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Re: [Mod] cottages [cottages] (medieval, farming, country li

Sokomine, can you please make the benches allow the players to sit on them? advanced_npc seems to be able to achieve this.

Players should be able to sit on the benches through right-click.
by roboto
Thu Sep 07, 2017 23:23
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 111
Views: 41626

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

Hello, You can merge this directory to your repository. I did nothing but remove occupations_data.lua and add its contents to init.lua (A bit of cleaning up in the repository :) ) and I added 11 new "teachings" to the priest. There are some far out things that I have absolutely no idea on ...
by roboto
Thu Sep 07, 2017 23:13
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 85
Views: 14611

Re: [Mod] Alive AI V10 [aliveai]

One request: The mobs and aliens should spawn less frequently, right now, they're repeatedly spawning and coming across my creations and start building. The aliens keep spawning and they're becoming a nuisance, less fun for me. If they spawned less frequently, then encountering them would be excitin...
by roboto
Tue Aug 29, 2017 21:57
 
Forum: Mod Releases
Topic: [Mod] Alive AI V26.2 [aliveai]
Replies: 341
Views: 49531

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

One thing to be aware of:

The NPCs should stop and open the door before entering or exiting. Now, they just try to run through the door.

One more thing to be aware of, is that NPCs should dodge obstacles or go around them when going to a target such as a hostile mob.
by roboto
Sun Aug 27, 2017 13:47
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 85
Views: 14611

Re: Unfinished mod imlpmenting roguelike features. [lore]

Here are a few questions regarding nodes: How do I make the default chests spawn in the dungeons? Any hint on how to make implacable scrolls that are just like reading books but they have magical properties and some turn to dust after reading and how do I make them contain lore? How do I make the sc...
by roboto
Sat Aug 26, 2017 14:30
 
Forum: WIP Mods
Topic: [abandoned mod] mod imlpmenting roguelike features. [lore]
Replies: 3
Views: 544

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

Ok, that's cool.

How come no one is creating npc_male2.png through npc_male6.png?????? Why are they put in the code in the first place even though the .png files haven't been created?????
by roboto
Sat Aug 05, 2017 00:50
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 85
Views: 14611

Re: [Mod] Advanced NPC (WIP) [advanced_npc]

I have the most up to date version of the dependencies, renamed mobs_redo to mob.

The males still have no skin.
by roboto
Fri Aug 04, 2017 00:15
 
Forum: WIP Mods
Topic: [Mod] Advanced NPC (WIP) [advanced_npc]
Replies: 85
Views: 14611

Re: [Mod] More Map Generation [1.0.0] [moremapgen]

Is there compatibility with other mapgen mods? e.g. catacomb, roomgen, caverealms, etc.
by roboto
Wed Aug 02, 2017 15:11
 
Forum: Mod Releases
Topic: [Mod] More Map Generation [1.0.0] [moremapgen]
Replies: 10
Views: 1204

[abandoned mod] mod imlpmenting roguelike features. [lore]

I have been a fan of Minetest and roguelikes for a long time. So, I thought, why not create a mod for minetest with Zangband's quests, and Nethack's Gnomish mines, dungeon crawl's runes, etc. I am very new to programming in Lua and want to add a mod to Minetest. It would be a great help if you contr...
by roboto
Fri Jul 21, 2017 00:30
 
Forum: WIP Mods
Topic: [abandoned mod] mod imlpmenting roguelike features. [lore]
Replies: 3
Views: 544

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Any integration with the catacomb mod?
by roboto
Wed Jul 19, 2017 15:27
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 22
Views: 4535
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