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Re: [Mod] Item shelf [itemshelf]

Add half-width shelf, with open back as well (asked by GrizzlyAdam and Sokomine) Thanks! I hope they'll show up on servers. Would love to build with them. you can place steel trapdoors in front of a shelff, so if interaction with the shelf inventory would be restricted to the front when an opening ...
by Sokomine
Sat Feb 10, 2018 05:46
 
Forum: WIP Mods
Topic: [Mod] Item shelf [itemshelf]
Replies: 40
Views: 981

Re: Monuments

Screenshots would be nice. Also, "monuments" sounds very massive. Yet it says "tiny"?
by Sokomine
Sat Feb 10, 2018 05:41
 
Forum: WIP Mods
Topic: Monuments
Replies: 1
Views: 161

Re: [Mod] Mobs Redo [1.41] [mobs]

you can't shear wild sheep anymore? but I often run around and shear sheep in passing - wild ones of course - you mean there is now actually a need to start herding? hmm... cool or not; don't know yet Oh :-( That sounds bad. I love shearing sheeps when passing by as well. To leave a sheep with its ...
by Sokomine
Sat Feb 10, 2018 05:40
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.41] [mobs]
Replies: 1355
Views: 161149

[Mod] simple random houses spawning [basic_houses]

https://forum.minetest.net/download/file.php?mode=view&id=14066 Sometimes you may feel lonely in your world but don't want to encounter entire villages . The basic houses this mod places on flat land are well integrated into the landscape and invite you to extend and imporve them. They appear o...
by Sokomine
Sat Feb 10, 2018 05:01
 
Forum: WIP Mods
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 3
Views: 144

Re: Post your screenshots!

Mysterious wrong assumption about where ground level is:
Image
by Sokomine
Fri Feb 09, 2018 01:52
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7262
Views: 686423

Re: Multiblock Structures possible?

Can you build/mod multiblock structures? Of the head i think about smeltery and ME System in MC ... different parts/block add together to a bigger object functional as one? You can't do that directly. Depending what you have in mind, nothing ought to stop you from doing this indirectly. Just let yo...
by Sokomine
Thu Feb 08, 2018 23:36
 
Forum: Modding Discussion
Topic: Multiblock Structures possible?
Replies: 3
Views: 99

Re: [Mod] Random Home [random_home]

This mod could be used to create villages. I know that there are some mods that add villages, but they seem to use schematics for the houses. Substituing the schematic buildings for my mod would create a more diverse village. Yes, that certainly comes to mind. My mg_villages mod is probably the mos...
by Sokomine
Sun Feb 04, 2018 23:05
 
Forum: WIP Mods
Topic: [Mod] Random Home [random_home]
Replies: 13
Views: 580

Re: [Mod] Random Home [random_home]

How about a 'seed' that players need to set somewhere, like a build-chest ? That's one possibility. The houses can be rather big... There should also be a way to remove that stuff, if it doesn't fit somehow. My handle_schematics mod is able to provide a build chest and a way to restore the landscap...
by Sokomine
Sun Feb 04, 2018 05:26
 
Forum: WIP Mods
Topic: [Mod] Random Home [random_home]
Replies: 13
Views: 580

Re: [Addon] Floppy Pack for Laptop Mob [laptop_floppypack]

Ah, the nostalgia...the floppy disk box looks very good.
by Sokomine
Sun Feb 04, 2018 05:12
 
Forum: WIP Mods
Topic: [Addon] Media Pack for Laptop Mod [laptop_mediapack]
Replies: 9
Views: 261

Re: [Mod] Random Home [random_home]

This mod is posted in my google drive. The link was suposed to take you there and you could make the download almost directly. I post the link again here. Thanks to Megaf I've now been able to take a look at your mod. Are you willing to host it on Github? I am not planing to make it place the house...
by Sokomine
Sat Feb 03, 2018 05:17
 
Forum: WIP Mods
Topic: [Mod] Random Home [random_home]
Replies: 13
Views: 580

Re: [Mod] ActiveFormspecs [formspecs]

What you've described is a perfectly reasonable design goal. But I'm not sure how it could be implemented without resorting to some type of kludge. I don't think that Minetest's formspecs are fit enough (yet) for applications that require visual consistency. Perhaps an approximation of formatting c...
by Sokomine
Wed Jan 31, 2018 01:43
 
Forum: WIP Mods
Topic: [Mod] ActiveFormspecs [formspecs]
Replies: 17
Views: 631

Re: Lost civilization or ancient aliens?

There are also mods that add decorations. The pyramid mod does so very nicely. ruins and sea are also great to have. And of course my mg_villages mod :-)
by Sokomine
Wed Jan 31, 2018 01:39
 
Forum: General Discussion
Topic: Lost civilization or ancient aliens?
Replies: 2
Views: 206

Re: [MOD] Elemental Orbs [elementalorbs]

What does the mod actually do? Some screenshots could be helpful.
by Sokomine
Wed Jan 31, 2018 01:38
 
Forum: WIP Mods
Topic: [MOD] Elemental Orbs [elementalorbs]
Replies: 14
Views: 315

Re: Colorize a node

Since the MetaData and TimerData are variable and optional, perhaps a more structured organizational scheme could be devised for them instead of a BLOB. I'm not sure if that would be more or less efficient from the standpoint of SQL, so it's just a thought. Trouble is that existing maps would have ...
by Sokomine
Wed Jan 31, 2018 01:37
 
Forum: Modding Discussion
Topic: Colorize a node
Replies: 18
Views: 300

Re: [Server] Just Test Tribute (100 Years)

I was forced to use some rather sophisticated tricks to achieve snow cover of fences, stairs, slabs, rails, etc. The end result, however, is well worth the effort. My moresnow mod does that as well. It doesn't come with any actual snowfall. You have to throw snowballs at the nodeboxes/meshes or let...
by Sokomine
Wed Jan 31, 2018 01:32
 
Forum: Servers
Topic: [Server] Just Test Tribute (100 Years)
Replies: 1288
Views: 55270

Re: [Mod] Alive AI V17 [aliveai]

The ants seem to be funny mobs as long as you don't get too close and mistaken for pre.(Er...ants...I don't taste! Really! Take that...er...tasty block of cobble over there!).
Is there any chance to get more peaceful versions? :-)
by Sokomine
Tue Jan 30, 2018 04:24
 
Forum: Mod Releases
Topic: [Mod] Alive AI V19.1 [aliveai]
Replies: 289
Views: 20822

Re: Punch repetition is too fast in creative mode

My personal solution to that problem is to play creative in survival mode and use tools there. Works well and avoids the too fast digging plus some other strange effects. Materials can be obtained through unified_inventory.
by Sokomine
Sun Jan 28, 2018 22:19
 
Forum: Problems
Topic: Punch repetition is too fast in creative mode
Replies: 4
Views: 174

Re: [Game] Kinzoku [Kinzoku]

Very nice screenshots. But...only one block? Looks a bit like that 1x1 "texture pack". Maybe the game will motivate players to get more creative as there is so little which might distract them.
by Sokomine
Sun Jan 28, 2018 02:00
 
Forum: WIP Subgames
Topic: [Game] Kinzoku [Kinzoku]
Replies: 5
Views: 366

Re: [Mod] add colored plaster coats to nodes [plasterwork]

*pretends to understand what your talking about and says* ah ok great work Just let your mod depend on mine then :) And add: plasterwork.register_plaster_node( "modname:name_of_your_node", "Description of node", "nice_white_texture.png", plasterwork.palette, -- you can...
by Sokomine
Sun Jan 28, 2018 01:56
 
Forum: WIP Mods
Topic: [Mod] add colored plaster coats to nodes [plasterwork]
Replies: 12
Views: 313

Re: Better Skyboxes

That's a beautiful sunset. Would love to see that implemented.
by Sokomine
Sun Jan 28, 2018 01:48
 
Forum: Partly official engine development
Topic: Better Skyboxes
Replies: 4
Views: 600

Re: [Mod] ActiveFormspecs [formspecs]

You have created many nice formspecs and shown screenshots of them. And this is an api for formspecs. I wonder if you could create something that could help create stories/adventures in the game. Something along the lines of the old point&click adventures where you would click on a mob/npc, &quo...
by Sokomine
Sun Jan 28, 2018 01:45
 
Forum: WIP Mods
Topic: [Mod] ActiveFormspecs [formspecs]
Replies: 17
Views: 631

Re: Colorize a node

I'm not familiar with the internals of database organization, yet I would imagine that multiple fields would be less optimal than a single field, particularly if any field is under-utilized. No! Minetest does not make intelligent usage of databases. Each mapblock is stored as index (x,y,z mapped in...
by Sokomine
Sun Jan 28, 2018 01:31
 
Forum: Modding Discussion
Topic: Colorize a node
Replies: 18
Views: 300

Re: [Mod] add colored plaster coats to nodes [plasterwork]

so in your code each color per node isn't a separate node? so the red steelblock and the green steel block(just examples) have the same id? That's right. All it takes to turn nodes into ones that can use this feature are a solid node with a promising texture (white works best) and the following in ...
by Sokomine
Sun Jan 28, 2018 00:22
 
Forum: WIP Mods
Topic: [Mod] add colored plaster coats to nodes [plasterwork]
Replies: 12
Views: 313

Re: [Mod] add colored plaster coats to nodes [plasterwork]

using node texture modifier lets you have hundreds of options per node, undye them back to the original or any other variant, and lets you chose what gets dyed to what Yes, those hex codes can be used as well. Your code appears to register 216 nodes per type and then adds color to them via hex code...
by Sokomine
Sat Jan 27, 2018 23:04
 
Forum: WIP Mods
Topic: [Mod] add colored plaster coats to nodes [plasterwork]
Replies: 12
Views: 313

Re: [Mod] add colored plaster coats to nodes [plasterwork]

RSLRedstonier wrote:I created something similar a while back that used node texture modifier and registered something like:

Feel free to link your mod here. I'm a bit puzzled about the amount of colors. Hardware coloring only supports 256 colors per node.
by Sokomine
Sat Jan 27, 2018 21:00
 
Forum: WIP Mods
Topic: [Mod] add colored plaster coats to nodes [plasterwork]
Replies: 12
Views: 313
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