Search found 4102 matches

by Sokomine
Thu Mar 07, 2024 12:35
Forum: Français
Topic: Mod anti-crétins...
Replies: 6
Views: 138

Re: Mod anti-crétins...

by Sokomine
Sun Feb 25, 2024 11:32
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2285
Views: 488075

Re: [Mod] Advanced Trains [advtrains] [2.4.3]

A series of simple tutorials should be created to help ignorant people like me... There's at least one helpful video on interlocking online. It helped me a lot. But for the details I found the advtrains tutorial on the Tunnelers' Abyss server most helpful. The server has a vast network of railway l...
by Sokomine
Sat Feb 24, 2024 20:45
Forum: General Discussion
Topic: Lost mobs . the oak wood dweller .
Replies: 5
Views: 353

Re: Lost mobs . the oak wood dweller .

I have no idea which mob that might be. From the description it looks very much like an Oerkki. It might help if you tell us where you encountered that mob. If it was a particular server, perhaps there are others who played on that server and remember. Or there might even be a server thread with a c...
by Sokomine
Wed Feb 21, 2024 23:43
Forum: Feature Discussion
Topic: Minetest and Twine (or Ink)
Replies: 15
Views: 727

Re: Minetest and Twine (or Ink)

I do have experience with Ink and some of its ports, but I've never done Minetest modding, just fiddled around with a few different games. So I didn't know about yl_speak_up or npc_talk until just now. Minetest modding is pretty easy. As to yl_speak_up and npc_talk: I've been working on them for qu...
by Sokomine
Tue Feb 20, 2024 05:57
Forum: Feature Discussion
Topic: Minetest and Twine (or Ink)
Replies: 15
Views: 727

Re: Minetest and Twine (or Ink)

I just found there's also a Lua implementation of Ink, so it could be integrated in Minetest as a mod rather than a C++ engine feature. Thank you! That's a very useful hint. I've taken that implementation and made it work in Minetest. That mostly required getting rid of the require(..) and converti...
by Sokomine
Tue Feb 20, 2024 05:11
Forum: WIP Mods
Topic: [Mod] NPC for yl_speak_up [npc_talk]
Replies: 3
Views: 551

Re: [Mod] NPC for yl_speak_up [npc_talk]

So I have to install this first and then that? And why is it better to split this instead of making it into an overall mod right away? Yes, both mods are needed. yl_speak_up is...a mixture between a library and the runtime/interpreter. It has everything needed for the NPC - but no NPC on its own. T...
by Sokomine
Thu Feb 08, 2024 22:23
Forum: Mod Releases
Topic: [Mod][Library] Biome generator for Lua mapgens [biomegen]
Replies: 7
Views: 1927

Re: [Mod][Library] Biome generator for Lua mapgens [biomegen]

Glad to hear! The other mapgen objects could really be useful in some cases. If that spreads to more mapgens, mods based on mapgen could use this information.
by Sokomine
Thu Feb 08, 2024 22:20
Forum: Mod Releases
Topic: [Mod] Edit Skin [edit_skin]
Replies: 12
Views: 1906

Re: [Mod] Edit Skin [edit_skin]

Certainly much more convenient then trying to find something I like from a huge list of random skins of varying quality. That's exactly how I feel about this mod as well. It's easy to get a huge variety of skins that I'd find acceptable and even pleasant for my character. That's way better than wit...
by Sokomine
Thu Feb 08, 2024 07:23
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 12
Views: 1040

Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

A very interesting mod. I am curious though if and how this mod approaches the problem of adding mobs to games with prebuilt maps? This mod in this thread doesn't even add any NPC at all. For NPC, you need to install the npc_talk mod. And even that doesn't add any spawning of its own as I can't kno...
by Sokomine
Thu Feb 01, 2024 20:53
Forum: General Discussion
Topic: How?
Replies: 15
Views: 903

Re: How?

My travelnet mod can also help a lot with travelling around. It comes with elevators that can be placed at diffrent heights and allow you to get up and down without having to wait for minutes till you have fallen down or climbed back up. On public servers, there are usually public mines digged by fe...
by Sokomine
Thu Feb 01, 2024 20:50
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 12
Views: 1040

Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

That's easy. You put a sign next to it, with the name of the mod on it. And a poster with the possibilities and a few small tasks that you can try out. In a small area:open with a box with spawn eggs and the visitor can get started himself. Might work with quite some effort put in for some mods. It...
by Sokomine
Mon Jan 29, 2024 17:47
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 12
Views: 1040

Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

For me, NPCs are a crucial and invigorating element to keep Minetest interesting for new players in the years to come. I consider them as very important as well. That's why I've wanted to write this mod for quite some time. NPC standing around can give life to a world, can explain what a building i...
by Sokomine
Sun Jan 28, 2024 23:19
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 12
Views: 1040

Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

Could you make an tutorial of how to add this mod functionalities to an NPC from an NPC mod? In general that's what the npc_talk mod is for. It comes with an NPC that doesn't need any other mods, an NPC based on mobs_redo, an NPC based on mobs_npc (those are based on mobs_redo), a sign you can talk...
by Sokomine
Sun Jan 28, 2024 19:55
Forum: Mod Releases
Topic: [MOD]Native American Village [OBJECTS & ITEMS]
Replies: 19
Views: 5849

Re: [MOD]Native American Village [OBJECTS & ITEMS]

The canoe looks very nice! It's jsut a bit long. I wonder if it works on MT's ousually not very large lakes and oceans.
by Sokomine
Sun Jan 28, 2024 19:54
Forum: Mod Releases
Topic: [Mod] Instant Buildings [V 5.0] [instabuild]
Replies: 45
Views: 29118

Re: [Mod] Instant Buildings [V 5.0] [instabuild]

I've tried that mod before. I'm not into its style of spawning a box with super detailed textures and no floors. I preferred instabuild's method of structures made out of actual nodes. Are there any other mods that did what instabuild did? My handle_schematics mod and in particular citybuilder do t...
by Sokomine
Sun Jan 28, 2024 18:29
Forum: WIP Mods
Topic: [Mod] Pole Scaffolding [0.8] [pole_scaffolding]
Replies: 2
Views: 728

Re: [Mod] Pole Scaffolding [0.8] [pole_scaffolding]

Admittedly a bit late, but: Very nice looking mod. I wonder how a world with the mods of SFENCE will look like. Perhaps a server might adopt them and make them available for builders?
by Sokomine
Sun Jan 28, 2024 17:52
Forum: Modding Discussion
Topic: AdventureTest - how many of you would be interested in this?
Replies: 6
Views: 1358

Re: AdventureTest - how many of you would be interested in this?

Did anything came out of this? yl_speak_up for talking to NPC has now been released.
by Sokomine
Sat Jan 27, 2024 19:07
Forum: WIP Mods
Topic: [Mod]Petroglyphs[petroglyphs]
Replies: 7
Views: 867

Re: [Mod]Petroglyphs[petroglyphs]

I could take the Graffiti Mod and tweak it to only allow carving on desert stone. Is that what you're looking for? That's the idea. Just let players add those decorations to their own deserts where they want in addition to the automaticly generated. Perhaps with some lerarning curve involved (first...
by Sokomine
Sat Jan 27, 2024 16:38
Forum: Game Discussion
Topic: Mineclonia: What is the loom device ?
Replies: 4
Views: 321

Re: Mineclonia: What is the loom device ?

There's also the stations mod from NathanS which also comes with a loom and a similar interface.
by Sokomine
Sat Jan 27, 2024 16:27
Forum: General Discussion
Topic: Free Fabric Texture (Item Art?)
Replies: 6
Views: 531

Re: Free Fabric Texture (Item Art?)

I made some item art for fabric with colors from the dyes in the default game. To be honest, I am not really a modder at all, only found out about Minetest a couple days ago, and only like making art... so I thought I could post it here for someone to use in their Mod. The art is free and I am tota...
by Sokomine
Sat Jan 27, 2024 05:52
Forum: WIP Mods
Topic: [Mod] NPC for yl_speak_up [npc_talk]
Replies: 3
Views: 551

[Mod] NPC for yl_speak_up [npc_talk]

This mod here provides actual NPC for the mod yl_speak_up . It does not come with any skins or models. You have to get those from other mods (i.e. player_api or other sources like skinsdb). The NPC added by this mod are more like examples of how you can do it. You may not want so many diffrent types...
by Sokomine
Sat Jan 27, 2024 05:29
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 12
Views: 1040

[Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]

This mod offers a way to talk with NPC by reading what they have to say and selecting given answers like in point&click adventures: npc_talk_start.jpg The mod consists of two parts, currently merged into one: A runtime environment that reads and displays dialogs stored in .json files - and an ed...
by Sokomine
Fri Jan 26, 2024 23:17
Forum: Feature Discussion
Topic: Ideas for an in-world mod editor
Replies: 14
Views: 2005

Re: Ideas for an in-world mod editor

The problem in my case is detecting and applying changes to any script without restarting the server: The detecting part is the job of your mod. Only that can know what's been changed. The applying part...in general it may only be possible to reload code in the environment of your own mod, not in o...
by Sokomine
Fri Jan 26, 2024 11:48
Forum: WIP Mods
Topic: [Mod]Petroglyphs[petroglyphs]
Replies: 7
Views: 867

Re: [Mod]Petroglyphs[petroglyphs]

Nice idea. Looks very good!

Perhaps - as we kind of start as stoneage people when joining a server - players could learn to create petroglyphs themshelves? Might take some time to learn how to do each one right.
by Sokomine
Fri Jan 26, 2024 05:31
Forum: Feature Discussion
Topic: Ideas for an in-world mod editor
Replies: 14
Views: 2005

Re: Ideas for an in-world mod editor

As far as hot reloading mods goes, my upcomming yl_speak_up mod (talking to NPC) does support that to a huge degree and even has a chat command so that someone with sufficent privs can reload the mod without having to restart the server. But: There are limitations. Code (functions) in general can be...