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[Mod] Moon Realm

Posted: Tue Jun 18, 2013 09:07
by Dopium
This mod adds a moon realm to the game, credit goes to PilzAdam as i edited the nether mod.

Depends: default
License: WTFPL
Download: http://speedy.sh/hdC7P/moon.zip

So its like this, you have to find meteorite chunks within the the minetest world usually below -250 to build a portal. Once the portal is made just like the nether mod you use a mese crystal fragment to activate it. Once on the moon you can find helium 3 rarely scattered throughout the moon, H3 is a light source at the moment however im thinking of making it a long lasting fuel aswell. In addition there is moon rock and moon dust, but come prepared as your tools will wear very fast when mining on the moon.

Image

Building the portal

Image

On the moon

Posted: Tue Jun 18, 2013 13:59
by cornellius
can you make the torch can't be used in moon? i know thats hard but maybe possible

Posted: Tue Jun 18, 2013 14:29
by tinoesroho
cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.

Posted: Tue Jun 18, 2013 15:31
by cornellius
tinoesroho wrote:
cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
OK now this mod really Moon Mod

Posted: Tue Jun 18, 2013 15:49
by rubenwardy
tinoesroho wrote:
cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
Not really. There can not be that many torches. Just write an abm to check every 5 seconds, and use minetest.find_node_near or similar.

You could instead write an onplace handler, to stop them being placed on the moon.

Posted: Wed Jun 19, 2013 02:57
by Josh
Looks good, maybe some moon mobs like astronauts or aliens?

Posted: Thu Jun 20, 2013 13:39
by cornellius
Josh wrote:Looks good, maybe some moon mobs like astronauts or aliens?
yes thats right, but for that you need the texture for astonauts or the aliens

Posted: Wed Jul 03, 2013 09:18
by Hamguy
you need to make it where you cant breath without a suit, and it needs terraforming tools inside a dome or building.

Posted: Wed Jul 03, 2013 10:10
by prof-turbo
Could you make it work with large moon mod?
http://forum.minetest.net/viewtopic.php?id=6329

Posted: Sat Jul 06, 2013 05:19
by keyxmakerx
It makes nether mod unusable...?

Posted: Tue Feb 11, 2014 22:13
by nfsprodriver
Hello!

Can't activate it, just not working! Please help! I run 64 bit version 0.4.9-dev of Fess (5th Feb). I also have latest nether mod (not master, the other one, don't know the name now). This is working...

Thanks in advice!

Posted: Wed Feb 12, 2014 03:13
by Dopium
nfsprodriver wrote:Hello!

Can't activate it, just not working! Please help! I run 64 bit version 0.4.9-dev of Fess (5th Feb). I also have latest nether mod (not master, the other one, don't know the name now). This is working...

Thanks in advice!
Most likely conflicts with the nether mod as i quickly made this mod using code from the nether mod. Paramat took over the project and has written other great moon realm mods in a different way(the way i should have originally with this). However i merely 'cheated' to simply create the mod for the idea i was proposing, like an example.

By far Paramat's realm mods are the better choice as Paramat has a complete understanding of mapgen plus some. So i recommend maybe trying one of his.

If you still want to use this mod for something different or the portal system ect i am fairly certain you will need to start a new world without the nether mod.

I have no real intent to work on this mod in the future, nor release any later versions as i am working on other projects in a different language. Also i made the mod around the time 0.4.6 was out so it's kinda outdated now

Edit: Open the init file with a text editor other then notepad, notepad++ is fine then navigate to line 317. I am fairly sure if you edit this:

Code: Select all

minetest.register_craftitem(":default:mese_crystal_fragment", {
    description = "Mese Crystal Fragment",
    inventory_image = "default_mese_crystal_fragment.png",
    on_place = function(stack,_, pt)
        if pt.under and minetest.env:get_node(pt.under).name == "moon:meteorite_chunk" then
            local done = make_portal(pt.under)
            if done and not minetest.setting_getbool("creative_mode") then
                stack:take_item()
            end
        end
        return stack
    end,
})
to something like this:

Code: Select all

minetest.register_craftitem(":default:diamond", {
    description = "Diamond",
    inventory_image = "default_diamond.png",
    on_place = function(stack,_, pt)
        if pt.under and minetest.env:get_node(pt.under).name == "moon:meteorite_chunk" then
            local done = make_portal(pt.under)
            if done and not minetest.setting_getbool("creative_mode") then
                stack:take_item()
            end
        end
        return stack
    end,
})
then it should not conflict with nether, however looking back my editing was poor and i would completely rewrite it if i was working on it.

Posted: Wed Feb 12, 2014 22:51
by nfsprodriver
Thank you so much!!! It works!

Posted: Wed Feb 12, 2014 23:09
by Dopium
nfsprodriver wrote:Thank you so much!!! It works!
No problem

Posted: Sat Apr 05, 2014 20:27
by IthegeekRS
The answer is Atari 2600
i didnt look it up... ask me any computer question

Posted: Tue Apr 15, 2014 11:19
by JenCel
Hello,
i have download this mod today and i wondered if someone could tell how to craft the Moon portal?

Posted: Tue Apr 15, 2014 11:46
by Krock
JenCel wrote:Hello,
i have download this mod today and i wondered if someone could tell how to craft the Moon portal?
Dopium wrote:you have to find meteorite chunks within the the minetest world usually below -250 to build a portal. Once the portal is made just like the nether mod you use a mese crystal fragment to activate it.

Posted: Tue Apr 15, 2014 11:55
by JenCel
ok,
sorry but my english not so good beacouse i come from germany so i understand waht that means: Once the portal is made just like the nether mod

and where must the mese crystal fragment put on the portal to activate it?

sorry...

EDIT:

sorry i know what i have done wrong no it'd working
but thanks for help

Re: [Mod] Moon Realm

Posted: Wed Jul 09, 2014 22:12
by RebelD
Euhm got a problem... I had a giant mansion on the moon and an underground base and now its just gone. Half my farm is still standing above ground and few underground things like a bed or so...
Only the moon...

Re:

Posted: Wed Jul 09, 2014 23:16
by prestidigitator
tinoesroho wrote:
cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
I'd probably just override the torch's on_construct callback. Then your logic just has to run once. If instead you only want certain people or mods to be able to place nodes for some reason, you could use after_place_node instead. For greatest portability, I would test to see if a callback already existed before you override it, and call the old one from yours when and if it is appropriate (i.e. if you determine the node SHOULD be placed normally).

Re: Re:

Posted: Wed Jul 09, 2014 23:29
by HeroOfTheWinds
prestidigitator wrote:
tinoesroho wrote:
cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
I'd probably just override the torch's on_construct callback. Then your logic just has to run once. If instead you only want certain people or mods to be able to place nodes for some reason, you could use after_place_node instead. For greatest portability, I would test to see if a callback already existed before you override it, and call the old one from yours when and if it is appropriate (i.e. if you determine the node SHOULD be placed normally).
I actually wrote the logic for that in the MoonTest game mode, it was a little tricky, and potentially laggy on servers, but it works wonderfully in singleplayer. In fact, I went a bit further and had that torches only go out in a vacuum, and if you rightclick it with a stick while in air (from an air generator), they will re-light.

Re: [Mod] Moon Realm

Posted: Wed Aug 06, 2014 22:28
by Cryterion
Hi

Would like to try out your mod, however cannot download it, the download site requires a .exe file install. I run Linux, not windows, so cannot get through the site's required install process. Please upload to Github or SourceForge, those sites make things alot easier.

Cryterion

EDIT: Nvm, figured it out...got it downloaded...

Re: [Mod] Moon Realm

Posted: Tue Aug 12, 2014 09:36
by Dopium
Been a long time since I have been on, for those using the nether mod with this mod you will need to edit some of the script as I wrote in previous posts.

I am still around for a quick look every now and then, hope to be back a bit more when I get some extra free time.

Re:

Posted: Sat Oct 01, 2016 18:17
by ParaklataChotou
Josh wrote:Looks good, maybe some moon mobs like astronauts or aliens?
You can use creepers mob and change the spawning (typing the creepers appear in the moon blocks) in lua file.

Re: [Mod] Moon Realm

Posted: Sun Oct 23, 2016 14:57
by Andrey01
Can i go to the moon with help of portal?