Search found 4116 matches

by Sokomine
Thu Apr 18, 2024 15:57
Forum: Modding Discussion
Topic: locate biome/structure
Replies: 2
Views: 70

Re: locate biome/structure

i want to recreate locate biome/structure command from minecraft for my mod any ideas for code? I've seen some form of (external) biome locator mod on the forum. But that's an external program. I don't know if it can be done ingame. As far as structures are concerned - decorations placed by mapgen ...
by Sokomine
Wed Apr 17, 2024 19:20
Forum: Modding Discussion
Topic: Skills Mod ? Help
Replies: 2
Views: 71

Re: Skills Mod ? Help

then choose a passive skill or buff to use, I'm afraid we don't have such skills yet. The only thing that might come close is AdventureTest - in that game (sadly no longer maintained?), you are not able to craft something successfully at the beginning. All tools are broken to some kind. It gets bet...
by Sokomine
Wed Apr 17, 2024 15:00
Forum: Game Releases
Topic: [Game] Voxelgarden (revived) [5.8.0]
Replies: 25
Views: 1386

Re: [Game] Voxelgarden (revived) [5.8.0]

rudzik8 wrote: What would you think of this?
Too minimalistic for me after years of unified_inventory & co but probably fitting to the game as such (minimalistic approach).
by Sokomine
Tue Apr 16, 2024 09:33
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 94
Views: 16803

Re: [Mod] Settlements [settlements]

MineClonia seems to have solved the problem with the paths: It uses stairs where needed. If that improved path building algorithm could be included into the general settlements mod here (especially FaceDeers' fork), that'd be great!
by Sokomine
Tue Apr 16, 2024 09:23
Forum: WIP Games
Topic: [Game] Mineclonia [0.94.0]
Replies: 140
Views: 32398

Re: [Game] Mineclonia [0.94.0]

beautiful biomes and unique mobs I had a few problems with that. For reasons unknown I didn't get plants (trees, vegetation). Some mobs had problems with keeping going on for too long after having started moving. A squid flew past me and moved on land until it crashed into a mountain. Same happened...
by Sokomine
Tue Apr 16, 2024 09:17
Forum: WIP Mods
Topic: [Mod] NPC for yl_speak_up [npc_talk]
Replies: 6
Views: 736

Re: [Mod] NPC for yl_speak_up [npc_talk]

TenPlus1 wrote: Now shop keepers can hold a conversation :) very handy mod :P
They do all in order to sell their goods :-) (Plus of course they enjoy having a chat with players very much. Some very happy NPC may even get a quest...)
by Sokomine
Tue Apr 16, 2024 09:16
Forum: Game Releases
Topic: [Game] Voxelgarden (revived) [5.8.0]
Replies: 25
Views: 1386

Re: [Game] Voxelgarden (revived) [5.8.0]

rudzik8 wrote: I recently wanted to change papyrus texture (and changed it in git, as well as papyrus root rexture) to PixelBOX variant as it didn't quite fit the artstyle IMO... but I guess I'll revert that :)
Good :-) Save the papyrus root :-) It's really a great texture.
by Sokomine
Tue Apr 16, 2024 09:15
Forum: WIP Games
Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
Replies: 3015
Views: 832749

Re: [Game] VoxeLibre (formerly known as MineClone2) [0.86]

Ah. While I'm relatively indiffrent regarding the name (the old one was probably more helpful for people searching this game) there seems to be the error: Discord. Not forum.
rudzik8 wrote: The name suggestions channel was open on Discord for a few months.
by Sokomine
Sun Apr 14, 2024 18:58
Forum: Game Releases
Topic: [Game] Voxelgarden (revived) [5.8.0]
Replies: 25
Views: 1386

Re: [Game] Voxelgarden (revived) [5.8.0]

Good that this mod/game is maintained and further developped. For me, the first screenshot is a bit confusing. What I associate with Voxelgarden and UnterNull is the famous payprus root. That can't be missing from such a thread. Would have to search my old screenshots to find my tiny house built out...
by Sokomine
Sun Apr 14, 2024 18:48
Forum: WIP Mods
Topic: [Mod] NPC for yl_speak_up [npc_talk]
Replies: 6
Views: 736

Re: [Mod] NPC for yl_speak_up [npc_talk]

I'm really enjoying this mod in conjunction with mobs_npc. The interface for adding dialogue, changing skins and other features makes configuration in game a snap. Thank you! I hope that we'll eventually get slightly more intelligent NPC as well. But that may be a huge endeavour and quite compley. ...
by Sokomine
Sun Apr 14, 2024 18:46
Forum: WIP Mods
Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Replies: 13
Views: 1241

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

The mod has now been split up into the runtime (yl_speak_up) and the editor (npc_talk_edit). Almost always you'll want both. The only situation where you might *not* want npc_talk_edit might be if you're creating an adventure and release that. Until your players have solved the puzzle, they will hav...
by Sokomine
Sun Apr 14, 2024 18:35
Forum: WIP Mods
Topic: [Mod] ships spawning at mapgen time [ships_on_mapgen]
Replies: 22
Views: 5152

Re: [Mod] ships spawning at mapgen time [ships_on_mapgen]

This is a (failed) attempt to get mobs_npc as sailors (or pirates). Suitable clothing wasn't provided. Perhaps that's the reason why they didn't like it on the ship. They tried everything to get off, looking for the shore or other ships, sometimes even jumping into the water: https://forum.minetest....
by Sokomine
Sun Apr 14, 2024 17:44
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 94
Views: 16803

Re: [Mod] Settlements [settlements]

I'm curious if this mod is still being maintained. Good village generator mods are hard to come by, especially one with roads or support for large structures: Been waiting to see that improve and noticed this one, but like a lot such mods they appear to be discontinued after a while. I've downloade...
by Sokomine
Sun Apr 14, 2024 15:10
Forum: General Discussion
Topic: formspec model scaling
Replies: 3
Views: 153

Re: formspec model scaling

You can show a model in a formspec this way, with W(idth) and H(ight) set according to your needs: model[<X>,<Y>;<W>,<H>;<name>;<mesh>;<textures>;<rotation X,Y>;<continuous>;<mouse control>;<frame loop range>;<animation speed>]
by Sokomine
Thu Mar 07, 2024 12:35
Forum: Français
Topic: Mod anti-crétins...
Replies: 6
Views: 187

Re: Mod anti-crétins...

by Sokomine
Sun Feb 25, 2024 11:32
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495066

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: 376

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: 794

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: 794

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: 6
Views: 736

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: 1976

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: 1973

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: 13
Views: 1241

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: 941

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: 13
Views: 1241

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...