Search found 4116 matches
- Mon Jan 29, 2024 17:47
- Forum: WIP Mods
- Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
- Replies: 13
- Views: 1241
Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
For me, NPCs are a crucial and invigorating element to keep Minetest interesting for new players in the years to come. I consider them as very important as well. That's why I've wanted to write this mod for quite some time. NPC standing around can give life to a world, can explain what a building i...
- Sun Jan 28, 2024 23:19
- Forum: WIP Mods
- Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
- Replies: 13
- Views: 1241
Re: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
Could you make an tutorial of how to add this mod functionalities to an NPC from an NPC mod? In general that's what the npc_talk mod is for. It comes with an NPC that doesn't need any other mods, an NPC based on mobs_redo, an NPC based on mobs_npc (those are based on mobs_redo), a sign you can talk...
- Sun Jan 28, 2024 19:55
- Forum: Mod Releases
- Topic: [MOD]Native American Village [OBJECTS & ITEMS]
- Replies: 19
- Views: 5968
Re: [MOD]Native American Village [OBJECTS & ITEMS]
The canoe looks very nice! It's jsut a bit long. I wonder if it works on MT's ousually not very large lakes and oceans.
- Sun Jan 28, 2024 19:54
- Forum: Mod Releases
- Topic: [Mod] Instant Buildings [V 5.0] [instabuild]
- Replies: 45
- Views: 29208
Re: [Mod] Instant Buildings [V 5.0] [instabuild]
I've tried that mod before. I'm not into its style of spawning a box with super detailed textures and no floors. I preferred instabuild's method of structures made out of actual nodes. Are there any other mods that did what instabuild did? My handle_schematics mod and in particular citybuilder do t...
- Sun Jan 28, 2024 18:29
- Forum: WIP Mods
- Topic: [Mod] Pole Scaffolding [0.8] [pole_scaffolding]
- Replies: 3
- Views: 847
Re: [Mod] Pole Scaffolding [0.8] [pole_scaffolding]
Admittedly a bit late, but: Very nice looking mod. I wonder how a world with the mods of SFENCE will look like. Perhaps a server might adopt them and make them available for builders?
- Sun Jan 28, 2024 17:52
- Forum: Modding Discussion
- Topic: AdventureTest - how many of you would be interested in this?
- Replies: 6
- Views: 1371
Re: AdventureTest - how many of you would be interested in this?
Did anything came out of this? yl_speak_up for talking to NPC has now been released.
- Sat Jan 27, 2024 19:07
- Forum: WIP Mods
- Topic: [Mod]Petroglyphs[petroglyphs]
- Replies: 7
- Views: 897
Re: [Mod]Petroglyphs[petroglyphs]
I could take the Graffiti Mod and tweak it to only allow carving on desert stone. Is that what you're looking for? That's the idea. Just let players add those decorations to their own deserts where they want in addition to the automaticly generated. Perhaps with some lerarning curve involved (first...
- Sat Jan 27, 2024 16:38
- Forum: Game Discussion
- Topic: Mineclonia: What is the loom device ?
- Replies: 4
- Views: 362
Re: Mineclonia: What is the loom device ?
There's also the stations mod from NathanS which also comes with a loom and a similar interface.
- Sat Jan 27, 2024 16:27
- Forum: General Discussion
- Topic: Free Fabric Texture (Item Art?)
- Replies: 6
- Views: 553
Re: Free Fabric Texture (Item Art?)
I made some item art for fabric with colors from the dyes in the default game. To be honest, I am not really a modder at all, only found out about Minetest a couple days ago, and only like making art... so I thought I could post it here for someone to use in their Mod. The art is free and I am tota...
- Sat Jan 27, 2024 05:52
- Forum: WIP Mods
- Topic: [Mod] NPC for yl_speak_up [npc_talk]
- Replies: 6
- Views: 736
[Mod] NPC for yl_speak_up [npc_talk]
This mod here provides actual NPC for the mod yl_speak_up . It does not come with any skins or models. You have to get those from other mods (i.e. player_api or other sources like skinsdb). The NPC added by this mod are more like examples of how you can do it. You may not want so many diffrent types...
- Sat Jan 27, 2024 05:29
- Forum: WIP Mods
- Topic: [Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
- Replies: 13
- Views: 1241
[Mod] Talk to NPC like in RPGs/point&click-adventures [yl_speak_up]
This mod offers a way to talk with NPC by reading what they have to say and selecting given answers like in point&click adventures: npc_talk_start.jpg The mod consists of two parts: A runtime environment that reads and displays dialogs stored in .json files (this mod) - and an editor (mod name: ...
- Fri Jan 26, 2024 23:17
- Forum: Feature Discussion
- Topic: Ideas for an in-world mod editor
- Replies: 14
- Views: 2182
Re: Ideas for an in-world mod editor
The problem in my case is detecting and applying changes to any script without restarting the server: The detecting part is the job of your mod. Only that can know what's been changed. The applying part...in general it may only be possible to reload code in the environment of your own mod, not in o...
- Fri Jan 26, 2024 11:48
- Forum: WIP Mods
- Topic: [Mod]Petroglyphs[petroglyphs]
- Replies: 7
- Views: 897
Re: [Mod]Petroglyphs[petroglyphs]
Nice idea. Looks very good!
Perhaps - as we kind of start as stoneage people when joining a server - players could learn to create petroglyphs themshelves? Might take some time to learn how to do each one right.
Perhaps - as we kind of start as stoneage people when joining a server - players could learn to create petroglyphs themshelves? Might take some time to learn how to do each one right.
- Fri Jan 26, 2024 05:31
- Forum: Feature Discussion
- Topic: Ideas for an in-world mod editor
- Replies: 14
- Views: 2182
Re: Ideas for an in-world mod editor
As far as hot reloading mods goes, my upcomming yl_speak_up mod (talking to NPC) does support that to a huge degree and even has a chat command so that someone with sufficent privs can reload the mod without having to restart the server. But: There are limitations. Code (functions) in general can be...
- Fri Jan 26, 2024 05:09
- Forum: WIP Mods
- Topic: [Mod] Rock Piles [rock_piles]
- Replies: 1
- Views: 689
Re: [Mod] Rock Piles [rock_piles]
Looks nice! Hope to see those rock piles on servers soon.
- Fri Jan 26, 2024 04:41
- Forum: WIP Mods
- Topic: [Mod] Steampunk Blimp [steampunk_blimp]
- Replies: 53
- Views: 14360
Re: [Mod] Steampunk Blimp [steampunk_blimp]
The blimp is definitely a great fun. It's very impressive what's possible now. Wouldn't have thought some years ago that we might actually be able to move around while travelling with the blimp.
- Fri Jan 26, 2024 04:22
- Forum: Modding Discussion
- Topic: Why does the LuaVoxelManip area differ from the on_generated area?
- Replies: 8
- Views: 1966
Re: Why does the LuaVoxelManip area differ from the on_generated area?
In other words, if I place a large schematic at the maxp border (any axis), is there a size that I can consider "safe"? It's not only the size that matters...it matters also *which* types of blocks you place. Some (like dirt) may be changed when the mapblock your schematic extended into i...
- Fri Jan 26, 2024 01:43
- Forum: WIP Mods
- Topic: [Mod] Settlements [settlements]
- Replies: 94
- Views: 16806
Re: [Mod] Settlements [settlements]
get_content_id Seems to be the same error that also caught at least my moresnow mod and probably others. In the past, minetest.get_content_id(some_node) returned nil if some_node wasn't defined. Some mods relied on this behaviour. Sadly it was changed so that the game now deliberately crashes when ...
- Wed Sep 27, 2023 02:14
- Forum: News
- Topic: Minetest Privacy Policy
- Replies: 33
- Views: 6717
Re: Minetest Privacy Policy
And then at the end, only bad people might be searched, or bad people might search others that disturbs their bad business. I remember reading a story on BoldCoder's site in which he describes how he found somebody's location with just his name and IPv4 address Seems Festus1965' list was not comple...
- Wed Aug 30, 2023 17:06
- Forum: Minetest-related projects
- Topic: Create a creative, serious build team.
- Replies: 257
- Views: 25858
Re: Create a creative, serious buid team.
@Horka wanted a server that only allowed team members, and it would be much easier to do things if he were the admin. It's almost trivial to start a server in MT. But it's sadly a lot of work and requires a lot of experience to run and maintain a good server. Having your own may allow more freedom ...
- Tue Aug 29, 2023 20:45
- Forum: Minetest-related projects
- Topic: Create a creative, serious build team.
- Replies: 257
- Views: 25858
Re: Create a creative, serious buid team.
Building is always good and a lot of fun. I think you don't need your own server. There are so many good servers out there with more than enough room for new builds - even very big ones! That is, as long as you don't want to use WorldEdit. That's usually a problem on public servers. But WE usually i...
- Tue Aug 29, 2023 20:37
- Forum: Modding Discussion
- Topic: Cart without a player doesn't arrive at long railroad end
- Replies: 6
- Views: 603
Re: Cart without a player doesn't arrive at long railroad end
Carts or mobs or anything arriving at a destination without the blocks inbetween loaded is tricky. Yes, techage has forceload blocks and seems to have its own cart system which might work. I'd recommend AdvTrains in this context. It works nicely without the world inbetween having to be loaded. And i...
- Sun Aug 27, 2023 04:51
- Forum: WIP Games
- Topic: [Game] VoxeLibre (formerly known as MineClone2) [0.86]
- Replies: 3015
- Views: 832810
Re: [Game] MineClone2 [0.84.0]
Hi, I have been messing around with villages and have been trying to make a nice way of structuring the foundations. I've come up with a kind of top structure. Doesn't really have much to do with MineClone2. It's a problem all village mods (or structure spawning mods) have to a degree. The radius o...
- Sun Aug 27, 2023 03:38
- Forum: Feature Discussion
- Topic: Pathing movement prediction
- Replies: 6
- Views: 1756
Re: Pathing movement prediction
It'd help a lot if entities could tell the server (and thus the client) how far they want to move and where they want to stop. AFAIK that's still not implemented? Recently, the seagulls from water_life on the Your Land server improved considerably. From rather...odd...behaviour (hovering in a corner...
- Sun Aug 27, 2023 03:06
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2303
- Views: 495097
Re: [Mod] Advanced Trains [advtrains] [2.4.3]
Great! I think both mods will work very well together.orwell wrote: So, I implemented support for filling TechAge liquids into tank wagons!