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Re: [Server] LinuxWorks Next Generation (Lots of trains)

An image with a soundtrack.

Image

(If unclear, the soundtrack is: https://www.youtube.com/watch?v=CuDEP6eFkeA)
by h-v-smacker
Thu May 24, 2018 18:20
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 186
Views: 16972

Re: [Server] Linuxworks Next Generation (Lots of trains)

How much maintenance does it require compared to tube networks? If you need to move thousands of blocks of the same material, it works. I use a train to move cobble away from the town center to recycle. If you want to move an assortment of miscellanea, probably not. Also I'm not sure loading/unload...
by h-v-smacker
Tue May 15, 2018 09:17
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 186
Views: 16972

Re: [Mod] Bonemeal [1.0] [bonemeal]

So you don't have to wait for the tree to grow if you have enough you don't have to wait for ANYthing to grow On Hometown server I'm shocked at the depths of despair caused by wood growing in absence of bonemeal. On linux[wf]orks, a pretty standard sight is a variation of a tree machine which mass-...
by h-v-smacker
Tue May 08, 2018 05:31
 
Forum: Mod Releases
Topic: [Mod] Bonemeal [1.1] [bonemeal]
Replies: 47
Views: 8493

Re: [Server] HOMETOWN

Currently the "maple" mod is merely the trees and the mapgen for them. That's more than enough. I would love to see those trees over at linux[wf]orks. I'll zip them up and send ya a link via PM when I get a chance. Remind me if it appears I've forgotten. Would be lovely, even though I per...
by h-v-smacker
Sat Apr 28, 2018 16:06
 
Forum: Servers
Topic: [Server] HOMETOWN
Replies: 4573
Views: 253591

Re: [Server] HOMETOWN

ExeterDad wrote:Currently the "maple" mod is merely the trees and the mapgen for them.


That's more than enough. I would love to see those trees over at linux[wf]orks.
by h-v-smacker
Sat Apr 28, 2018 15:00
 
Forum: Servers
Topic: [Server] HOMETOWN
Replies: 4573
Views: 253591

Re: [Server] HOMETOWN

I dropped by and was fascinated by the Maple trees. However, I haven't been able to locate the 'maple' mod anywhere. Can it be downloaded at all?
by h-v-smacker
Sat Apr 28, 2018 14:21
 
Forum: Servers
Topic: [Server] HOMETOWN
Replies: 4573
Views: 253591

Re: [Server] Linuxworks Next Generation (Lots of trains)

The problem with economy is that we're essentially facing some big inflation, since money isn't worth much. You misidentify the problem. Inflation isn't a problem at all. You just demonstrated yourself that most of the monetary mass is excluded from circulation, just being stockpiled in several acc...
by h-v-smacker
Tue Mar 06, 2018 00:20
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 186
Views: 16972

Re: [Server] Linuxworks Next Generation (Lots of trains)

As I said earlier, there is no reason to engage in monetary transactions past a certain wealth level. Riches don't open new possibilities, they just allow to buy more of the same old basic stuff. Instead of 100 melon slices you now can buy 1000 whole melons... and then 10000 melons! What kind of pro...
by h-v-smacker
Mon Mar 05, 2018 05:10
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 186
Views: 16972

Re: Linuxworks Next Generation (Lots of trains)

Smacker, please give me(and/or gabriel) feedback on what you think about this. I guess the colored lines you've drawn are planned subway lines. This is all basically dividing the hide of an unslaughtered bear. The whole idea of the project is to build a planned foundation for a city to avoid having...
by h-v-smacker
Mon Jan 22, 2018 21:33
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 186
Views: 16972

Re: Linuxworks Next Generation (Lots of trains)

New plans for a subway connecting South forest and Stallmangrad: https://forum.minetest.net/download/file.php?mode=view&id=13627 Over my dead body. If I ever want to have a slum nearby, there is plenty of space on the left bank of Stallman river, with FOSS Prospect going there over a bridge. No...
by h-v-smacker
Sun Jan 14, 2018 06:32
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 186
Views: 16972

Re: [Mod] Canned Food

bell07 wrote:Please use Nodetimer instead of ABM's
http://dev.minetest.net/NodeTimerRef

A simple example how to use you can see in my frozenenergy mod:
https://github.com/bell07/minetest-froz ... r/init.lua


What's the advantage here? Anything related to farming uses ABM as far as I'm concerned.
by h-v-smacker
Mon Dec 04, 2017 20:01
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

OK, so here's the update: introduced the ABM as a mechanism for producing extra varieties. Turns "putting on a shelf" from a cosmetic operation into a production method. E.g.: Canned cucumbers → Pickles; Canned tomatoes → Marinated tomatoes; Canned mushrooms → Salted mushrooms. The "a...
by h-v-smacker
Mon Dec 04, 2017 12:26
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

GamingAssociation39 wrote:Maybe a 3d bottle can also be done. Just a suggestion :)


I have a number of pull requests currently pending, some for over a month. I don't want to add new models for the vessels to the list.
by h-v-smacker
Sun Dec 03, 2017 01:02
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

Sokomine wrote: so that the food can be displayed ingame and not just eaten.


It can be displayed, just using the node draw type of the default vessels. It would be weird if applying something to a bottle shown as grass would turn it into a solid square block or even a detailed model suddenly.
by h-v-smacker
Sun Dec 03, 2017 00:24
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

Chem871 wrote:There's cabbage in LOTTfarming, I think. It's either cabbage or lettuce.


Looks like an overkill to use that as a dependency.
by h-v-smacker
Sat Dec 02, 2017 14:39
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

Sadly, we don't have cabbage plants. :/ I have a dream... that one day, we will. We can actually make it and submit a pull request to farming redo, if we're serious about it. The greatest issue would be the textures, otherwise it'll probably match some of the existing lua files 100% accurately. Als...
by h-v-smacker
Sat Dec 02, 2017 08:25
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

gpcf wrote:if someone gives me some cabbage plant textures, I'll make a sauerkraut mod.


No need. Just needs an ABM on top of some "cabbage in a jar"; I guess I could add it. Also will make cellars great again: you place jars with cabbage and wait.
by h-v-smacker
Sat Dec 02, 2017 01:21
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

Inocudom wrote:You should see if you can make nodebox or mesh models for those jars.


I will use the same draw types as the vessels mod, for consistency. It's an extension of vessels first and foremost.
by h-v-smacker
Thu Nov 30, 2017 16:22
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

Re: [Mod] Canned Food

Chibi ghost wrote:interesting idea which farming mods are supporting this?


So far farming redo. And fruits from Ethereal (not farming, but still). I probably will need to make a better mod detection scheme, because there is a handful of farming flavors.
by h-v-smacker
Thu Nov 30, 2017 09:19
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725

[Mod] Canned Food

The glass vessels are nearly unused throughout the game. This mod adds a reasonable purpose for at least the glass bottle: canning food. The term is used broadly, because it's more recognizable and because "preserved food in mason jars" doesn't have a nice ring to it. The recipes involve p...
by h-v-smacker
Wed Nov 29, 2017 23:31
 
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 31
Views: 1725
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