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Re: Post your screenshots!

soon Cute! I hope these poor cows will then be hunted less for their hides. If you do a new model: Can you do a lie-down-animation? Real cows may jump - but do so rarely. They seem to like standing around or lying around much more than their MT counterparts. With a suitable animation they could be ...
by Sokomine
Sat Jul 28, 2018 00:45
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 7995
Views: 831091

Re: [Mod] Settlements [settlements]

Rochambeau wrote:I mostly play with valleys mapgen and heightmap is not really reliable. I suspect this problem is not resolved yet ?

Oh :-( In that case...but on other mapgens, heightmap works very well.
by Sokomine
Fri Jul 27, 2018 20:25
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 34
Views: 1910

Re: [Map] Karsthafen - Diskussionsthread

Ich habe den null Punkt umgebaut. Der neue Nullpunkt sieht meiner Meinung nach deutlich besser aus als der erste. Diamant- und Goldblöcke sind nur in Ausnahmefällen zum Bauen geeignet. Meist sehen sie einfach nicht gut aus weil die Texturen selten passen. So ein schöner kleiner Mini-Park mit Quelle...
by Sokomine
Thu Jul 26, 2018 15:07
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 304
Views: 24693

Re: [Mod] Villagers for Minetest [villagers][v0.17]

daddaaddaaad wrote:Anyway, it isn't much of a problem because it seems the villagers are doing what they are supposed to do now. And it looks like the floating children only happens in arctic region.

Maybe they don't want to freeze their feet ,-)
by Sokomine
Thu Jul 26, 2018 14:59
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 150
Views: 10950

Re: [Mod] Settlements [settlements]

The mod doesn't use "set_node" too much, but the function find_surface with its "get_node_or_nil" is called pretty often. What do you need that for? Just use the heightmap! The heightmap is extremly cheap compared to all other methods. There might still be an occasional call to ...
by Sokomine
Thu Jul 26, 2018 14:58
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 34
Views: 1910

Re: [Mod] Settlements [settlements]

NPCs only spawn in buildings and don't have the ability to open doors. Maybe TenPlus1 can help. My mob_world_interaction mod has pathfinding (written by burli) modified so that paths through closed doors can be found. The mobs need to know about open/closed doors as well. As the ones spawned here d...
by Sokomine
Wed Jul 25, 2018 18:50
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 34
Views: 1910

Re: [Mod] Pig Iron [pigiron]

There's the trouble with default (and many other mods) requiring steel ingots for a lot of craft receipes that rely on steel not suddenly beeing over-expensive. Other than that the mod is a very fine idea. Perhaps combined with some other mods? Maikaumines sticks and stones server uses some very nic...
by Sokomine
Wed Jul 25, 2018 16:34
 
Forum: Mod Releases
Topic: [Mod] Pig Iron [pigiron]
Replies: 19
Views: 832

Re: [Mod] Villagers for Minetest [villagers][v0.17]

I still have problems with villagers' children who spawned on snow, they float even after the snow was dug (where you get snowballs). The 3d models for the children are usually scaled-down versions of the adults. With just the size beeing changed, the model will float in midair. I've seen the effec...
by Sokomine
Wed Jul 25, 2018 16:25
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 150
Views: 10950

Re: [Mod] missions [2.0] [missions]

BuckarooBanzay wrote:I'll put this on my roadmap for new Mission-steps...

I'm looking forward to it. Some more interaction would definitely be beneficial for some types of games.
by Sokomine
Wed Jul 25, 2018 16:02
 
Forum: Mod Releases
Topic: [Mod] missions [2.3] [missions]
Replies: 17
Views: 1443

Re: [Mod] missions [2.0] [missions]

It's just that I think that "mob put" might be more intresting than "chest put". Of course that raises the question weather the mob will be there (if it's mortal it might have been killed by another player), or if it's mobile it might have wandered off and/or fallen into the next...
by Sokomine
Wed Jul 25, 2018 14:23
 
Forum: Mod Releases
Topic: [Mod] missions [2.3] [missions]
Replies: 17
Views: 1443

Re: [Mod] missions [2.0] [missions]

At the moment only the transport mission (see 2nd image). You can enter a name, the reward and the chest you want it placed in (the content disappears from the chest after placement). Transport missions may already be fine. Except that it's hard to imagine stories why one chest might require anythi...
by Sokomine
Wed Jul 25, 2018 14:08
 
Forum: Mod Releases
Topic: [Mod] missions [2.3] [missions]
Replies: 17
Views: 1443

Re: Licenses

I just posted a few things. Which license would be good there? Depends on what you want others to be allowed to do with it. Don't you care at all? Then CC0/WTFPL may be a good idea. If you want at least your name beeing mentioned and thus credit to the creator given, CC-BY/aequivalent license for c...
by Sokomine
Tue Jul 24, 2018 22:36
 
Forum: Problems
Topic: Licenses
Replies: 4
Views: 228

Re: [Mod]Office Deco [0.1][office_deco]

It would be great to see some screenshots.
by Sokomine
Tue Jul 24, 2018 22:31
 
Forum: WIP Mods
Topic: [Mod]Office Deco [0.1][office_deco]
Replies: 17
Views: 618

Re: [mod] Utility for cave exploring [1.0] [cave_explorer]

A less heavy-handed way is be to have the stone nodes to glow a bit; light_source=5 gives a similar result in terms of functionality, but it looks weirder than the screenshot. Also, the world outside the cave "benefits" from it too. I've used that once as well in order to explore a large ...
by Sokomine
Tue Jul 24, 2018 21:26
 
Forum: Mod Releases
Topic: [mod] Utility for cave exploring [1.0] [cave_explorer]
Replies: 3
Views: 507

Re: [Mod] NPC Build Queue API [npcbuildqueue]

The NPC running around and building the house looks very nice in the video. However, this isn't the first mod that does this kind of thing; Towntest existed a lot earlier. The main difference seems to be that this mod is mobs_redo based? That's good because that's a very popular mod supported by man...
by Sokomine
Tue Jul 24, 2018 16:39
 
Forum: WIP Mods
Topic: [Mod] NPC Build Queue API [npcbuildqueue]
Replies: 16
Views: 497

Re: Admin "texture" abusing power.

Admins are allowed to do almost everything they want on their server, they could even override the "msg" chat command to view private messages sent between players. I'm wondering if they can also claim copyright on your buildings. Well, there's the difference between technically can, lega...
by Sokomine
Sat Jul 21, 2018 23:52
 
Forum: Problems
Topic: Admin "texture" abusing power.
Replies: 13
Views: 689

Re: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICUL

Sorry, maybe this game isn't for you. Don't take this the wrong way, you are complaining too much. Yes, users can be very annoying :-) You don't have to change the game the way I want to. However, if it's almost unplayable due to graphics hanging so much (especially when turning around in the game)...
by Sokomine
Fri Jul 20, 2018 23:26
 
Forum: Servers
Topic: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICULT]
Replies: 104
Views: 4965

Re: [Mod] Settlements [settlements]

This settlement was cut off at a height of about 31 (most likely mapchunk border): https://forum.minetest.net/download/file.php?mode=view&id=15866 Found a way to create some gravel paths: The gravel paths are a very nice addition and look good from above. Trouble is that it's not easy (sometimes...
by Sokomine
Fri Jul 20, 2018 21:11
 
Forum: WIP Mods
Topic: [Mod] Settlements [settlements]
Replies: 34
Views: 1910

Re: How to check if a chunk is generated

I know about is_ground_content, but I do not like to create own nodes for all usual mapgen nodes. I'm afraid there is no real solution. Mapgen (or rather cavegen) is just too hungry and will eat through anything it's allowed to. In mg_villages, I do place the area that is affected by cavegen severa...
by Sokomine
Fri Jul 20, 2018 20:40
 
Forum: Modding Discussion
Topic: How to check if a chunk is generated
Replies: 9
Views: 337

Re: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICUL

The problem with the extremly low FPS really need to get solved. Granted, my graphics card is about as low-end as you can get while still beeing able to play the game. On this server, it does end in a slide-show, with turning around giving me headaches. Solve that, maikerumine! Remove all mods that ...
by Sokomine
Fri Jul 20, 2018 19:23
 
Forum: Servers
Topic: [SUBGAME][SERVER] Sticks & Stones [PVP / SURV / DIFFICULT]
Replies: 104
Views: 4965

Re: Project:Base

Maybe we need to create another category in the forum specifically dedicated to libs ? A forum category alone won't help much. What we need for libs is a way to make sure that the player who wants to install a mod has the necessary libs. There's depends.txt, but...players and modders are reluctant ...
by Sokomine
Thu Jul 19, 2018 23:41
 
Forum: Game Discussion
Topic: Project:Base
Replies: 28
Views: 867

Re: Worrying about legal consequences of hosting a MT Server

I was told that for instance if someone uses your Server as part of botnet, you are risking punishment, as you are a "Anbieter" then. I'm no lawyer. You need to consult one if you want any real/good advice. Any victim of botnet attack could in theory claim that your server was participati...
by Sokomine
Thu Jul 19, 2018 23:18
 
Forum: Servers
Topic: Worrying about legal consequences of hosting a MT Server ?
Replies: 7
Views: 408

Re: [Mod] Mobs Redo [1.45] [mobs]

- Added Fence Tops that can sit on top of any fence and stop mobs escaping/glitching free Good! Hope that'll finally stop them. Sheep are especially nasty in that regard. On Xanandu, only a double layer of invisible glass stopped mobs from glitching through. Even then, one lamb managed to glitch th...
by Sokomine
Thu Jul 19, 2018 22:24
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.47] [mobs]
Replies: 1539
Views: 214444

Re: [Mod] BlockProtectNodes [2018-07-12][blockprotectnodes]

Stix wrote:A while ago i came up with an idea for a protection mod. I think you might find some of the ideas useful, so i'll post it here:

Sounds a lot like landrush to me. Except that that has 16x16x16 blocks in size.
by Sokomine
Thu Jul 19, 2018 15:46
 
Forum: Mod Releases
Topic: [Mod] BlockProtectNodes [2018-07-30][blockprotectnodes]
Replies: 59
Views: 2691

Re: [Server] DogMine

The cathedral looks very good! I wonder how well some other houses would work if printed out on a 3d printer. Perhaps only the truely large ones might work as there can be no diffrent textures.
And: Sorry for writing in English. Just don't remember enough French to say something :-(
by Sokomine
Thu Jul 19, 2018 15:37
 
Forum: Français
Topic: [Server] DogMine
Replies: 14
Views: 602
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