[Mod] Nether [nether]

sofar
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Re: [Mod] Nether [nether]

by sofar » Post

I've posted a bunch of updates to this mod, including crafting recipes for bricks, added fences, slabs and stair nodes. If you guys have more, please test and let me know what's missing.

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Re: [Mod] Nether [nether]

by Napiophelios » Post

Nether Bricks aren't supposed to be craftable...nothing useful can come from the Nether.
I think every thing from the nether should be in the igniter group...heh heh

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Re: [Mod] Nether [nether]

by Rihu » Post

It donesn't works with 0.4.13
I have this error message:

2016-05-07 23:40:33: ERROR[main]: The following mods could not be found: "nethermaster"
2016-05-07 23:40:33: ERROR[main]: ========== ERROR FROM LUA ===========
2016-05-07 23:40:33: ERROR[main]: Failed to load and run script from
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-05-07 23:40:33: ERROR[main]: Server: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: ModError: ModError: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: Error from Lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: Consulta debug.txt para obtener más detalles.


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Re: [Mod] Nether [nether]

by Rihu » Post

It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!

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Re: [Mod] Nether [nether]

by vitalie » Post

Rihu wrote:It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!
TLDR: Rename the mod folder from "nethervoxelmanip" to "nether".

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Re: [Mod] Nether [nether]

by Rihu » Post

Thanks vitalie

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paramat
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Re: [Mod] Nether [nether]

by paramat » Post

I'm working on improving this, and moving the use of voxelmanip into the master branch.
Last edited by paramat on Thu May 26, 2016 10:45, edited 1 time in total.

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Re: [Mod] Nether [nether]

by benrob0329 » Post

Cool! I can't wait until Nether, moon, space, and caverealms can all be in the same world! (Probably once the realms API is made)
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paramat
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Re: [Mod] Nether [nether]

by paramat » Post

https://github.com/PilzAdam/nether/pull/13

PR to add voxelmanip generation.

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Re: [Mod] Nether [nether]

by paramat » Post

Image

New compatibility: Minetest / Minetest Game 0.4.14 or later.
If this is a problem let me know i can easily make it 0.4.13 or later.

I added a new mapgen creating large caverns using 3D noise, derived from my subterrain mod.

Nether portals now search for a cavern floor to spawn at, however caves and tunnels created by core mapgen cannot be predicted by the mod, so the portal may occasionally spawn over a fatal drop or a lava lake, if this happens the player will often fall through the portal. So, when teleporting to a new portal it's wise to not take any valuable items.

Currently it is possible for a portal to grief player-built structures, next i will add checks to avoid this.

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Re: [Mod] Nether [nether]

by paramat » Post

I actually disapprove of this copying of Minecraft, but am working on this as it is good experience for coping with portals to other realms, lower or higher, which obviously interests me.
My own approach to a Minetest hell realm would be something unique and perhaps named after the Finnish underworld 'Tuonela' or some other Scandinavian underworld.

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Re: [Mod] Nether [nether]

by maikerumine » Post

Hello!

I also have been tweaking on this mod and did some tweaks. If you are interested, I can upload to github, maybe you can merge what you like.

Image

I also have tweaked the quartz and default mod a bit. Added definitions for them in your mod like:

Code: Select all

local c_netherfire = minetest.get_content_id("nether:permanent_flame")
local c_netherdiamond = minetest.get_content_id("nether:rack_with_diamond")
local c_quartz = minetest.get_content_id("quartz:quartz_ore")
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Re: [Mod] Nether [nether]

by sofar » Post

I like that your nether is a lot lighter, we should likely do something as well. Also, we should consider merging quartz into this mod as well.

As for mobs, I think we should leave it out for now.

Can you make separate PR's for each of the additions that you made? We'd like to consider them one at a time!

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Re: [Mod] Nether [nether]

by maikerumine » Post

maikerumine's fork
https://github.com/maikerumine/nether

Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.

Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
Image
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paramat
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Re: [Mod] Nether [nether]

by paramat » Post

The ambient light is from making all nether rack and sand light sources, a better way might be to try setting non-zero light levels in the voxelmanip:

vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()

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Re: [Mod] Nether [nether]

by sofar » Post

Can we replace air with nether air and have it emit light? It would also require node removal to set a different node on removal in the nether...

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Re: [Mod] Nether [nether]

by paramat » Post

That still means a lot of light sources, which as far as i know makes lighting updates very slow. Also the interior of small unlit areas would be lit.
I would not bother with ambient lighting just add permanent flames and maybe make the textures brighter.
I like it as it is, different from Minecraft. Just accept the darkness there is or add more light sources such as glowing ores or flames.

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Re: [Mod] Nether [nether]

by D00Med » Post

Image
^This looks really really good! Perhaps it would be easier if nether was above the world, like in moonrealm, but with a differrent sky and time?
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paramat
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Re: [Mod] Nether [nether]

by paramat » Post

Mod is updated.

Portals are now placed as schematics instead of being built by code in a voxelmanip, i seem to find this causes more lighting bugs, let us know if this happens for you too.

The portal spawn volume is now checked for nodes that are not 'ground content' (artificial) to avoid griefing player-built structures, chests etc. The portal location moves downwards in 16 node steps until it finds a suitable location. These checks are made in the nether and in the surface world.

Because liquids are not 'ground content' these checks help to keep portals away from liquids, except when the destination is ungenerated.

I now consider the mod safe and usable, and the portal code suitable for use in other mods that involve teleportation to other realms.

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Re: [Mod] Nether [nether]

by Minetest Sam » Post

Nice job now the nether looks more of what it should.
Just a suggestion, can you make it possible so that portal frames can be resized like 5*5 or 10*10.

Thanks

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Re: [Mod] Nether [nether]

by MykieDoesStuff » Post

maikerumine wrote:maikerumine's fork
https://github.com/maikerumine/nether

Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.

Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
Image
In your code, how to change where the nether world start and ends?

Like Max is -24000

and end is -31000
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Re: [Mod] Nether [nether]

by Diamond knight » Post

every time i try using this i find not enough lava, it is annoying as the nether is supposed to be firey themed, and btw i am making a fork of this mod that will ad nether air that is igniter (using custom abm as there is no normal air in nether) and has abm to make water dissapear and it will make you drown in it (it is toxic fumes from lava) and i am working on nether crops and a "surface" of the nether (actually a 1000 block "air ore" generating window), i am working on also adding other dimentions like ice realm, some realm beyond time etc, the textures in my fork suggest more of a firey place than a dark place

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Re: [Mod] Nether [nether]

by taikedz » Post

maikerumine wrote: Image
I like this :)

However I guess the mobs related to netherworldyness come from a different mod pack?

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Re: [Mod] Nether [nether]

by ja NN ik » Post

Hello minetesters,

I am currently running Minetest 0.4.13 on lubuntu 16.04.
Trying to use this nether mod causes an error:

2016-09-15 20:50:45: ERROR[main]: ========== ERROR FROM LUA ===========
2016-09-15 20:50:45: ERROR[main]: Failed to load and run script from
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
2016-09-15 20:50:45: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-09-15 20:50:45: ERROR[main]: Server: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: ModError: ModError: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: Error from Lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk



any suggestions?

Thank you in advance.

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