 22:51
- Forum: WIP Mods
- Topic: [mod] Cinnabar and Mercury, a new liquid [mercury_element]
- Replies: 7
- Views: 1572
Re: [mod] Cinnabar and Mercury, a new liquid [mercury_elemen
Ooh cool! I would love to see some technic integration for this or at least have an optional ability to replace the craft grid recipe for the powder with a grinder recipe when technic is enabled.
- Mon Jun 10, 2019 16:17
- Forum: WIP Mods
- Topic: [Mod] Piano Keyboard [piano]
- Replies: 12
- Views: 2100
Re: [Mod] Piano Keyboard [piano]
Looks pretty cool! A block with a nice nodebox would make a great addition to the portable tool though. Very nice mod. I just wish that the API could read all keys from the keyboard so that the piano could be played with the keyboard. I totally have visions of an ingame synthesizer if reading all ke...
- Sun Jun 09, 2019 18:44
- Forum: WIP Mods
- Topic: Beanstalks (giant beanstalks thousands of nodes high)
- Replies: 35
- Views: 5396
Re: Beanstalks (giant beanstalks thousands of nodes high)
WOW!!!!! [/u] I'm blown away! I've never seen such a geometrically beautiful generated structure! Not to mention the realms even if this mod is still POC. And the story with it makes me want to get back onto making my Esemics mods play with fractured again! That screenshot is great! What made the b...
- Sun May 26, 2019 21:48
- Forum: Texture Packs
- Topic: PNG Settings
- Replies: 42
- Views: 10813
Re: PNG Settings
Wow I am glad I found this post! I've been ignoring those annoying bloat messages ever since I first abandoned Win10 and installed a Linux distro and ran Minetest with the command line open. I doubt it is related specifically to Windows though since it is consistently happening on my laptop which is...
- Sat Dec 15, 2018 18:47
- Forum: WIP Mods
- Topic: [Mod] Mese Portals [meseportals]
- Replies: 27
- Views: 7522
Re: [Mod] Mese Portals [meseportals]
Coolest and mese-est teleportation mod ever. Nice mesh too! Would be cool to have them be assignable to portal networks so that you could have private destinations though. Better still is I think this is the only one that lets you shove a mob into a portal and be done with it though so that is prett...
- Thu Dec 06, 2018 20:37
- Forum: WIP Mods
- Topic: [Modpack] XDefault [xdefault]
- Replies: 8
- Views: 1889
Re: [Modpack] XDefault [xdefault]
Oh shoot! Thanks for telling me that I left the stupid mistake I made on GitHub and didn't commit the fix (multiple facepalms) it is fixed now and I am sorry for the inconvenience my disorganization gave you. I refactored moreblocks-ing rockz nodes so that I could easier implement new rocks and I go...
- Sat Dec 01, 2018 17:59
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11348
Re: [Mod] Placeable ingots [1.2] [ingots]
I have put all the irons and steels plus chromium and silver textures together into one labeled pallet for your enlightenment on the extremely subtle differences in texture and apparently my own enlightenment as well. Nothing will be able to tell you the subtle differences in texture better than hav...
- Fri Nov 30, 2018 22:42
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11348
Re: [Mod] Placeable ingots [1.2] [ingots]
Yeah, you're right about the big and small ingots both being enabled being kind of useless effort. While technically possible it would be adding 70 nodes per metal type instead of 8 or 64, The real problem would come when it comes time to distinguish between rather to place big or small ingots and h...
- Thu Nov 29, 2018 21:00
- Forum: Engine Builds
- Topic: What's the deal with MT on Android?
- Replies: 14
- Views: 4968
Re: What's the deal with MT on Android?
I've never had a problem with Minetests official google play app crashing or behaving unexpectedly (other than the fact that double tap = right click which is extremely annoying in survival and IMBHO the silliest development decision I have ever seen fro Minetest) I had no idea the android ports UI ...
- Thu Nov 29, 2018 19:40
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11348
Re: [Mod] Placeable ingots [1.1] [ingots]
I'd say configurable as one mod with the option to have both as well as either big or little. Best of luck figuring out git!
- Thu Nov 29, 2018 17:43
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11348
Re: [Mod] Placeable ingots [1.1] [ingots]
Personally I think there are times when shift + rightclick being overridden would be a good idea (until we can somehow have an on_middleclick function) Also I've found how you might be able to fix the stacks being taken away in creative mode! Its a bit of a newer way of doing it but its a minor inco...
- Thu Nov 29, 2018 00:43
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11348
Re: [Mod] Placeable ingots [1.0] [ingots]
Oops my bad. Thats what I get for skimming over things. I see it now. The download link works too by the way. Massive edit: upon actually reading the init.lua all the way through I would suggess replacing line 98 with if minetest.get_modpath("default") then -- register all the ingots end T...
- Wed Nov 28, 2018 20:39
- Forum: Mod Releases
- Topic: [Mod] Placeable ingots [1.7] [ingots]
- Replies: 40
- Views: 11348
Re: [Mod] Placeable ingots [1.0] [ingots]
Ooh neat idea! Makes me want to build a giant vault! Why not consider making it as an API so that ingot blocks for any mods metals could be done easily. In the meantime it would be great to have technic and moreores support. It will register a ton of nodes though.
- Wed Nov 21, 2018 22:26
- Forum: Mod Releases
- Topic: [Mod] Temperature Survive 2.01 [tempsurvive]
- Replies: 43
- Views: 10332
Re: [Mod] Temperature Survive [tempsurvive]
ooh cool! I cant wait to see the most frustratingly difficult survival game imaginable come out of it. Great mod! I have found one problem with it though. If you die your temperature doesn't reset so if you freeze to death that is the end of the road for your player and you are left dying and dying ...
- Mon Oct 22, 2018 18:22
- Forum: WIP Mods
- Topic: [Modpack] XDefault [xdefault]
- Replies: 8
- Views: 1889
Re: [Modpack] XDefault [xdefault]
Update: Pillars and stairs for mineralz are now done! Enjoy. Made a Parthenon with them and it looks better than the ones in skylands, probably because of the lightmese though. https://forum.minetest.net/download/file.php?id=17019 screenshot_quartz_parthenon.png Side note: both of you were clear eno...
- Mon Oct 22, 2018 14:25
- Forum: WIP Mods
- Topic: [Modpack] Esemics tech and magic [esemics]
- Replies: 2
- Views: 805
Re: [Modpack] Esemics tech and magic [esemics]
Thanks! I have removed the particles from the pickaxe texture and fixed misspelling in its name and description. I wish we could do at least semi-opaque wield images. I did leave some bits, now fully opaque, at the top where the head meets the rod just to keep the supercharged feel.
- Mon Oct 22, 2018 00:14
- Forum: WIP Games
- Topic: [Game] Fractured [0.01] [WIP]
- Replies: 148
- Views: 40276
Re: [Game] Fractured [0.01] [WIP]
I love the concept of this unique game! Especially the concept of esem. I have made a mod called Esemics that adds/extends mese and esem by adding a bit of chemistry to it. It isn't currently using the key features of fractured currently but it would definitely make the west be WAY more wild and I d...
- Sun Oct 21, 2018 23:35
- Forum: WIP Mods
- Topic: [Modpack] Esemics tech and magic [esemics]
- Replies: 2
- Views: 805
[Modpack] Esemics tech and magic [esemics]
Who loves mese? Esemics expands upon mese extensively and adds the magical counterpart of esem from the fractured subgame which it also expands on. With this modpack mese is a highly crystaline form of the element celeronium and so is esem. In the end each mese and esem will be able to interact with...
- Sat Oct 20, 2018 13:51
- Forum: WIP Mods
- Topic: [Modpack] XDefault [xdefault]
- Replies: 8
- Views: 1889
Re: [Modpack] XDefault [xdefault]
Thanks! I'll edit my post now and add the remaining screenshots. Glad you like my mod.
- Fri Oct 19, 2018 15:47
- Forum: WIP Mods
- Topic: [Modpack] XDefault [xdefault]
- Replies: 8
- Views: 1889
[Modpack] XDefault [xdefault]
Firstly HI! This is not anywhere near my first mod or first thing I've done for/with minetest but it is the first one I am sharing with the world, should have done this a LONG time ago. Thank you to all those who have ever written a line of code in contribution to minetest because you basically secr...