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Re: [Mod] Alive AI V7.91 [aliveai]

Wait! You said doors can not generate, although in City scape mod they can! It means also you can do it. Of course doors can be generated. It's *just* much more work than "normal" blocks because the block one above the door has to be taken into consideration as well and be placed correctl...
by Sokomine
Tue Jul 18, 2017 16:43
 
Forum: Mod Releases
Topic: [Mod] Alive AI V8 [aliveai]
Replies: 209
Views: 10110

Re: [Mod] Alive AI V7.91 [aliveai]

i have been trying it before, but, the doors is items, then becomes blocks after you placing them + problems with rotations so its not possable to add doors from the default doors mod I do have door handling to some degree in my mob_world_interaction mod. Normal doors ought to work just fine. Trapd...
by Sokomine
Tue Jul 18, 2017 15:03
 
Forum: Mod Releases
Topic: [Mod] Alive AI V8 [aliveai]
Replies: 209
Views: 10110

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

After installing this on my The Valleys sandbox server, I'm having a problem where after using the travelnet, it automatically "removes" the location, and teleporting back and punching it "re-attaches" it. No matter how many times I do this, it always automatically removes the p...
by Sokomine
Tue Jul 18, 2017 02:23
 
Forum: Mod Releases
Topic: [Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)
Replies: 13
Views: 3123

Re: [Mod] Villages for Minetest [mg_villages]

Hi Sokomine! I'm about to release my stability update.. i've tested many times and my error nil errors happen very rarely now. But I've also ran into a new problem - and it's not with your mod.. and i think more about my understanding of entities and map generation. Nice to hear that there will soo...
by Sokomine
Sat Jul 15, 2017 18:19
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 95
Views: 7774

Re: +1 button

Such a button might be a very good idea. Beeing able to thank other posters for something (i.e. a nice screenshot or a long, thoughtful posting, or a nice mod, or running a server, or whatever) would be very nice. I'm afraid it won't really reduce spam, and there might be forum users out there who'l...
by Sokomine
Thu Jul 13, 2017 17:05
 
Forum: Feature Discussion
Topic: +1 button
Replies: 48
Views: 616

Re: Protection that Expires from Inactivity

Fear not, valued creator, for your amazing creation is now out at 1024,1024, for all to see!" That'd usually be insufficient. My buildings usually take their sourroundings into account and adjust to them in style and shape. Taking them elsewhere destroys part of what they are. More capable bui...
by Sokomine
Wed Jul 12, 2017 15:26
 
Forum: Feature Discussion
Topic: Protection that Expires from Inactivity
Replies: 4
Views: 217

Re: Post your modding questions here

Small structures (as in ≈7x7x7) is what I'm thinking, so your suggested strategy sounds like the way to go. Thank you. That might already be too big. Still - give it a try! Spawning it as mapgen decoration isn't too much work. Maybe it'll look good enough already and you're done :-) Far easier than...
by Sokomine
Mon Jul 10, 2017 18:23
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3983
Views: 160661

Re: [Mod] Villagers for Minetest [villagers] v0.15

mg_villages now provides a road-based pathfinder that can navigate from street/position right next to street to another plot somewhere else in the village.
by Sokomine
Mon Jul 10, 2017 18:08
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers] v0.15
Replies: 77
Views: 2071

Re: Post your modding questions here

Is there an existing API mod I can use to place small buildings around the map? If they're really small you might get away with spawning them in the way other decorations (i.e. trees) are spawned. That's very easy to implement and very fast. You only need to register your buildings as new decoratio...
by Sokomine
Mon Jul 10, 2017 16:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3983
Views: 160661

Re: [clientmod] Recorder with GUI [rec_a_mt]

You know paramat doens't approve of that kinda post, right? It's a question of quantity. If someone who contributes a lot and in general writes reasonable longer postings does very rarely write such a short comment it's ok. If more or less all a user's postings are of this short and content-less ki...
by Sokomine
Mon Jul 10, 2017 15:58
 
Forum: Client-side modding
Topic: [clientmod] Recorder with GUI [rec_a_mt]
Replies: 10
Views: 239

Re: [Client-side Mod] Ingame notes [notes]

That's a very nice idea. I usually keep notes in an extra text file. Having them ingame directly would indeed be more practical. Can you store the position at which the note was taken as well? Sometimes I take screenshots just to remember where something is on a server (i.e. intresting landscape, re...
by Sokomine
Mon Jul 10, 2017 15:52
 
Forum: Client-side modding
Topic: [Client-side Mod] Ingame notes [notes]
Replies: 6
Views: 153

Re: [Mod] Vote [0.1] [vote] - an API

christoferlevich wrote:I would like to set up a vote where I can allow players to vote on skipping the night - majority wins...

IhrFussels server has a very similar functionality. It's not exactly a voting system - players may request night skipping and object to such a request from other players.
by Sokomine
Mon Jul 10, 2017 15:41
 
Forum: Mod Releases
Topic: [Mod] Vote [0.1] [vote] - an API
Replies: 9
Views: 1074

Re: [Mod] Villages for Minetest [mg_villages]

New: Added navigation inside villages. Villages standing on a road or on a node directly adjacent to a road may request a path via path = mg_villages.get_path_from_pos_to_plot_via_roads( village_id, pos, target_plot_nr ); to another plot inside the village. This makes use of the road structure of t...
by Sokomine
Mon Jul 10, 2017 15:23
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 95
Views: 7774

Re: [Mod] Villagers for Minetest [villagers] v0.15

@ErrorNull: Ah, hm. The village types are not craved in stone. Anyone who wants to can add a new village type, even redefine an existing one and use it diffrently to some degree. Same goes for building_type. There are a few hardcoded things (i.e. dirt roads only occour in medieval villages). I try t...
by Sokomine
Sun Jul 09, 2017 16:30
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers] v0.15
Replies: 77
Views: 2071

Re: [Mod] Villagers for Minetest [villagers] v0.15

.. as well as a few building type names having changed too. That's hardly your fault. It's mine. Building names ought to stay the same (adding new buildings is no problem). However, editing lots of buildings turned out to be more work than expected, so I went a bit lazy and did not take rotation pr...
by Sokomine
Sun Jul 09, 2017 15:02
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers] v0.15
Replies: 77
Views: 2071

Re: [Mod] Villagers for Minetest [villagers] v0.15

Ok, I pulled a fresh copy of both mg_villages AND the villages-for-minetest-modpack (replacing the modpack's mg_villages with the updated one) and tried again: The villages-for-minetest-modpac is severely outdated. Best take all the current versions from github: mg_villages, handle_schematics (thin...
by Sokomine
Sun Jul 09, 2017 03:36
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers] v0.15
Replies: 77
Views: 2071

Re: [Mod] Villages for Minetest [mg_villages]

Question for you: is there a way I can make grasshut not use the dryplants mod? It depends on the biomes_lib mod which I'd like to avoid for now. My villagers do not support grasshut yet. Ah and almost forgot it doesn't support 'ruins' village type either. All you really need are the blocks it defi...
by Sokomine
Sun Jul 09, 2017 02:31
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 95
Views: 7774

Re: [Mod] Villagers for Minetest [villagers] v0.15

maikerumine wrote: have to it is the server. Since I updated villages, it cannot work correctly.

That really should not happen. If you have any further information please PM me. And please be so kind to remove the weather mod from ESM. My poor machine is suffering from all the snowflakes and rain.
by Sokomine
Sun Jul 09, 2017 02:00
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers] v0.15
Replies: 77
Views: 2071

Re: Post your Buildings(screenshots)

There are more but I diddent make pictures of them because they are pretty much the same as the black Smith also what buildings should I make for you? A similar style in building is good. That helps to generate the feeling that it's really a village and not a random assortment of houses. There ough...
by Sokomine
Sun Jul 09, 2017 01:08
 
Forum: General Discussion
Topic: Post your Buildings(screenshots)
Replies: 163
Views: 13370

Re: Save and import buildings [handle_schematics]

Small update:
- Adding handle_schematics to secure.trusted_mods is no longer necessary.
- The mod works again with older versions of MT.
by Sokomine
Sun Jul 09, 2017 01:01
 
Forum: WIP Mods
Topic: Save and import buildings [handle_schematics]
Replies: 39
Views: 4119

Re: [Mod] Villages for Minetest [mg_villages]

Updates: - made compatible with older versions of MT again - houses in villages of type grasshut , sandcity , village_towntest , tents , gambit and modern_houses got beds and doors where appropriate - new type of building introduced: townhall (might be important for the villagers) - acacia and aspe...
by Sokomine
Sun Jul 09, 2017 00:59
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 95
Views: 7774

Re: [Mod] Villagers for Minetest [villagers] v0.15

Here is the fix: You must delete both: mg_all_villages.data mg_all_villages.data That will destroy all information about existing villages. You can do that in a test world you do not care about, but please do not consider this a general solution. With the recent updates I did rename some buildings ...
by Sokomine
Sun Jul 09, 2017 00:20
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers] v0.15
Replies: 77
Views: 2071

Re: Post your Buildings(screenshots)

toby109tt wrote:some buildings i made for vilages in farlands
a blacksmith and a church
whant more?

Two buildings are not enough for a village. If you build more houses that fit in style, there could be a new village type in mg_villages based on these houses.
by Sokomine
Sat Jul 08, 2017 19:17
 
Forum: General Discussion
Topic: Post your Buildings(screenshots)
Replies: 163
Views: 13370

Re: I don't leave Minetest, but...

Do you have any hints for mod makers to reduce lag? Especially for content-heavy mods I hope there are some possible optimizations without sacrificing any feature. I did take a look some time ago at plantlife/plants_lib. The plants where able to specify where they wanted to grow to a high degree. S...
by Sokomine
Thu Jul 06, 2017 17:37
 
Forum: General Discussion
Topic: I don't leave Minetest, but...
Replies: 63
Views: 1375

Re: Extreme Survival Minetest server

It'd be nice to have that street map ingame :-) A nice wooden frame showing the picture could help travellers.
by Sokomine
Wed Jul 05, 2017 14:31
 
Forum: Servers
Topic: Extreme Survival Minetest server
Replies: 567
Views: 23403
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