[Mod] Moon realm [0.11.0] [moonrealm]

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Re: [Mod] Moon realm [0.8.2] [moonrealm]

by paramat » Fri Apr 10, 2015 02:17

Version 0.8.2
Big update, bugfixes and new licenses.

Version changes:

Shell drops nothing
Simpler appletree with vi = vi + 1 optimisation, more apples
New licences
paramtype = "light" for light sources
No longer override day night ratio on joinplayer to avoid darkness
Set SPAWNEGG in functions.lua to enable spawnegg spawning in moonrealm
Moonrealm mese glows and drops default:mese
Shorten lines, cleanup code, fix undeclared globals
Noise objects created only once
 

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Re: [Mod] Moon realm [0.8.2] [moonrealm]

by Doriphore » Fri Apr 10, 2015 22:01

This mod is gorgeous and very nice to play.

But I have problems getting hydroponics source.
I try to put leaves with waterice in the middle of the grid, and get nothing
All I have is "apple leaves", though. How do you get moonrealm:leaves ?

What's the use of the moonrealm:sapling recipe ? (with default:sapling + mese crystal.) When you collect leaves, it seems you get moonrealm:sapling, and apple leaves.

I hope I made myself clear (english is not my first language, sorry.)
 

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Re: [Mod] Moon realm [0.9.1] [moonrealm]

by paramat » Sat Apr 11, 2015 00:10

Version 0.9.1

Version changes:

Call this 0.9.1, 0.8.2 should have been called 0.9.0
GRADCEN = 1 for terrain consistent with previous versions
Use default ice texture
Mod is now for singlenode mapgen only
Move spawnplayer function to init.lua, avoids duplication of parameters
Cleanup crafting code
 

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Re: [Mod] Moon realm [0.9.1] [moonrealm]

by paramat » Sat Apr 11, 2015 00:16

Sorry, the crafting recipe for hlsource has an error, it should have 'moonrealm:appleleaf', i will fix soon.

The recipe for moonrealm:sapling is left over from when this mod was to be used in core mapgen, the player would have to craft moonrealm:saplings before travelling. This needs to be deleted and will be soon.

This mod needs work and will have improved air and vacuum behaviour.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sat Apr 11, 2015 01:57

Version 0.9.2

Version changes:

Hlsource crafting bugfix.
Remove moonrealm:sapling crafting.
Moonrealm:appleleaf drops more saplings.
More items given on spawn.
Cleanup code.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Sat Apr 11, 2015 09:16

Thanks for all that work, it's really a good mod, I enjoy playing it.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Sun Apr 12, 2015 13:12

I think I might have found a bug.

When you are outside with your spacesuit, the bubbles that indicates there is no air never decrease. This meaning you can stay outside forever.
So is this a bug or a feature ? ;-)
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sun Apr 12, 2015 20:58

A feature, the spacesuit is worn by having it in your inventory, it provides an endless amount of air to allow you to explore and mine. If you remove it from your inventory you will suffocate.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by death » Sun Apr 12, 2015 21:04

[url]OldCoder's server[/url] Like that?
builder123: death -- you can set up shops now..
death: ????? Builder think your drunk?????
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Mon Apr 13, 2015 09:22

paramat wrote:A feature, the spacesuit is worn by having it in your inventory, it provides an endless amount of air to allow you to explore and mine. If you remove it from your inventory you will suffocate.


OK, nice. I'll go explore freely then !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Fri Apr 17, 2015 12:52

I've been playing around with this mod with great pleasure.

Here are screenshots of my little moonbase (WIP)

Image
Image
Image

I tweaked the mod a little :
  • I added a "dustbrick", made from moonrealm:dust (It is brighter than the moonstone brick)
  • I changed the behaviour of the stoneslab (I changed the property "buildable_to" which was true to false - By the way, is there was a particular reason for this behaviour, that seemed very stange to me ?)

I'm not skilled enough to do more, or I would have tried to add crops to grow on moonsoil... Growing trees is a little borin, and wool would make a nice addition to decorate my moonbase...
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Fri Apr 17, 2015 19:29

That looks good. Sorry about the persisting air leak bubbles, you could make the air nodes have drawtype = "airlike" to make them invisible. I will be improving the air spread methods so that air bubbles don't exist in vacuum around air leaks.
For other crops, add 'soil = 1' to the groups of moonsoil, that might work.

EDIT
I'll change the slabs, buildable-to makes it to easy to lose slabs by replacing them.
I like the dustbrick idea, will add my own, to make it compatible with your map i'll name it moonrealm:dustbrick. It will be the same brightness as yours, and crafted by compressing several dust nodes in the crafting grid.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Sat Apr 18, 2015 13:34

So I tried to grow cotton, but at first it didn't work.

But after a few tries...
Tadaa !
Image

I consulted the farming mode code, and concluded that not only you need to add "soil=3" but also "grassland=1" (for wheat) and "grassland=1" or "desert=1" (this is in oder to activate the "fertility" property of the seed -I'm not sure my words are the right ones, but...)
Anyway, you can see it's working.

What's funny, though, is that plants are growing not only in moonrealm:air but alls in vacuum. (Farming mod never thought that some environments lacks air...)

paramat wrote:I'll change the slabs, buildable-to makes it to easy to lose slabs by replacing them.


Actually, that what annoyed me (even if stone is everywhere on the moon... so it's really easy to get stoneslabs)

paramat wrote:I like the dustbrick idea, will add my own, to make it compatible with your map i'll name it moonrealm:dustbrick. It will be the same brightness as yours, and crafted by compressing several dust nodes in the crafting grid.

Actually, my idea exactly, I thought about a behaviour similar to sand giving sandstone.
I can provide the images I used for my dustbricks, but feel no obligation to use them (I'm not very good at drawing)
moonrealm_dustbrick_png.zip
Dust brick images
(887 Bytes) Downloaded 52 times


paramat wrote:Sorry about the persisting air leak bubbles, you could make the air nodes have drawtype = "airlike" to make them invisible

My bad in the first place ! My buildings were not airtight... I'm not a really clever builder...

Thanks for this mod, I really have fun with it !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sat Apr 18, 2015 21:19

I might add moon cotton that detects air. I'll also add moon flowers, which drop seeds for more flowers, then we can dye our wool for carpets and curtains etc. some much needed colour.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Sokomine » Sun Apr 19, 2015 00:22

To my knowledge, plants require far less air pressure than animals or human beeings. Growing in vacuum might be stretching it a bit far, but there are already those moon trees growing there...so I guess there's some air around. Just not enough for a traveller to walk around without spacesuit.
A list of my mods can be found here.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Don » Mon Apr 20, 2015 03:05

You just need alien plants. Make up some plants that don't exist
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Mon Apr 20, 2015 06:24

paramat wrote:I'll also add moon flowers, which drop seeds for more flowers, then we can dye our wool for carpets and curtains etc. some much needed colour.


Good ! I was trying to create dye from existing materials from the world (dark green from leaves, red from apples, ...) but I had no idea how to get blue...

Can't wait to see what you've engineered !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by jabalijoan » Sat Apr 25, 2015 09:51

Hi paramat, hi all:

a) When I start a game, I find a lot of unknown items in a cube (see attachment).
What is it? I don't have error messages.

b)
Doriphore wrote:I think I might have found a bug.

When you are outside with your spacesuit, the bubbles that indicates there is no air never decrease. This meaning you can stay outside forever.
So is this a bug or a feature ? ;-)


paramat wrote:A feature, the spacesuit is worn by having it in your inventory, it provides an endless amount of air to allow you to explore and mine. If you remove it from your inventory you will suffocate.


I think that spacesuit behavior should be like a tool (health bar), not infinite air :-D and can recharge in the air generator. What do you thing? Its possible?

c) Air leaks =:-] Is a problem, because if I dig the air generator, air don't decrease, and I can not repair. IMO, the behavior should be like the tree leaves. If I cut the wood, the leaves go down. If I remove the air generator, the air should decrease.

d) Man at the moon whit pickaxes? :-DDDD I have enable technic (laser, drills, solar power, etc). Is more realistic... I need a "rocket-bag" too! Technic can provide very items that fit well with moonrealm.

Maybe I've written several nonsense, helped by googletranslator.

Greetings.
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Screenshotmoon.png
(216.12 KiB) Not downloaded yet
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sat Apr 25, 2015 18:46

The cube of unknown nodes is a bug that was common in Minetest 0.4.11, are you using 0.4.11?
Rechargeable spacesuit air would be better, i just don't yet know how to do that.
The way air and vacuum spread will be changed soon and improved.
This mod is very simple and could be developed much further.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by jabalijoan » Mon Apr 27, 2015 16:41

Hi paramat,

yes, I use 4.11 It's not a big problem for me :-)

I like this mods, really!!!

Greetings.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Tue Apr 28, 2015 19:20

paramat wrote:I'll also add moon flowers

What i mean is not plants that grow in vacuum but just mod versions of normal flowers but with seeds.
I think moontest has vacuum plants but this mod is very different and closer to a (dare i say it) 'realistic' space colony.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Murdoc » Thu Jun 25, 2015 02:45

First of all, great mod! I've been enjoying it a lot. I love bouncing around the moon and exploring the very different topology. Exploring those crevices is certainly a challenge.

Second, a couple of minor things: 1) I have not found how to make cotton, how do you do that, or where do I find that info? 2) Are mese the only source of energy? I get that energy is likely more scarce on the moon than on Earth (coal), but it does hamper a lot of things like smelting (I'd love to make large glass structures like Doriphore, but...(Doriphore, how'd you do it?)). And making lights for exploring too. If there are no other minerals to use for energy, perhaps adding solar power of some sort would be cool?

Lastly, I thought you might like this, either for ideas or just interest's sake: https://soylentnews.org/article.pl?sid=15/06/23/000256

In any case, thanks a lot for all you've done!
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Thu Jun 25, 2015 07:29

For cotton see previous posts, there's no support for that yet, i need to add flowers with seeds too. This mod is very basic and unfinished, i want to add solar power as a power source, also special solar-powered furnaces that can process moon dust into silicon (for solar panels), air and glass (based on real life technology).
 

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