Post your mod requests/ideas here

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ErrorNull
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Re: Post your mod requests/ideas here

by ErrorNull » Fri May 20, 2016 20:20

DS-minetest wrote:take one heart and give it back after a very short time


yea I'd rather not damage the player whenever i want to have the visual effect show.... especially since my visual effect will have nothing to do with hp/hearts. also would like it to flash white instead of red.

is there a way to simply overlay a semi transparent texture on the entire screen. do i have to use huds?
 

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Re: Post your mod requests/ideas here

by nonobou 31 » Sat May 21, 2016 09:34

mod de voitures fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuun
 

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by Hybrid Dog » Tue May 24, 2016 20:13

ErrorNull, put your question there: viewtopic.php?f=47&t=4668

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Re: Post your mod requests/ideas here

by ErrorNull » Wed May 25, 2016 04:14

ah sorry hybrid dog.. i accidentally posted into this "mod request" thread. re-posting now to "modding questions", thanks!
 

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Re: Post your mod requests/ideas here

by Mwamba » Wed May 25, 2016 04:23

DS-minetest wrote:take one heart and give it back after a very short time
What if it was his last heart?
 

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Re: Post your mod requests/ideas here

by DS-minetest » Wed May 25, 2016 10:17

Mwamba wrote:
DS-minetest wrote:take one heart and give it back after a very short time
What if it was his last heart?

then the player gets a Vombie C:
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Re: Post your mod requests/ideas here

by swordpaint12 » Fri May 27, 2016 00:08

A simple mod that enables you to cook mushrooms, apples, flowers, and wheat seeds. Put them in the furnace and voila, a meal.
Mushrooms--> Mushroom soup
Apples--> Applesauce
Flowers--> Salad
Wheat seeds--> Oatmeal
Also this mod would add wooden bowls. Craft with sticks instead of iron ingot in the bucket pattern. To eat the food you would have to put the food above the wooden bowl in the craft boxes. When eaten, you would receive an empty wooden bowl. Also all food, bowl-less or otherwise, would be able to be placed.
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Scopes

by Soudon » Tue May 31, 2016 07:30

Ok so on forge there is a gun mod but with a bonus if you press R with a weapon with a scope it actually aims through it. I was wondering if there is anyway to do this with minetest as I really can't stand forge it is so darn finicky and minetest just seems to work better.

So hopefully we can get scopes.
 

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Re: Post your mod requests/ideas here

by rubenwardy » Tue May 31, 2016 16:20

You can't make scopes zoom in multiplayer. You can display a scope like circle though.

Engine limitation.
 

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Re: Post your mod requests/ideas here

by Soudon » Tue May 31, 2016 17:22

Zoom isn't an issue I just like the idea of aiming with s scope.
 

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Re: Post your mod requests/ideas here

by TumeniNodes » Tue May 31, 2016 19:19

Soudon wrote:Zoom isn't an issue I just like the idea of aiming with s scope.


Maybe you could try to change the crosshair? (which is probably what rubenwardy is referring to)
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Re: Post your mod requests/ideas here

by D00Med » Tue May 31, 2016 20:15

It'd be cool if there was a mod for dispensers similar to those in a certain game.
I was thinking, maybe stick or swords could be fired like arrows, and everything else could be just dropped out the front.
 

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Re: Post your mod requests/ideas here

by GreenDimond » Thu Jun 02, 2016 18:14

2 ideas:
1) A working enchantment table (use any tool, adds some effect with the cost of mese or diamonds or something, idk)

2) A potions mod WITH brewing. There are currently 2 of these mods, but one isn't that great and the other doesn't seem to have brewing/crafting recipes.

Yes, I know that Minetest is not Minecraft and should not have everything that Minecraft has, but I still think these would be great to have.

I am not that great of a modder so... yeah... that's why this is here.
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Re: Post your mod requests/ideas here

by D00Med » Thu Jun 02, 2016 20:38

No brewing recipes? I don't know what you are talking about... :D
There is already an enchantment table, as a separate mod and as part of xdecor.
edit: I just saw the potions modpack, there's actually three potions mods.
 

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Re: Post your mod requests/ideas here

by GreenDimond » Thu Jun 02, 2016 21:52

I am mainly talking about the potions modpack. The reason I said Tsumiman's wasn't that great was because the textures were eh and the effects were screwy (didn't work right) and the effect length bar wasn't working right. The one by minermoder27 has a broken download link so I did not count it. I like the potions modpack but it has no recipes. I think. Let me know if there are.
Edit: Oh wow! The enchantment table is great! (could be better, but still!) :D ty for that!
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Re: Post your mod requests/ideas here

by D00Med » Thu Jun 02, 2016 22:27

Ok, you can always look in the code for recipes.
Ok, I made another potion mod(witchcraft), but there's no recipes and the effects are pretty uncreative. If I was to make another potion mod, or edit the one I already made, what sort of effects would you want potions to have?
 

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Re: Post your mod requests/ideas here

by GreenDimond » Fri Jun 03, 2016 00:08

I have tried the witchcraft mod. It is pretty good. Here are some things to improve:

-Make it legit brewing/alchemy - No cauldrons or anything, have a brewing stand with 3 places to put bottles, one place for an ingredient, and maybe a fuel slot.
-Instead of requiring other mods, include what players need in the mod itself.
-The scrolls aren't that great
-Use bottles with water as base, then add from there.
-Make them all drinkable, but when brewed with something (maybe glass fragments, put em' to good use? or flint?) they turn into splash potions.
-Give each potion a name. Surprises aren't always fun.
-Have different levels for each potion (1-3 levels i guess) Ex: Potion of Swiftness Lvl. 2
-Have a brewing book (to have all recipes).
-Have different items that add different things.
-Different items changedifferent aspects of each potion (Mese crystal increases duration, maybe an obsidian shard increases level (potency), and the item that makes them splash of course).
-Can combine different potions.

-- These are my suggested effects (some are already in the witchcraft mod) potency depends on level --
-Potion of Slowness - Makes the player slower
-Potion of Swiftness - Makes the player faster
-Potion of Harm - Takes away a certain amount of hearts
-Potion of Healing - Adds a certain amount of hearts
-Potion of Strength - Makes the player stronger Ex: Tool/Fist has +1 damage
-Potion of Night Vision - Allows the player to see clearer at night or in the dark
-Potion of Blindness - Player has a limited area of sight
-Potion of Breathing - Allows the player to breath underwater
-Potion of Fire Resistance - Allows the player to swim in lava and play with fire
-Potion of Agility - Makes the player jump higher (without harming the player when they come down)
-Potion of Hunger (only if better_hud mod is present and enabled) - Makes the player hungry
-Potion of Filling (only if better_hud mod is present and enabled) - Makes the player less hungry
-Potion of Light - Makes the player become a light source
-Potion of Invisibility - Make the player invisible
-Potion of Nausea - Makes the players screen wiggly and shaky and such (you know what I mean)

So, yeah. Lots of stuff. This would be great :D
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Re: Post your mod requests/ideas here

by D00Med » Fri Jun 03, 2016 01:53

Hmm no cauldrons? I probably won't be changing that, but brewing stands sound interesting.
Fair enough about the dependencies. Hmm they are all drinkable, apart from the splash potions, which are crafted by adding a handle(stick). A brewing book is a great idea, same with levels.
I'll add some of those things, thanks for the suggestions. And btw I agree, the scrolls aren't very good. Apart from the lightning scroll, which is a lot of fun.
I don't think I could do strength, night vision, nausea, light, or fire resistance.
The agility potion, without the harm falling down might be a bit tricky.
Otherwise I think I could add those.
Haha I've got a lot of mod-ing to do!
 

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Re: Post your mod requests/ideas here

by GreenDimond » Fri Jun 03, 2016 02:25

Can't wait to see it :) Also, the agility I think you already have (may be known as anti-grav).
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Re: Post your mod requests/ideas here

by D00Med » Fri Jun 03, 2016 03:27

Yes but if the timer runs out landings can be painful
 

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Re: Post your mod requests/ideas here

by GreenDimond » Fri Jun 03, 2016 12:00

True True. But I am sure you can figure it out :)
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Re: Post your mod requests/ideas here

by Teen_Miner » Fri Jun 03, 2016 19:18

This is a mod request.By the way,I'm pretty new here... ;) Anyway,if it's not too much to ask,do you think you could make a PAW Patrol mod for Minetest?It would be a dream come true!Also,there are loads of PAW Patrol fans out there who probably play Minetest.Here are some features i'm thinking of:The team's vehicles,if possible,the team's gear as wearable items,either the PAW Patrol lookout tower spawning naturally or an item in the mod to spawn said lookout and especially spawn eggs to spawn the team itself.That would be awesome!Please reply.
 

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Re: Post your mod requests/ideas here

by Teen_Miner » Fri Jun 03, 2016 19:40

I forgot to mention:for the vehicle,make sure to include Ryder's ATV,the pups' trucks,helicopter and hovercraft/pup houses,the PAW Patroller and the Air Patroller.If you want,you can even add one or two of those other vehicles that are driven around Adventure Bay.Mr. Porter's van is optional-adding this is up to you.Maybe even Captain Turbot's boat(The Flounder)I know,it's a weird name). If you don't know what any of this stuff is,look it up.Also,this just hit me,try adding the whole town of Adventure Bay naturally spawn with the PAW Patrol lookout tower near coastal areas.
 

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Re: Post your mod requests/ideas here

by DS-minetest » Fri Jun 03, 2016 20:37

ehm, when i searched for pictures of paw patrol, i found toys for small kids, you really want such a mod?
do you want the things in miniature, like in rl or in big?
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Re: Post your mod requests/ideas here

by Byakuren » Mon Jun 13, 2016 19:14

GreenDimond wrote:I have tried the witchcraft mod. It is pretty good. Here are some things to improve:
-Instead of requiring other mods, include what players need in the mod itself.


witchcraft depends on mods that introduce new nodes/items. If they were included in the mod, it would cause node or item registration duplication, and you would need to change all the names because items must be registered in its mod's namespace. I think for the mods witchcraft depends on at least, you could avoid duplication by checking for both the mod being installed and the presence of its global table, but it would be a bunch of boilerplate at the beginning of each file. If you went this route you would also have to change all references to modpath and fix dofile invocations. Additionally, some mods might depend on the fact that every mods depending on it sees the same global table (e.g. playereffects), but if you could solve making sure a mod isn't loaded twice, this one would also be solved.

Including all depended mods is not a working or scalable way to paper over the low use of mod management tools.
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