Search found 81 matches

by ShallowDweller
Tue Oct 16, 2018 02:46
Forum: Modding Discussion
Topic: How to tell mapgen-placed nodes apart from player-placed
Replies: 7
Views: 499

Re: How to tell mapgen-placed nodes apart from player-placed

Another way would be to make sure no block that spawns on worldgen drops itself, but instead drops a clone of itself that is basicaly the same block with another name, if that makes any sense... eg: instead of having default_stone and default_cobble drop default_cobble that can be cooked into defaul...
by ShallowDweller
Tue Sep 11, 2018 20:11
Forum: Mod Releases
Topic: [Mod] Nether [nether]
Replies: 347
Views: 163082

Re: [Mod] Nether [nether]

Hi. Why default bricks = nether stairs and slabs? How to solve this problem? http://www.imageup.ru/img133/3166406/stair.jpg http://www.imageup.ru/img133/3166405/slab.png I had the same problem. I think the solution I found is not ideal, but what I did was replacle "brick" with "nethe...
by ShallowDweller
Thu Sep 06, 2018 18:08
Forum: General Discussion
Topic: Is it okay to re-license WTFPL works as ISC?
Replies: 17
Views: 1007

Re: Is it okay to re-license WTFPL works as ISC?

I think the easiest solution is to simply switch to the MIT License (aka X11 license). But it's clear that the legal implications of using (or even contributing to a project that uses) such a license, even if they're only theoretical, makes it not worth defending or using IMO, there are plenty of l...
by ShallowDweller
Tue Sep 04, 2018 16:35
Forum: General Discussion
Topic: Is it okay to re-license WTFPL works as ISC?
Replies: 17
Views: 1007

Re: Is it okay to re-license WTFPL works as ISC?

The main problems with the WTFPL are the verbage "do what the fuck you want to". Notwithstanding the swearing, those are meaningless legal terms and conditions. If anything, they are actually inviting a lawsuit against the software developer -- which is in full accordance with the license...
by ShallowDweller
Mon Sep 03, 2018 23:07
Forum: General Discussion
Topic: Is it okay to re-license WTFPL works as ISC?
Replies: 17
Views: 1007

Re: Is it okay to re-license WTFPL works as ISC?

If I got the cubicspot's post right, the main problems with WTFPL are: Lack of a warranty disclaimer; The swearing; Correct me if I'm wrong, but they can be solved using (IF they are allowed here) WTFNMFPL (if you don't mind the swearing), the Unlicense , Free Public License 1.0.0 or 0BSD . But answ...
by ShallowDweller
Mon Sep 03, 2018 21:33
Forum: WIP Mods
Topic: [Mod] Macro Crafting Manager [macro]
Replies: 8
Views: 1353

Re: [Mod] Macro Crafting Manager [macro]

The mod above is not called "macro crafting", it is called Unified Inventory Plus. This is the only mod that has ever used the word macro crafting to describe its functionality, and hence also its name. https://github.com/minetest/minetest/issues/5374#issuecomment-286500704 The arrow butt...
by ShallowDweller
Mon Sep 03, 2018 20:06
Forum: WIP Mods
Topic: [Mod] Macro Crafting Manager [macro]
Replies: 8
Views: 1353

Re: [Mod] Macro Crafting Manager [macro]

I'm currently using unified inventory, but I would like to know if that arrow near the crafting output is meant for sending the results to the inventory in a single click (like uiplus "all" button does) or for browsing the multiple possible outputs for the same recipe (like 2 mods using t...
by ShallowDweller
Sun Aug 26, 2018 03:56
Forum: WIP Mods
Topic: [Mod] Macro Crafting Manager [macro]
Replies: 8
Views: 1353

Re: [Mod] Macro Crafting Manager [macro]

I'm currently using unified inventory, but I would like to know if that arrow near the crafting output is meant for sending the results to the inventory in a single click (like uiplus "all" button does) or for browsing the multiple possible outputs for the same recipe (like 2 mods using th...
by ShallowDweller
Sun Aug 26, 2018 03:44
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16843

Re: [mod] Underground Challenge: 46 underground biomes![unde

Well, you convinced me. Gold isn't so rare, so I'll use this recipe. I was already thinking about such recipe but still thanks for convincing me. I plan adding stairs and moreblocks support for most of them. And I'll also consider slime bricks. Glad to know. :D It's a good idea, but I said no. Ther...
by ShallowDweller
Sun Aug 12, 2018 19:45
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 76
Views: 11408

Re: [Mod] Australia 0.4

I'm really enjoying this mod. It's beautiful and I am astounded by the variety of trees and wood. I'm even starting to learn their botanical names.Aslo astounded by the size. 130 bits of wood from a Black Box. I've found one small problem though, also with the trees. The tree trunk blocks aren't re...
by ShallowDweller
Sat Aug 11, 2018 22:31
Forum: WIP Mods
Topic: Seasons Mod by SilverSea
Replies: 13
Views: 1531

Re: Seasons Mod by SilverSea

SilverSea wrote:Question #2
Is it possible to have two nodes/blocks inside of the same square/place?
ie a snowy stair node I could put on top of stairs.
You mean like in the moresnow mod by Sokomine?
If so, you could list that one as a dependency for your mod.
by ShallowDweller
Sat Aug 11, 2018 21:46
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16843

Re: [mod] Underground Challenge: 46 underground biomes![unde

Here are the textures in the attachment. I have an idea for a Goldstone recipe that would work in a 3x3 grid (In case you haven't found one yet): 1) Put the stones exclusive to your mod in a new group (eg. underch_stone); 2) change the recipe to this (I have no suggestions for output changes): recip...
by ShallowDweller
Fri Aug 10, 2018 17:46
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16843

Re: [mod] Underground Challenge: 46 underground biomes![unde

Sorry, I'm done with mushrooms. If you want, you can draw me ruby dust. I found that I forgot this block too. Also if you come with a potential usage of any of these new blocks, I could make a mod for that. XD I'll see if I can think of something. Can I upload textures as an attachment in the forum...
by ShallowDweller
Fri Aug 10, 2018 02:39
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.4] [underch]
Replies: 170
Views: 16843

Re: [mod] Underground Challenge: 46 underground biomes![unde

Ok, I'll go explore underground... as soon as I find my jaw. It can't have dropped too far away.

Ps. Would you like some mushroom textures? Or are you already done adding mushrooms? (I just love fungi xP)
by ShallowDweller
Fri Aug 10, 2018 02:28
Forum: WIP Mods
Topic: [Mod] Biofuel [0.6] [biofuel]
Replies: 17
Views: 2301

Re: [Mod] Biofuel [0.1] [biofuel]

FINALY! A use for all those endless seed stacks!
by ShallowDweller
Mon Jul 30, 2018 19:20
Forum: WIP Mods
Topic: [Mod] Orewood Remake [orewood_reborn]
Replies: 8
Views: 1312

Re: [Mod] Orewood Remake [orewood_reborn]

Yes, this will help. It is always easier to edit configuration than tweaking the mod by hand. Glad to know :) *goes keep researching* I have a different idea. There could be a function orewood_reborn.register_tree_ore(...) that could be used by other mods. Each mod could add its own tree ores. I'll...
by ShallowDweller
Mon Jul 30, 2018 05:57
Forum: WIP Mods
Topic: [Mod] Orewood Remake [orewood_reborn]
Replies: 8
Views: 1312

Re: [Mod] Orewood Remake [orewood_reborn]

I'll have to take a look at those two then... Do you think rebalancing will be needed for those who don't use technic and pipes as well or only for users of those mods? I think, coal, clay, lava and river water canes are OK (edit: and obsidian). For the others, I think, there could be other ores th...
by ShallowDweller
Sat Jul 28, 2018 19:09
Forum: WIP Mods
Topic: [Mod] Orewood Remake [orewood_reborn]
Replies: 8
Views: 1312

Re: [Mod] Orewood Remake [orewood_reborn]

Do the special orewood nodes generate in trees that you grow yourself, from saplings? No, only on world generation. I'll add that information to the 1st post. Interesting mod. Note that this will get overpowered when it's combined together with technic and pipes. I'll have to take a look at those t...
by ShallowDweller
Sat Jul 28, 2018 07:02
Forum: Mod Releases
Topic: [Mod] OreWood: Grow ore from the trees! [1.1] [orewood]
Replies: 20
Views: 5926

Re: [Mod] OreWood: Grow ore from the trees! [1.1] [orewood]

So... since desvox seems to have been away for a while, I decided to try and add tinwood to the mod myself, and then I got carried away and added a few more things and...
In short, I kind of made a remake of your mod...
by ShallowDweller
Sat Jul 28, 2018 06:56
Forum: WIP Mods
Topic: [Mod] Orewood Remake [orewood_reborn]
Replies: 8
Views: 1312

[Mod] Orewood Remake [orewood_reborn]

This mod is a rework of the Orewood mod by desvox . This remake was done because I'm a great procrastinator the original one did not recieve updates for a while and I needed to do something productive while procrastinating a way to make tin and other things renewable. And as my nickname suggests, I ...
by ShallowDweller
Tue Jul 24, 2018 22:39
Forum: Modding Discussion
Topic: Copyright questions for reworked mods (solved)
Replies: 6
Views: 398

Re: Copyright questions for reworked mods

Thanks for all the help! :) EDIT: a small advice for people who may want to rework mods and may be reading this: replace "modname:nodename" with ":modname:nodename" manualy and/or carefuly. Clicking on "replace all" is faster, but it will break the mod. You only need th...
by ShallowDweller
Tue Jul 24, 2018 18:59
Forum: Modding Discussion
Topic: Copyright questions for reworked mods (solved)
Replies: 6
Views: 398

Re: Copyright questions for reworked mods

desvox did not specify authors, should I assume the textures in the (original) mod are theirs? just confirming. Good question. Next question. I don't know how much they changed; but the textures are surely derivations from the minetest_game textures ( CC BY-SA 3.0 , "default_mineral_*"). ...
by ShallowDweller
Tue Jul 24, 2018 16:51
Forum: Modding Discussion
Topic: Copyright questions for reworked mods (solved)
Replies: 6
Views: 398

Re: Copyright questions for reworked mods

Thanks for the reply! I guess I'll replace the README.md with a README.txt then. Just a few more questions (just for confirmation): 1) The author states "Creative Commons", but doesn't specify which one. It might be CC-BY . You may use the textures in your mod, but you must give the author...
by ShallowDweller
Mon Jul 23, 2018 20:00
Forum: Modding Discussion
Topic: Copyright questions for reworked mods (solved)
Replies: 6
Views: 398

Copyright questions for reworked mods (solved)

So, I'm reworking the orewood mod and I have a few questions regarding copyright (I don't want to steal anyone's work, I just want to keep it alive). The autor seems to have been away from the forums for a while (I checked their forum profile), so I'm not sure if I can ask them any questions... By t...
by ShallowDweller
Tue Apr 10, 2018 03:06
Forum: Mod Releases
Topic: [Modpack] Plantlife [rolling release] [plantlife_modpack]
Replies: 300
Views: 156024

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

I would like to report a (minor) bug where strawberry bushes drop raspberries and turn into raspberry bushes when their berries grow back. It only happens to strawberries. If I may make a suggestion: Something should happen to moss if the tree node underneath it is mined away. Right now it simply s...