Search found 371 matches
- Tue Dec 09, 2014 00:22
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72814
Re: [mod] Underground Realms [0.4] [caverealms]
I made "deep realms" for MTZ. Pretty cool (IMHO) I actually was thinking of officially making that concept part of CaveRealms. I saw your fork, and like what you've done! However, I think I'll do a different version of the obsidian deep-realm, using physically different looking obsidian v...
- Mon Dec 08, 2014 05:44
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72814
Re: [mod] Underground Realms [0.4] [caverealms]
i really like this mod, so cool biomes. and i have some more ideas for biomes too: a salt-crystal biome: color could be rose/pink with cubic crystal structures representing salt crystals, size could range from 2x2 to 4x4 or 5x5. ground could be transparent like in the glaciated biome, but light cou...
- Mon Dec 08, 2014 05:42
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [alpha] [0.9.4] [mobspawn]
Sure thing! I'll try getting to it soon, I'm almost on break from college, so I should have time to resurface for 2~3 weeks again.
- Mon Dec 01, 2014 19:09
- Forum: Old Mods
- Topic: [Modpack] NPC Framework [minetest-npcf] [WIP]
- Replies: 130
- Views: 59616
Re: [Modpack] NPC Framework [minetest-npcf] [WIP]
Since it's licensed as LGPL, there's no reason you can't. :)Ikishida wrote:Hey man,can I Please use this for my Sword Art Online/Gun Gale Online Mod I wanna make a comeback mod
SAO/GGO mod, eh? Seems like it could be cool.
- Fri Nov 28, 2014 22:23
- Forum: General Discussion
- Topic: Post your videos!
- Replies: 1127
- Views: 252903
Re: Post your videos!
Finally got around to making a video showcasing Sky-Test:
https://www.youtube.com/watch?v=ZNC5VSg ... e=youtu.be
Guess it takes a college class that requires embedding a video in a web page to motivate one to make a video. :P
https://www.youtube.com/watch?v=ZNC5VSg ... e=youtu.be
Guess it takes a college class that requires embedding a video in a web page to motivate one to make a video. :P
- Mon Nov 24, 2014 21:36
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641672
Re: [Mod] Mobs Redo [0.5] [mobs]
Just download the mod and edit the textures inside the textures folder. Shouldn't be too hard to figure out which parts are which, either.AMMOnym wrote:Hello,
Could someone give me image, where is showed parts of the mobs ?? I want to make new textures :)
- Thu Nov 13, 2014 03:50
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 573025
Re: Post your modding questions here
<snip> I believe that RBA added support a while back. <snip> but I can't find any documentation on it. <snip> Here you can find a simple use of meshnodes: https://github.com/RealBadAngel/meshnodes/blob/master/init.lua Thanks, but I've already got that part figured out, it's the figuring out how to ...
- Thu Nov 13, 2014 00:24
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [alpha] [0.9] [mobspawn]
@Sokomine: Have added this mod to the wiki page about mobs hope that one day you will support at least all the mobs listed there. ;-D So, while there already is a wiki page describing each mob mod, it still doesn't detail subgames. So Lord Of The Test, AdventureTest, BFG, etc. also need to be taken ...
- Wed Nov 12, 2014 23:59
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [alpha] [0.9.4] [mobspawn]
Alright, new update! KPGMobs, SimpleMobs++, spidermob, and CCMobs have joined the ranks of supported mobs. Consequently, that means I almost have all the Simple Mobs based mods implemented! Just a couple more to go (including my nearly abandoned MobsPlus & areas)... However, I now realize I need...
- Tue Nov 11, 2014 22:45
- Forum: Modding Discussion
- Topic: Changing on_use for a tool
- Replies: 9
- Views: 2772
Re: Changing on_use for a tool
Hmm, it may not be the same, but try using:
If the problem persists, you must handle the punching code manually by doing operations on the pointed_thing passed by the function.
Code: Select all
after_use = function(itemstack, user, node, digparams)
- Tue Nov 11, 2014 18:57
- Forum: Mod Releases
- Topic: [Mod] Potions [heal_potions]
- Replies: 9
- Views: 4450
Re: [Mod] Potions [heal_potions]
Possible idea: How about a Regen Potion? That is, a potion that continually heals you over a small period of time, say, 3-5 seconds. Then you could keep fighting while still being healed.
- Tue Nov 11, 2014 18:53
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [alpha] [0.9] [mobspawn]
Haha, yeah, that's a dream I'd love to achieve someday with this... Indeed, subgames throw a big monkey-wrench in there. I think what I will have to do is either find a way of determining what subgame is being played, or else check for mods installed ONLY in that subgame. I will posit that, as far a...
- Tue Nov 11, 2014 18:27
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [alpha] [0.9] [mobspawn]
Have added this mod to the wiki page about mobs hope that one day you will support at least all the mobs listed there. ;-D :O I forgot how many mobs mods there were, let alone how many other mods incorporated them...! I'll do my best. Also, when I get around to updating that, I'll be making another...
- Mon Nov 10, 2014 22:09
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2325
- Views: 444138
Re: Post your mod requests/ideas here
would it be possible to get a block that looks like a player? Or one you can make move on a specific block? This is doable, particularly in the current dev version of Minetest, which has MeshNodes. If you're looking for a moving entity, check out the Trooper mob in calinou_mobs. As to fireuser's ma...
- Mon Nov 10, 2014 06:42
- Forum: Game Releases
- Topic: [Game] Sky-Test [0.5] [beta]
- Replies: 43
- Views: 32975
Re: [Game] Sky-Test [0.5] [beta]
https://mediacru.sh/zQK7FU1R9jlB.png Major addition! After dragging my feet on it for a long time, I finally changed the code so that MoreTrees actually spawns trees at island generation and at any elevation, rather than just within a small area above sea level (which is an illusion in this subgame...
- Mon Nov 10, 2014 06:36
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11116
- Views: 2068563
Re: Post your screenshots!
Working on full integration of MoreTrees into SkyTest:
- Mon Nov 10, 2014 03:34
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641672
Re: [Mod] Mobs Redo [0.5] [mobs]
@4aiman: Alright then, here it is. I added spawn eggs for all hostile mobs, in addition to the chicken. However, I still have to change it so that the regular egg and the chicken spawning egg are the same. I also made textures for all the eggs, and added chances for the mobs to drop eggs upon defeat...
- Sun Nov 09, 2014 23:28
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [alpha] [0.9] [mobspawn]
BIG update! I have added support for a large number of mobs, including: Zeg9's zmobs, Calinou's Carbone Mobs, DevynCJohnson's Senderman, BlockMen's Creatures, and sapier's Mobf & Animals Modpack. Additionally, the internal way mobs are handled has changed a bit, to allow for running of multiple ...
- Sun Nov 09, 2014 21:34
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30814
Re: [Mod] Skylands [4.2.1] [skylands]
Thanks! :) Well, after trying for a while, I have come to the sad conclusion that such a radar is impossible to create as the minetest engine currently stands. The islands are generated with perlin noise offset from the world's seed, but the world does not calculate its own perlin for ungenerated ar...
- Sun Nov 09, 2014 21:08
- Forum: Game Releases
- Topic: [Game] Sky-Test [0.5] [beta]
- Replies: 43
- Views: 32975
Re: [Game] Sky-Test [0.4] [beta]
Great, glad to hear things are going smoothly now.
Just pushed an important (but small) commit fixing an error in farm plant generation that would crash the game. (Thanks again for the catch, Baggypants) Also, going to add a README linking both to here and to Jacob's Ladder.
Just pushed an important (but small) commit fixing an error in farm plant generation that would crash the game. (Thanks again for the catch, Baggypants) Also, going to add a README linking both to here and to Jacob's Ladder.
- Sun Nov 09, 2014 02:43
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
Re: [mod] Mob Spawners [beta] [0.8] [mobspawn]
Ah, yes, I definitely have those at the top of my list for adding support. I also intend to support senderman... A small note I forgot to mention in the OP: Currently, mob spawners are uncraftable. This is partially due to lack of good method for crafting (I want to have spawn eggs...), but also to ...
- Sun Nov 09, 2014 02:38
- Forum: Game Releases
- Topic: [Game] Sky-Test [0.5] [beta]
- Replies: 43
- Views: 32975
Re: [Game] Sky-Test [0.4] [beta]
Is this pretty normal? Yes, sadly that is pretty normal... I keep meaning to push an update to give triple the amount of cobble when you start out, but keep delaying. I'll go update it right now... Also, one small tip is to go diagonally up. For some reason, islands seem a little more common when y...
- Sun Nov 09, 2014 02:33
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30814
Re: [Mod] Skylands [4.2.1] [skylands]
fyregryph is running skylands on his "My Little Testy" server. Playing around on there brought to my attention one issue Skylands is going to have with multiplayer servers. On a multiplayer server, in order to keep lag down, the server has to strictly limit the visual range. Well, not act...
- Sat Nov 08, 2014 03:24
- Forum: Mod Releases
- Topic: [Mod] Mob Spawners [0.9.5] [mobspawn]
- Replies: 18
- Views: 12648
[Mod] Mob Spawners [0.9.5] [mobspawn]
Mob Spawner v.0.9.5 So, after much procrastination and lack of time (college, mostly), I finally got around to making a mod for creating monster spawners! This simple mod operates on some fairly basic parameters: Mobs spawn only when the light around the spawner is below a certain threshold. (defau...
- Sat Nov 08, 2014 00:58
- Forum: Mod Releases
- Topic: [Mod] Mobs Redo [1.61] [mobs]
- Replies: 2502
- Views: 641672
Re: [Mod] Mobs Redo [0.5] [mobs]
No GitHub? I was going to fork this and make a pull request... I made some changes to a local copy to add spawn eggs for all the elemental monsters, dungeon masters, chickens, oerkki(s?), lava flans, and spiders. Additionally, I added drop rates for said creatures to drop said eggs. If this doesn't ...