Search found 153 matches

by Steamed_Punk
Thu Oct 22, 2020 17:18
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 206
Views: 75175

Re: [MOD] Ethereal NG [1.27] [ethereal]

I wonder what my...real name will give as a result! Let's hope you have better luck than I did. My real name crashed the game! LOL On V7 it actually gave me a sweet river running between to cliffs and immediately I saw one of those cave things at water level with a chest inside. So I took a jump :D...
by Steamed_Punk
Thu Oct 22, 2020 16:59
Forum: Maps
Topic: Seeds for Mapgenv7+Ethereal.
Replies: 4
Views: 65

Re: Seeds for Mapgenv7+Ethereal.

that's one hell of a drop if you miss your footing :-D Not a v7 map, but it's my favourite I've found so far. Valleys mapgen with seed 10244999266427476490. Very long, thin lake (only about 500 nodes wide, on average, but over 9000 nodes long!) with a few islands and lots of peninsulas. Perfect for ...
by Steamed_Punk
Thu Oct 22, 2020 16:54
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 206
Views: 75175

Re: [MOD] Ethereal NG [1.27] [ethereal]

TenPlus1 wrote:
Thu Oct 22, 2020 15:18
My usual test map is simple the seed: test
We live and learn, I though it was numbers only :-) I wonder what my forum name or real name will give as a result!
by Steamed_Punk
Thu Oct 22, 2020 08:52
Forum: Maps
Topic: Seeds for Mapgenv7+Ethereal.
Replies: 4
Views: 65

Re: Seeds for Mapgenv7+Ethereal.

An Island in the middle of water 181299 (V7 without mountains).
by Steamed_Punk
Thu Oct 22, 2020 08:50
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.27] [ethereal]
Replies: 206
Views: 75175

Re: [MOD] Ethereal NG [1.27] [ethereal]

After testing and getting stuck in the quicksand, I binned a few test maps and bining them I was left with only one which was just 6 random numbers. I still have it, but didn't post here to prevent going off topic. It was just a simple "181299" and didn't think it was worth sharing (outside a PM) bu...
by Steamed_Punk
Wed Oct 21, 2020 19:32
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

ROADS AND PATHS UPDATE CAN BE DOWNLOADED AND USED. Please read through to get started and understand what has been done and what is to do! What you are about to see have been straight imports into blender, resized & rotated and the UV mapping quickly updated. The UV mapping still has a couple of gl...
by Steamed_Punk
Tue Oct 20, 2020 21:31
Forum: WIP Mods
Topic: [Mod]bingfeng-maidroid mod
Replies: 7
Views: 102

Re: [Mod]bingfeng-maidroid mod

Thank you, they are funny & cute little characters.
by Steamed_Punk
Tue Oct 20, 2020 20:10
Forum: WIP Mods
Topic: [Mod]bingfeng-maidroid mod
Replies: 7
Views: 102

Re: [Mod]bingfeng-maidroid mod

OK, now I know it has something to do with farming. But pics would have been nice....as you can see here https://wiki.minetest.net/Mods/Farming_Redo (which I use).
Thanks for the little extra info though ;-)
by Steamed_Punk
Tue Oct 20, 2020 17:56
Forum: WIP Mods
Topic: [Mod]bingfeng-maidroid mod
Replies: 7
Views: 102

Re: [Mod]bingfeng-maidroid mod

Tell me more! Photo's, description and a little info on the mod itself.
I can't see anything here that gives me the 'want' to just go to github and clone.
by Steamed_Punk
Mon Oct 19, 2020 16:46
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

MINOR UPDATE:
  • The well and streetlight now have their own crafting recipe.
  • Inventory and wield images are also included.
  • The crafting guide has also been updated to reflect these changes.
by Steamed_Punk
Mon Oct 19, 2020 15:15
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 727
Views: 76151

Re: Post your mapgen questions here (modding or engine)

I am running minetest on an old an old aspire laptop that has been wiped clean of Windows and now booting Linux Mint 20 and with my own very large texture pack without a problem. This is all down to the fact that Minetest does not load the entire map. It loads and displays (and removes) chunks (prob...
by Steamed_Punk
Mon Oct 19, 2020 13:15
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

That is so much better and natural. You can clearly see the changes on how the "well" is lit. https://Steamed-Punk.github.io/images/screenshot_streetlight_02.png Compared to my efforts https://Steamed-Punk.github.io/images/screenshot_streetlight.png I would like to say that it's thanks to Nathan.S a...
by Steamed_Punk
Sun Oct 18, 2020 19:44
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

As you can see I have managed to get a basic lighting on the streetlight: The problem is that the light source is from the base of the node and not from the lantern itself. If anyone has any suggestions to move the source to the lantern I could really use some help :-( -- Licenses of media (3D Meshe...
by Steamed_Punk
Fri Oct 16, 2020 14:28
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

Minor update: Each hut now has it's own crafting recipe. Inventory and wield images are now included. The medic hut texture has been modified to remove the red cross from the roof which was bleeding into other parts of the hut. The wiki guide has been updated with the recipes. https://github.com/St...
by Steamed_Punk
Mon Oct 12, 2020 23:54
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

The medic center with a bit of furntiure and a floor below the roof: https://forum.minetest.net/download/file.php?mode=view&id=22861 Nice! I like the way you added the torch on the inside. I have just added your 'PR' and frankly it is just so cool. Sure, I don't understand half of what you have don...
by Steamed_Punk
Mon Oct 12, 2020 20:02
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

I have added a "Street Light" a "Well" and "3D Brown and Red Mushrooms" CROOKED STREET LIGHT https://Steamed-Punk.github.io/images/MT_Village_Guide_11.png The Street Light can be simply placed anywhere on the ground. I still have to find a solution to make the candle give off light. Looking careful...
by Steamed_Punk
Fri Oct 09, 2020 11:25
Forum: General Discussion
Topic: [FORGET IT, Don't waste your time] Organizing the Inventory?
Replies: 5
Views: 177

Re: Organizing the Inventory?

Never mind I will stick to just modelling and texturing and just throw stuff at Minetest the best way I can. @rubenwardy I have tried your modding book but can't make head nor tail of it. https://rubenwardy.com/minetest_modding_book/en/players/sfinv.html I managed to add a new tab and change it's na...
by Steamed_Punk
Fri Oct 09, 2020 10:01
Forum: General Discussion
Topic: [FORGET IT, Don't waste your time] Organizing the Inventory?
Replies: 5
Views: 177

Re: Organizing the Inventory?

You can use the creative mod to create custom tabs. Also, the order in the creative inventory will probably be alphabetical based on item name or based on registration order, I forget I had read somewhere about tabs, and forgot, I will dig into that it looks like it could be a good solution. Thanks
by Steamed_Punk
Fri Oct 09, 2020 09:53
Forum: General Discussion
Topic: [FORGET IT, Don't waste your time] Organizing the Inventory?
Replies: 5
Views: 177

Re: Organizing the Inventory?

Here a simple approach to sort the inventory items in alphabetical order by means of the chat command "/sort": minetest.register_chatcommand("sort", { description = "Sort the player inventory in alphabetical order", func = function(name, param) local inv = minetest.get_inventory({type="player", nam...
by Steamed_Punk
Thu Oct 08, 2020 23:04
Forum: General Discussion
Topic: [FORGET IT, Don't waste your time] Organizing the Inventory?
Replies: 5
Views: 177

[FORGET IT, Don't waste your time] Organizing the Inventory?

I have 12 new blocks (end of the day) so to finish up i checked everything was in place but noticed that the objects display in the inventory (creative) but not in an order I can see how to re-arrange. They are not showing in Alphabetical order or by date/hour of creation. I have checked the 3Dmodel...
by Steamed_Punk
Wed Oct 07, 2020 17:22
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

I have updated the hut model and the Crafting guide! The windows have been removed and even if they do look OK, I am not quite satisfied. The hut node now sits 1 node higher which allows for a floor and loft without banging your head on the node. @Sokomine. your walls still align so it shouldn't eff...
by Steamed_Punk
Wed Oct 07, 2020 11:35
Forum: WIP Mods
Topic: [MOD] MT_Village_Set (low poly models)
Replies: 14
Views: 403

Re: [MOD] MT_Village_Set (low poly models)

Following through on Sokomine post HERE: https://forum.minetest.net/viewtopic.php?f=6&t=25448&p=381885#p381885 I've already created some nodes that are intended for your huts. There are two shapes; texture doesn't really matter (just for visualization). They're a bit thicker than they ought to be in...
by Steamed_Punk
Wed Oct 07, 2020 11:10
Forum: Problems
Topic: [SOLVED] collision and selection
Replies: 5
Views: 130

Re: [SOLVED] collision and selection

@Sokomine, I hope you don't mind, just to keep things organized I have followed this up on the other thread. I've already created some nodes that are intended for your huts. There are two shapes; texture doesn't really matter (just for visualization). They're a bit thicker than they ought to be in t...
by Steamed_Punk
Tue Oct 06, 2020 11:12
Forum: Problems
Topic: [SOLVED] collision and selection
Replies: 5
Views: 130

Re: [SOLVED] collision and selection

Now this is not what I was expecting as a reply. Mainly because this thread is for another project (straight conversion and import) of a whole bunch of new models and objects for the community. The idea is to be able to build indestructible pathways and obstacles (parcour games for example) which ca...
by Steamed_Punk
Mon Oct 05, 2020 20:35
Forum: Problems
Topic: [SOLVED] collision and selection
Replies: 5
Views: 130

[SOLVED]Re: collision and selection

OK, I found my problem. My other mod relied on api's whereas this model doesn't. With the centre lowered I did this if it's any use to anyone else. (If not, a mod can delete this) selection_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5}, }, }, collision_box = { type = "fixed", f...