Search found 508 matches

by TheReaperKing
Mon Jan 23, 2017 05:24
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 44
Views: 13013

Re: [mod] 3D Hand [newhand]

It might be interesting to have an actual hand with fingers. Nice work on this!
by TheReaperKing
Mon Jan 23, 2017 04:50
Forum: Modding Discussion
Topic: Blender training series
Replies: 61
Views: 10733

Re: Blender training series

Take a look at the mobs redo mobs and you can see where the keyframes are listed.
by TheReaperKing
Mon Jan 23, 2017 02:35
Forum: WIP Mods
Topic: [abandoned mod] Gutenberg [gutenberg]
Replies: 27
Views: 17917

Re: [Mod] Gutenberg [gutenberg]

I'm interested in having my students write the .txt files and add their books to the game especially to create city/town libraries. Is there a way to make it non random?
by TheReaperKing
Mon Jan 23, 2017 00:40
Forum: WIP Mods
Topic: [Mod] Streets+Infrastructure Fork [roads][git]
Replies: 24
Views: 10241

Re: [Mod] Streets+Infrastructure Fork [roads][git]

Thank you for the insight. I have been using the technic version in the past but I'm looking to release a gamemode for my students and anyone else interested and so I'm just trying to make sure I get all the licenses correct. I suppose it'd just follow technic's license hopefully. EDIT I've also bee...
by TheReaperKing
Sun Jan 22, 2017 18:25
Forum: WIP Mods
Topic: [Mod] Streets+Infrastructure Fork [roads][git]
Replies: 24
Views: 10241

Re: [Mod] Streets+Infrastructure Fork [roads][git]

Are there any known mods that could be a substitute for the "concrete" mod dependency? It is the only one that isn't clearly licensed unless I am missing something but searching the forums I couldn't find it. Also I'm assuming your "prefabs_redo" will take care of the "prefa...
by TheReaperKing
Sun Jan 22, 2017 02:26
Forum: WIP Mods
Topic: [Mod] Wooden Bucket [wooden_bucket]
Replies: 6
Views: 2361

Re: [Mod] Wooden Bucket [wooden_bucket]

Duane maybe you'll be happy to know, but you and your mods hold a special place on my hard drives and cloud haha.
by TheReaperKing
Sat Jan 21, 2017 22:05
Forum: WIP Mods
Topic: [mod] nodebox_trees [nodebox_trees]
Replies: 78
Views: 13095

Re: [mod] nodebox_trees [nodebox_trees]

Just a heads up I think this mod works quite nicely with the fungi mod :)
viewtopic.php?f=9&t=16345
by TheReaperKing
Sat Jan 21, 2017 21:59
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 67
Views: 14039

Re: [mod] Not so simple plants and fungi

Thank you for the learning experience. I thought that the mushrooms would be on the north side (though I read some do grow on the north side) but I found that some fungi grow on the south side too, interesting! This was a fun read: http://www.naturalnavigator.com/the-library/find-your-way-using-lich...
by TheReaperKing
Fri Jan 20, 2017 05:22
Forum: Modding Discussion
Topic: Blender training series
Replies: 61
Views: 10733

Re: Blender training series

Hopefully this isn't getting off topic, but I've been messing with Poser (on Linux too), and I'm thinking about Maya as well. Do you have experience with any of that software or only Blender? I'm wondering which is the easiest to animate with. What do you think is the difficulty level of animating w...
by TheReaperKing
Fri Jan 20, 2017 03:54
Forum: Modding Discussion
Topic: Blender training series
Replies: 61
Views: 10733

Re: Blender training series

I've personally become really interested in animation.
by TheReaperKing
Wed Jan 18, 2017 19:17
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 75
Views: 25447

Re: [API]Open AI [open_ai]

Thanks so much for all of your hard work on this, my students and I are loving it. Is there a way to ride other creatures like the giant, sheep, and the slimes, etc. Also my student suggested possibly sitting on other people. Also she was wondering if there might be cows that could be ridden. Regard...
by TheReaperKing
Wed Jan 18, 2017 02:17
Forum: WIP Mods
Topic: [WIP][building_elements] Building Elements
Replies: 7
Views: 2418

Re: [WIP][building_elements] Building Elements

This seems interesting, I'll have to test it out. What license is that? Is it supposed to be CC0 version 3?
by TheReaperKing
Tue Jan 17, 2017 03:50
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 26
Views: 19559

Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

Is this in your streets mod or is this an extra? And this is perfect because my students and I were just trying to figure out traffic lights!!
by TheReaperKing
Sun Jan 15, 2017 21:01
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91301

Re: [Mod] Alive AI V1.7 [aliveai]

I know I haven't posted a lot but I am closely following your mod. I am absolutely fascinated by your AI work! The two NPCs throwing insults at each other was so hilarious. One my students killed one and said "I'm a murderer". Great stuff. Thank you for your continued awesome work!
by TheReaperKing
Wed Jan 11, 2017 00:54
Forum: Mod Releases
Topic: [Mod]emote[emote] Make your character model do emotes! +API
Replies: 31
Views: 8351

Re: [mod]emote[WIP] Make your character model do emotes! +AP

Seems to not be crashing since your update, thanks!! The point worked but I didn't see my character waving. I'll have to test more. Great job on this!
by TheReaperKing
Wed Jan 11, 2017 00:52
Forum: WIP Mods
Topic: [Mod]animores[animores][0.1]
Replies: 7
Views: 1680

Re: [Mod]animores[animores][0.1]

Maybe a gif would be better so you can see the animations. I think this is an AWESOME idea!!
by TheReaperKing
Tue Jan 10, 2017 03:38
Forum: WIP Mods
Topic: [Mod]Tractor[tractor]
Replies: 7
Views: 2876

Re: [Mod]Tractor[tractor]

There is already tons of code out there for vehicles so the driving of the tractor shouldn't be too hard but I think the hard part would be driving it and making the crops be harvested when you drive over them. I do know carts can have storage so maybe the tractor would pull a cart? Just ideas. Than...
by TheReaperKing
Tue Jan 10, 2017 00:51
Forum: WIP Mods
Topic: [Mod]Tractor[tractor]
Replies: 7
Views: 2876

Re: [Mod]Tractor[tractor]

It'd be pretty awesome if you actually ride the tractor. My students were actually just asking me about a mod for that :D
by TheReaperKing
Tue Jan 10, 2017 00:06
Forum: Mod Releases
Topic: [Mod]emote[emote] Make your character model do emotes! +API
Replies: 31
Views: 8351

Re: [mod]emote[WIP] Make your character model do emotes! +AP

Thank you so much and sorry I couldn't post more info, I have a class of 18 kids so things have to be done quickly haha. We are using the latest version of minetest, but not the newest dev if that helps at all. We'll be sure to test tomorrow and thanks again! As a note we were mostly having the cras...
by TheReaperKing
Mon Jan 09, 2017 18:56
Forum: Mod Releases
Topic: [Mod]emote[emote] Make your character model do emotes! +API
Replies: 31
Views: 8351

Re: [mod]emote[WIP] Make your character model do emotes! +AP

We are having the error: 2017-01-09 13:49:17: ERROR[Main]: ServerError: Lua: Runtime error from mod 'emote' in callback on_chat_message(): ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:97: attempt to concatenate a nil value 2017-01-09 13:49:17: ERROR[Main]: stack traceback: 2017-01-09 ...
by TheReaperKing
Mon Jan 09, 2017 01:57
Forum: Mod Releases
Topic: [Mod]emote[emote] Make your character model do emotes! +API
Replies: 31
Views: 8351

Re: [mod]emote[WIP] Make your character model do emotes! +AP

Would that be so they could ride animals too? By the way the kids are going to FLIPPPPPPP when they see this :) Thanks for making it!
by TheReaperKing
Fri Jan 06, 2017 00:30
Forum: General Discussion
Topic: Minetest - Education Version
Replies: 113
Views: 27900

Re: Minetest - Education Version

Just FYI I am working on a educational version of Minetest for my students that I plan on releasing soon. I'd be very interested in ideas for things to change/add to it as well. So far I have survival and "HouseAndCityBuilder" modes and I might add a destruction. Also, nice work on constru...
by TheReaperKing
Tue Jan 03, 2017 13:58
Forum: Mod Releases
Topic: [Mod] Alive AI V26.32 [aliveai]
Replies: 357
Views: 91301

Re: [WIP] Alive AI 0.2 [aliveai]

orwell maybe even eventually the NPCs will be driving your trains haha. That'd be interesting, like train stops and subway stops, weee
by TheReaperKing
Mon Jan 02, 2017 10:44
Forum: Modding Discussion
Topic: any quest mods?
Replies: 9
Views: 1609

Re: any quest mods?

Great stuff, thanks so much!