Search found 4116 matches

by Sokomine
Sun Aug 27, 2023 03:02
Forum: Modding Discussion
Topic: Flint Stone Walls
Replies: 6
Views: 702

Re: Flint Stone Walls

Looks already pretty nice. A very good idea to make use of all that flint that's gathering in chests! New types of walls are also welcome. I personally like the colors from the first version most, while the last version looks very (too?) realistic.
by Sokomine
Sun Aug 27, 2023 00:28
Forum: Mod Releases
Topic: [Mod] Mail/Webmail [git][mail]
Replies: 16
Views: 3785

Re: [Mod] Mail/Webmail [git][mail]

It's a very useful mod and a great help.
by Sokomine
Sat Aug 26, 2023 21:19
Forum: Modding Discussion
Topic: [Mods] MineClone2-enabled mods
Replies: 37
Views: 26856

Re: [Mods] MineClone2-enabled mods

Quite a lot of my mods are more or less compatible with MineClone2. In general it is a mod I kept in mind when developping mods - same as RealTest. Compatibility: mg_villages does make a lot of effort to be compatible - and mostly is. There is one known exception: Slabs/panels. Those for some reason...
by Sokomine
Mon Jul 31, 2023 13:00
Forum: Feature Discussion
Topic: Do not store chunks player's just passing through on disk
Replies: 12
Views: 1387

Re: Do not store chunks player's just passing through on disk

At least having a field in the database that stores when the mapblock was created and last chnaged would be very helpful. Ideally including fields for how many blocks players digged/placed/changed in the mapblock. The advantage would be that worlds that grew big over time due to people exploring a l...
by Sokomine
Sat Jul 15, 2023 18:37
Forum: WIP Mods
Topic: [abandoned Mod] Squaresville (Cities) [squaresville]
Replies: 102
Views: 17099

Re: [abandoned Mod] Squaresville (Cities) [squaresville]

the only two mods that are 100% lost are those used in complete version of cottages and canadian towns I...guess I'd know if I'd have lost my cottages mod somewhere? There may be diffrent versions, and merging even the reduced PR from flux(ionary) is still a pain with Github access from the command...
by Sokomine
Sat Jul 15, 2023 17:30
Forum: Modding Discussion
Topic: Imposing a minimum distance between schematics spawned by minetest.register_decoration to avoid structure overlap
Replies: 2
Views: 473

Re: Imposing a minimum distance between schematics spawned by minetest.register_decoration to avoid structure overlap

This is probably obsolete by now? The decorations are in many ways (mapgen griefing, replacements, placement, preparing nodes like chests etc., ...) not really suited for placing houses. They lack too much in that regard. They're only intended for "natural" decorations.
by Sokomine
Thu Jul 13, 2023 20:49
Forum: Servers
Topic: [SERVER] Banana Land [5.1.0-dev]
Replies: 62
Views: 13740

Re: [SERVER] Banana Land [5.1.0-dev]

Recently I wanted to visit an old building I had constructed back on Bananaland years ago. Sadly my account no longer existed. So I couldn't use /home or the like. I searched in vain for some time for my build. But then - eventually - I died. And that rescued me! Rarely has there been such a happy d...
by Sokomine
Thu Jul 13, 2023 20:40
Forum: Deutsch
Topic: Mod-Kompatibilität und eigene(s) Mod(s)
Replies: 6
Views: 957

Re: Mod-Kompatibilität und eigene(s) Mod(s)

Naja, ich denke vorher über den Bau nach - bzw. lerne das noch, wenn ich viel von Hand erneuern muss. Das verlange ich auch von meinen Spielern ; erst denken, dann Bauen = keine Notwendigkeit für Replacer. Hm, daß man etwas ausprobiert und wenn es dann doch nicht so gut aussieht wie gedacht wieder ...
by Sokomine
Thu Jul 13, 2023 19:59
Forum: News
Topic: ContentDB is 5 today
Replies: 20
Views: 6449

Re: ContentDB is 5 today

A bit late perhaps, but: Congratulations! ContentDB is an extremly helpful site. Thank you for creating it! It makes it a lot easier for modders and users.
by Sokomine
Thu Jul 13, 2023 19:54
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 75992

Re: [Mod] Villages for Minetest [mg_villages]

minetest.settings > init.lua every time. I want my git checkouts to be clean with I deploy to a server, and my configuration separated from the source code. I know it takes you a few minutes less to do it this way though.. Understandable. I kind of never did the transition from config.lua files to ...
by Sokomine
Thu Jul 13, 2023 19:52
Forum: Deutsch
Topic: Mod-Kompatibilität und eigene(s) Mod(s)
Replies: 6
Views: 957

Re: Mod-Kompatibilität und eigene(s) Mod(s)

Ist ein Einzeiler mit jq: curl -s servers.minetest.net/list.json | jq -r '[ .list[] | .mods // [] ] | flatten | .[]' | sort | uniq -c | sort -g. Einfach | grep <modname> anhängen, um nach mods zu suchen. Sehr nützlich, danke! Allerdings auch bedenklich dass es Server gibt die mein Replacer-Mod (ode...
by Sokomine
Tue Jul 11, 2023 23:41
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 75992

Re: [Mod] Villages for Minetest [mg_villages]

It seems really time to provide a version that works with lates MT. As I still struggle with github, I've placed it here: https://gitea.your-land.de/Sokomine/mg_villages There are also repositories for some village types which had slight adjustments to a change in the replacement functionality I had...
by Sokomine
Mon Jul 10, 2023 18:43
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 75992

Re: [Mod] Villages for Minetest [mg_villages]

Thanks again. When you get back to dealing with Github, could you separate the API and default villages into separate mods please, with the villages containing only the schematics and their definitions? This will make it a lot easier to install in your own games without having to separate the mod y...
by Sokomine
Sun Jul 09, 2023 19:32
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 75992

Re: [Mod] Villages for Minetest [mg_villages]

Thanks for the clarification! We can at least expect fixes if something in Minetest core breaks compatibility right? That's right. I still value that mod very highly and plan to get smaller villages working after the rpg talking mod is finished. Then I'll undertake the battle with github to get a n...
by Sokomine
Sun Jul 09, 2023 11:20
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 175
Views: 75992

Re: [Mod] Villages for Minetest [mg_villages]

Given my ancient town mod wasn't a success, The buildings from your old town mod still form the village type "taoki". If you don't install my cottages mod, only villages of type "nore" (from nores' original mg mod, on which mg_villages is based) and "taoki" will spawn....
by Sokomine
Mon Jun 12, 2023 04:58
Forum: General Discussion
Topic: Sockpuppets on MT forums to feed AI and trolls.
Replies: 4
Views: 768

Re: Sockpuppets on MT forums to feed AI and trolls.

This particular reply, viewtopic.php?f=7&t=21519, suggests that the comment was fed into the forum from a third party discussion. The last posting there looks like classical spam/advertisement. The whole purpose of the account seems to be to hide a link to a web page. I've reported the posting ...
by Sokomine
Thu Jun 08, 2023 21:49
Forum: Minetest-related projects
Topic: Ways Of Word - creative writing encouragement - edu project on MineTest(Single-player clone).We did creative writing 1st
Replies: 33
Views: 3740

Re: Ways Of Word - creative writing encouragement - edu project on MineTest(Single-player clone).We did creative writing

Hm. While I do like creative writing, this doesn't really seem to be about it? If I got it right, what's on offer is an easy-to-install .zip file for computer illiterate teachers which installs MineTest and a pre-built world where players can wander around and get inspired to write a story or poem. ...
by Sokomine
Mon Apr 03, 2023 19:54
Forum: WIP Mods
Topic: [mod] Breadpick [breadpick]
Replies: 3
Views: 614

Re: [mod] Breadpick [breadpick]

Tasty!
by Sokomine
Sun Apr 02, 2023 22:18
Forum: WIP Games
Topic: Minesweeper 3D [0.0]
Replies: 1
Views: 1469

Re: Minesweeper 3D [0.0]

Ah! Thank you for publishing it. It has been fun to play that Minesweeper in the short times the server Tunnelers' Abyss was undergoing maintenance. Good to have it available now. Perhaps it could exist somewhere up in the sky of a normal MT world?
by Sokomine
Sun Apr 02, 2023 22:11
Forum: Game Discussion
Topic: Recommendation for mobs mod for my game
Replies: 10
Views: 2238

Re: Recommendation for mobs mod for my game

I can relate to that problem and have it to some degree as well. I'd still love to have villagers in mg_villages. I've been working on making them talk (rpg-like) in the last time/years. But eventually they ought to be able to move around and act as well. Most mobs in MT have a short life and don't ...
by Sokomine
Sun Apr 02, 2023 20:32
Forum: Modding Discussion
Topic: [Solved] City streets mess
Replies: 16
Views: 1939

Re: [Solved] City streets mess

I see, when a city is unorganized than it looks weird I guess i have to set grass on trapped areas Perhaps even a little tree or bush now and then? And doors and passages that lead to the "trapped" area. Backyards are pretty common in cities after all. The cities look promising already. W...
by Sokomine
Mon Mar 27, 2023 17:30
Forum: Modding Discussion
Topic: Is there anything like a “sleep_api” mod?
Replies: 7
Views: 1163

Re: Is there anything like a “sleep_api” mod?

layers being AFK or mining deep under the surface: These are not affected by skipping the night, so they should be considered as willing to “sleep”. That's probably the most important factor. Right now beds have no meanings on servers and are not beeing used. Players that are mining don't notice th...
by Sokomine
Mon Mar 27, 2023 17:22
Forum: WIP Mods
Topic: [Mod] Living Desert
Replies: 9
Views: 1396

Re: [Mod] Living Desert

Looks very nice. It's always great to have more plants and a nicer, more living landscape. Hope to see it on servers and in games soon.
by Sokomine
Sun Mar 26, 2023 18:38
Forum: Mod Releases
Topic: [Mod] exchange/replace nodes with one click [replacer]
Replies: 44
Views: 28760

Re: [Mod] exchange/replace nodes with one click [replacer]

I use it with the currency mod. This happened, as i tried to place a slope. There's no reference to players_income in my mod. Perhaps the currency mod does something when a player places or digs a block? I'm wondering if the message for storing a new pattern needs to be made configurable. Some play...
by Sokomine
Mon Jul 25, 2022 01:42
Forum: WIP Mods
Topic: [Mod] Large Slugs [1.2.0] [large_slugs]
Replies: 11
Views: 3103

Re: [Mod] Large Slugs [1.1.1] [large_slugs]

Somehow cute. Is there a server that has them roaming around? Having some slower live make the world more alive would be good I think.