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Re: [Mod] Dense Ores [V.1] [denseores]

I like this mod thanks for making it. Just courious, but did you think about making mining progressive. For example on breaking the Dense Ore node it is replaced with the less dense ore node and drops some ore items. That way you dig the same node several times getting ore each time. I would love to...
by domtron vox
Wed Mar 25, 2015 16:39
 
Forum: Mod Releases
Topic: [Mod] Dense Ores [V.1.1] [denseores]
Replies: 18
Views: 6817

Re: [Mod] SkillsFramework [0.2] [skillsframework]

Krock wrote:Interesting mod. It would be even better if there's support between the different skill/stats mods.


Could I have links? I don't remember seeing any before.
by domtron vox
Thu Mar 05, 2015 18:13
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8552

Re: [Mod] SkillsFramework [0.2] [skillsframework]

I might use this somehow in HPT (HarryPotterTest). Yay first guinea pig! uh I mean customer hehe. How about Statistics And Levels? Or just Statistics. And I didn't find really any statistics kinda mods. Since Minetest needs an statistics system. So can know How many times placed down craft or mined...
by domtron vox
Thu Mar 05, 2015 18:08
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8552

[Mod] SkillsFramework [0.4] [skillsframework]

SkillsFramework gives modders an API for registering and using skills in Minetest. SkillsFramework provides an API for creating and managing skills. Modders define skills by providing some basic information like experience cost per level or the max/min level that is attainable. Then collections of u...
by domtron vox
Thu Mar 05, 2015 02:15
 
Forum: WIP Mods
Topic: [Mod] SkillsFramework [0.4] [skillsframework]
Replies: 51
Views: 8552

Re: [Mod] Quest framework [0.3] [quests]

Other comments: - I do not like how the long quest descriptions are implemented. Currently, it is just a text field, which can be edited, but it should be read-only. This is not really your fault, however, since the engine does not provide multi-line text labels at the moment. I have made an issue ...
by domtron vox
Tue Mar 03, 2015 01:29
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 9024

Re: Gaining our own identity, as a gaming experience.

The main menu just looks ugly. It's the first thing you see. I was thinking about that not too long ago. I would go for a similar style to the Technic Launcher which is very minimal/straight forward. I personally think the main menu should just be a glorified game launcher and then games get to hav...
by domtron vox
Tue Feb 24, 2015 15:27
 
Forum: General Discussion
Topic: Gaining our own identity, as a gaming experience.
Replies: 66
Views: 8455

Re: [design] RPG Skills Framework

I strongly support your skills framework, it's an amazing project for our RPG Minetest community ! Thanks! I have plans for a core RPGEntities modpack which this works towards. We really have a ton of RPG focused mods already. I do have a question. Is it wired that the API changes depending on a se...
by domtron vox
Tue Feb 24, 2015 15:04
 
Forum: Modding Discussion
Topic: [design] RPG Skills Framework
Replies: 11
Views: 1736

Re: [design] RPG Skills Framework

@Wuzzy: HeroOfTheWinds has it right sorry I botched the description again. :( However your assumption that the level system is just a subset is kinda right but the mechanics are different enough to warrant the separation. What I'm doing is adding a hidden "skill" called level which has a l...
by domtron vox
Tue Feb 24, 2015 03:15
 
Forum: Modding Discussion
Topic: [design] RPG Skills Framework
Replies: 11
Views: 1736

Re: Gaining our own identity, as a gaming experience.

From what I have seen modders have come up with many gameplay mechanics that are unique. There are also non unique mechanics because that is what some people want. And frankly if someone wants a MC clone let them make it and don't harass them about it especially since this engine came about (if I'm ...
by domtron vox
Mon Feb 23, 2015 23:39
 
Forum: General Discussion
Topic: Gaining our own identity, as a gaming experience.
Replies: 66
Views: 8455

Re: [design] RPG Skills Framework

This mod has a similar use like the "hudbars" mod by Wuzzy. At general, the idea is not bad. I saw that and hope to use it later in a project, but haven't had time to look at it much in depth. And thanks. :) I don't get it. What is the difference between the level-based skill system and t...
by domtron vox
Mon Feb 23, 2015 17:52
 
Forum: Modding Discussion
Topic: [design] RPG Skills Framework
Replies: 11
Views: 1736

Re: [Mod] Quest framework [quests]

Your mod would be great if you added killing mobs awards, and the graphics of this mod, https://forum.minetest.net/viewtopic.php?id=4870 and finally, giving objects on difficult achievments Because this is a framework it is primarily intended for use by other modders to make their life easier. Awar...
by domtron vox
Sat Feb 21, 2015 03:36
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 9024

Re: [Mod] Quest framework [quests]

This is awesome. :D I was planning on making this very idea myself when I got time. I have been wanting to make an RPGEntities modpack for a while. It would add RPG elements mostly for the player (like skill, I'm working on this now, and quest frameworks) but also adds RPG like mobs and NPC's. Thank...
by domtron vox
Thu Feb 19, 2015 18:37
 
Forum: Mod Releases
Topic: [Mod] Quest framework [1.1] [quests]
Replies: 43
Views: 9024

[design] RPG Skills Framework

Edit: This topic is old. I have posted the mod onto git and the WIP mod section (or later in the release section hopefully). Please go here to discuses the mod. https://forum.minetest.net/viewtopic.php?f=9&t=11406 Hello, I've been working on a RPG skills framework mod that implements two skill ...
by domtron vox
Mon Feb 16, 2015 21:54
 
Forum: Modding Discussion
Topic: [design] RPG Skills Framework
Replies: 11
Views: 1736

Re: File IO Help

Hello! I messed around with file IO in my ranks and kits mod. I load information from a text file that lists one item (and optionally an amount) on each line. Here is the lua file (link goes to the relevant line) https://github.com/DomtronVox/minetest-RanksNKits/blob/master/init.lua#L96 I know it wo...
by domtron vox
Wed Feb 11, 2015 00:36
 
Forum: Modding Discussion
Topic: File IO Help
Replies: 4
Views: 478

Re: Do we have a Modding FAQ?

/me *face palm* >.<.

I'm sorry that last post linked to the wrong one. Fixed that link and am moving your stuff to the right wiki page right now.

EDIT: Fixed. Those are some good questions.
by domtron vox
Fri Jul 18, 2014 22:21
 
Forum: WIP Mods
Topic: Do we have a Modding FAQ?
Replies: 10
Views: 1250

Re: Do we have a Modding FAQ?

Having two pages is not ok for the same reason it isn't good to copy/paste code: 1) discrepancies can occur if one is changed but another isn't and 2) increases complexity. But we are getting off topic which is my fault. A general wiki organization topic should probably be made in general discussion...
by domtron vox
Fri Jul 18, 2014 20:08
 
Forum: WIP Mods
Topic: Do we have a Modding FAQ?
Replies: 10
Views: 1250

Re: Do we have a Modding FAQ?

No, I think the modding FAQ strictly belongs to the development wiki and no where else. It is just plain confusing and irrelevant for general minetest gamers. IMHO, more confusion would stem from there being two different wikis. But after looking at the two wikis I'm inclined to agree you. EDIT: Mo...
by domtron vox
Fri Jul 18, 2014 15:35
 
Forum: WIP Mods
Topic: Do we have a Modding FAQ?
Replies: 10
Views: 1250

Re: Do we have a Modding FAQ?

I am pretty sure that modding info and tutorials belongs in the community wiki. I think the dev wiki is more for engine documentation, but I may be confused. I do know that the community wiki has a general FAQ, but the dev wiki does not. I took the liberty of adding a modding FAQ page (EDITED) to th...
by domtron vox
Fri Jul 18, 2014 03:21
 
Forum: WIP Mods
Topic: Do we have a Modding FAQ?
Replies: 10
Views: 1250

Like this http://gif-explode.com/ ? I put your image in it and while it was taking a while it seemed to be working.
by domtron vox
Fri Apr 04, 2014 13:17
 
Forum: Modding Discussion
Topic: Post your mod texture requests here
Replies: 185
Views: 57104

What about a mod that adds tiberium? Kinda similar https://forum.minetest.net/viewtopic.php?id=5477 That would be interesting, one could integrate it with a mobs mod so creatures spawned nearby would become a tiberium varient. same with nearby trees. Tiberium spreads right? One might barrow code fr...
by domtron vox
Fri Apr 04, 2014 13:14
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2064
Views: 272831

if grad < 0 then grad = grad + 360 end It would be better to do this instead: grad = grad % 360 --returns the remainder after dividing by 360 This will force grad to be within 0-360 whether grad is positive or negative and will not effect it if it is in that range. As a bonus it will automatically ...
by domtron vox
Thu Apr 03, 2014 14:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346907

lol - ok, ill wait for your next version. Sorry for being unclear. I meant for you to go ahead and make the code substitution and If it fixes the problem I would include the code in my next update. But on second thought I'll just make it easy for you and upload a lua script to this post. Replace yo...
by domtron vox
Tue Apr 01, 2014 19:05
 
Forum: WIP Mods
Topic: [Mod] Ranks and Kits [V0.3] [ranks_n_kits]
Replies: 19
Views: 2908

I'm trying it in Xubuntu In case your confused post 16 was directed at LuxAtheris, but this is good information to have. I got one now. Here it is.. 17:26:34: ERROR[main]: ========== ERROR FROM LUA =========== 17:26:34: ERROR[main]: Failed to load and run script from 17:26:34: ERROR[main]: /usr/sha...
by domtron vox
Tue Apr 01, 2014 14:47
 
Forum: WIP Mods
Topic: [Mod] Ranks and Kits [V0.3] [ranks_n_kits]
Replies: 19
Views: 2908

kaeza, I started using github as image host for a while now. It makes it really easy to update a screenshot. Maybe i can make the resolution smaller or less screenshots. You might try creating a branch and storing screenshots in it. That way you can have as many pictures as you want and not effect ...
by domtron vox
Mon Mar 31, 2014 13:23
 
Forum: WIP Mods
Topic: [Mod] Tulips [0.2] [tulips]
Replies: 10
Views: 3332

Got this recent bug [spoiler] 10:38:59: ERROR[main]: Failed to load and run script from 10:38:59: ERROR[main]: D:\minetest-0.4.9-dev20140226\bin\..\games\minetest_game\mods\ranks_n_kits\init.lua: 10:38:59: ERROR[main]: ...26\bin\..\games\minetest_game\mods\ranks_n_kits\init.lua:113: attempt to call...
by domtron vox
Mon Mar 31, 2014 11:49
 
Forum: WIP Mods
Topic: [Mod] Ranks and Kits [V0.3] [ranks_n_kits]
Replies: 19
Views: 2908
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