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Re: L-system for schematics? Finding a dungeon generation AP

I've also looked at both schemlib and handle_schematics in the past but I was too stupid to understand them. Looked at exschem as well, it seems most easy to use. Regarding handle_schematics, that certainly isn't your fault. It isn't sufficiently structured for an api yet, and documentation is sadl...
by Sokomine
Thu Oct 17, 2019 14:16
 
Forum: Modding Discussion
Topic: L-system for schematics? Finding a dungeon generation API
Replies: 13
Views: 267

Re: message: Trying to store id = 0 statically but block...

There are a number of candidates: People breeding petz (some can multiply fast), shops (each up to 4 entities afaik), item frames..falling nodes like sand and gravel (as duane mentioned) are also possible. Mining is fast on Tunnelers Abyss. Some of those sand and gravel nodes never turn back into no...
by Sokomine
Thu Oct 17, 2019 12:40
 
Forum: Problems
Topic: message: Trying to store id = 0 statically but block...
Replies: 4
Views: 52

Re: [SOLVED] get_hp 4.16

Yeah thanks for not helping, at all. Next time, if you don't have a clue, just ignore my threads, and leave the replies to someone who might have an idea. But the information that simple_mobs by PilzAdam is no longer maintained and that it might be a good idea to use its successor - mobs_redo - ins...
by Sokomine
Wed Oct 16, 2019 23:59
 
Forum: Problems
Topic: [SOLVED] get_hp 4.16
Replies: 10
Views: 141

Re: Post your screenshots!

Still, use what you like. That's why they make more than one flavor. Exactly :-) Was just puzzled about why so many people seem to like tables. I wouldn't be able to build the houses I build using that method. And, unless you really love repetitive work while building in-game, constructing anything...
by Sokomine
Wed Oct 16, 2019 23:41
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9098
Views: 1047968

Re: Post your Buildings(screenshots)

Miniminaut wrote:Mintest in fall

The castle above the natural stone bridge looks very nice. But...it's all so dark! Can you do a /time 12000 next time? Your buildings are certainly worth seeing. That's easier at day :-)
by Sokomine
Wed Oct 16, 2019 23:23
 
Forum: General Discussion
Topic: Post your Buildings(screenshots)
Replies: 217
Views: 30651

Looking for paths-inside-village-algorithm

Wanted: Algorithm or code that connects the houses of a village in a (for the player) convincing way with paths for mobs and players to walk on and doesn't look too bad visually ingame. Drops/climbs of more than 1 node at a time are not allowed. Usage of slabs and/or stairs in order to not to have t...
by Sokomine
Tue Oct 15, 2019 20:50
 
Forum: Modding Discussion
Topic: Looking for paths-inside-village-algorithm
Replies: 0
Views: 35

Re: Post your screenshots!

My version of Rochambeau's settlements mod uses Lua tables, instead of .mts file. All schematics are loaded into an array at runtime, loading very quickly. I use Lua tables, simply because I can change the materials on the fly. Er, well, yes :-) In how far is that diffrent from mg_villages? My inte...
by Sokomine
Tue Oct 15, 2019 20:35
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9098
Views: 1047968

Re: [Mod] simple random houses spawning [basic_houses]

This sounds good to me. Looking at the code for basic_houses and the underlying handle_schematics I think I'd like to extract this function and put into a much simpler API mod format. Is it doable or is it all tangled up in dependent code? handle_schematics is already intended to be an api eventual...
by Sokomine
Tue Oct 15, 2019 19:57
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 14
Views: 1854

Re: Post your screenshots!

@Sokomine What happened with your "flat area detection" code? Is it usable yet? The flat area detection code is used in my basic_houses mod. It places houses randomly on flat area that was detected that way: https://forum.minetest.net/download/file.php?mode=view&id=20336 My lakes mod ...
by Sokomine
Mon Oct 14, 2019 16:06
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9098
Views: 1047968

Re: Post your screenshots!

Sokomine, if you are interested, I have previously modified the settlements mod to use lua tables, and have converted the bulk of mg_villages villages from .mts to lua tables. I still see no real point in that. .mts is very convenient and efficient for storing manually built things. In a way, mg_vi...
by Sokomine
Mon Oct 14, 2019 14:17
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9098
Views: 1047968

Re: Redcrab's server

Good to see that so many of you are still there and still value the old Redcrab map. It has been a very fine server for so many years.
by Sokomine
Sun Oct 13, 2019 22:31
 
Forum: Servers
Topic: Redcrab's server
Replies: 5023
Views: 608383

Re: [Game] MineClone 2 [0.54.1]

Where I live (IRL) villages are actually on the top of the hills. It's a quite common landscape that the main road runs through the spine of the hill, and farms are going down from the top on the hillside. That's intresting! I've already noticed during research for the medieval build style of my vi...
by Sokomine
Sun Oct 13, 2019 21:40
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.54.1]
Replies: 1568
Views: 186884

Re: [forum feature request] new forum board

Would be really nice to have a forum section for those. But we also need a way to easily distribute them (maybe with contentdb).
by Sokomine
Sun Oct 13, 2019 21:27
 
Forum: Feature Discussion
Topic: [forum feature request] new forum board
Replies: 7
Views: 257

Re: Post your screenshots!

Pictures of landscapes are often very nice and impressive. Yet it's also true that the more brownish, realistic colors of landscapes are not the brightest, most cheerful ones. I'm afraid it just depends on what each of us likes (and that may vary over time). Anyway...here some hopefully relaxing pet...
by Sokomine
Sun Oct 13, 2019 21:23
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9098
Views: 1047968

Re: Good Mods for an ancient greece/ancient rome subgame?

Perhaps you also ought to talk to twoelk. He's building on a roman city.
by Sokomine
Sun Oct 13, 2019 19:59
 
Forum: Modding Discussion
Topic: Good Mods for an ancient greece/ancient rome subgame?
Replies: 3
Views: 92

Re: [Game] MineClone 2 [0.54.1]

excavenger wrote:okay, this is too much.

Really? :-) They're just normal ocean-dwelling horses. Bears love sitting on ocean waves as well. And some sheep hide inside solid stone.
by Sokomine
Sun Oct 13, 2019 19:36
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.54.1]
Replies: 1568
Views: 186884

Re: Signs Extra v.1.0 [signs_extra]

Ah, nice. I've seen them on the server and wondered where they came from. Useful mod.
by Sokomine
Fri Oct 11, 2019 15:12
 
Forum: WIP Mods
Topic: Signs Extra v.1.0 [signs_extra]
Replies: 1
Views: 134

Re: [Server] Xanadu

Do i need to ask someone or can i just go for a walk and start building in a far away unclaimed area? You can just build in an unclaimed area. That's the same as on almost all servers. If so is there a limit to the amount of space that can be claimed (i saw a couple of zones that had some pretty bi...
by Sokomine
Wed Oct 09, 2019 19:11
 
Forum: Servers
Topic: [Server] Xanadu
Replies: 3609
Views: 318589

Re: [Solved] Noise params for approx. 1 node thin lines

If I recall, in your pathsv6/v7 or roadsv6/v7 mods, you spoke with Sokomine, regarding drawing roads from mg_village to mg_village. While mg_villages might have been difficult to determine village edge, for the purpose of ending the road at the end of the mg_village main street, I think I can provi...
by Sokomine
Wed Oct 09, 2019 15:41
 
Forum: Modding Discussion
Topic: [Solved] Noise params for approx. 1 node thin lines
Replies: 16
Views: 406

Re: MTG: Desert mining just got even worse

Oil certainly sounds good. But there's something else: Many mods add diffrent types of stone. And there's hardware coloring now. The desert could be composed of sandstone in diffrent colors. Thus, builders will get new nice materials for their houses at little extra cost. Perhaps the colors ought to...
by Sokomine
Wed Oct 09, 2019 15:22
 
Forum: General Discussion
Topic: MTG: Desert mining just got even worse
Replies: 28
Views: 724

Re: [Game] MineClone 2 [0.54.1]

I have to admit, I have no clue how they look like in MC. The only villages I know in a voxel game is your mg_villages mod :-D They look good (I like that there are many different kind of houses), but require a huge plain terrain to be placed, according to Wuzzy. Require...may not be the right word...
by Sokomine
Wed Oct 09, 2019 15:20
 
Forum: WIP Games
Topic: [Game] MineClone 2 [0.54.1]
Replies: 1568
Views: 186884

Re: [Mod] simple random houses spawning [basic_houses]

After reading some perlin-noise theory I played around pseudo-random numbers to group buildings in villages using this mod. See my fork: https://github.com/bell07/basic_houses I have to admit that I don't really understand how those noise things work. For mg_villages, nore did the work and created ...
by Sokomine
Wed Oct 09, 2019 15:00
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 14
Views: 1854

Re: [Mod] simple random houses spawning [basic_houses]

Regarding the stairs and slabs problem with moretrees: You do not seem to have moreblocks installed. You can either install moreblocks (which I'd recommend anyway as it's a very useful mod) or update to the newest version of handle_schematics. Moretrees registers its stairs under diffrent names depe...
by Sokomine
Wed Oct 09, 2019 14:41
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 14
Views: 1854

Re: [mod]block_in_block[wip]

I will use it in my Petz mod to add heads to crystal boxes :-D I don't know if that'll really work out as a gameplay element. I did ask for heads/trophys in the not so simple mobs thread - but those are very diffrent animals: They're all hostile (even the ducks), attack you on sight, are strong...a...
by Sokomine
Mon Oct 07, 2019 14:57
 
Forum: WIP Mods
Topic: [mod]block_in_block[wip]
Replies: 5
Views: 637

Re: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICUL

I'm glad the server's up again. It has intresting concepts, and it's certainly something for those who seek more challenge in survival. Sadly, my client still gets slowed down considerably on your server. Wonder where that comes from. It's not exactly lag but the client becoming very slow in respond...
by Sokomine
Sun Oct 06, 2019 19:17
 
Forum: Servers
Topic: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICULT]
Replies: 108
Views: 7635
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