Post your mod requests/ideas here

Miss Gummy Gamer
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Re: Post your mod requests/ideas here

by Miss Gummy Gamer » Sat Dec 12, 2015 18:11

Is there a mod for Chiseled Stone/Chiseled Stone Bricks? If there isn't, I would LOVE for there to be one!
 

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Re: Post your mod requests/ideas here

by Dragonop » Sat Dec 12, 2015 18:40

Please search on the forums, this is not the right topic to ask that kind of stuff.
viewtopic.php?f=11&t=13104
viewtopic.php?f=9&t=13484
viewtopic.php?f=15&t=6420 (not sure if this one works)
 

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Re: Post your mod requests/ideas here

by kaeza » Sun Dec 13, 2015 00:32

Dragonop wrote:this is not the right topic to ask that kind of stuff

I'd argue this is a good place to put such requests. Of course, $FAVORITE_SEARCH_ENGINE is better.
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Teleporting to bed

by amadin » Mon Dec 14, 2015 18:11

Can anybody add chat command for teleporting to bed for colored bed mod from PilzAdam (https://github.com/ShadowNinja/beds/com ... 0b41347144)??? Or create separate mod for teleporting to bed for different bed mods? This mod will replace the sethome mod more realistic.
 

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Re: Teleporting to bed

by thefamilygrog66 » Mon Dec 14, 2015 19:38

amadin wrote:Can anybody add chat command for teleporting to bed for colored bed mod from PilzAdam (https://github.com/ShadowNinja/beds/com ... 0b41347144)??? Or create separate mod for teleporting to bed for different bed mods? This mod will replace the sethome mod more realistic.


This should do it:
http://pastie.org/private/dklqvjcrvdpymtwabbiug
 

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Re: Post your mod requests/ideas here

by zm78 » Thu Dec 17, 2015 22:58

Can anybody add a pogo stick mod this is what i am thinking. there is 9 pogo sticks wood, stone, steel, diamond,
mese, explosive and pogo stick of harm. hights are wood=2 stone=3 steel=4 diamond=5 mese=6 explosive=7 and when it lands is explodes like tnt and the pogo stick of harm=8 and harms any entity's it touches. and pogo boots you wear them like armor and set jump hight to 9 nodes high.
 

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Re: Post your mod requests/ideas here

by zm78 » Fri Dec 18, 2015 02:00

and another idea it is a mod where it adds little creepers that protect you and some square entity's that do the same thing as the creeper just thay fly round your head and poison other players/mobs. the last idea is a mod. that adds 2 tools number 1 is the wand of building number 2 is the wand of dispersing. the wand of building adds a wand that you left click to set what sort of node you want to build with. and right click to set pos1 and pos2. the wand of dispersing you left click to set pos1 and pos2. and that's all the ideas i have for now.
 

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Re: Post your mod requests/ideas here

by firefox » Fri Dec 18, 2015 07:32

zm78 wrote:and another idea it is a mod where it adds little creepers that protect you and some square entity's that do the same thing as the creeper just thay fly round your head and poison other players/mobs. the last idea is a mod. that adds 2 tools number 1 is the wand of building number 2 is the wand of dispersing. the wand of building adds a wand that you left click to set what sort of node you want to build with. and right click to set pos1 and pos2. the wand of dispersing you left click to set pos1 and pos2. and that's all the ideas i have for now.


TenPlus1's mobs redo has NPCs and dogs that guard their owner.
you can command them to stay or follow you and they attack any hostile creatures is sight.
since this mod is mainly a mob-engine and the included mobs are meant to be samples, you could include more creatures with that behaviour.
as for the poisoning, i am not sure, but the red shrooms have a poison effect when you eat them, so that is possible.
to inflict that status to other players, the playereffects mod or the potion mod from Lord of the Test may be helpful.

the wand of building is like the displazer mod. (maybe i spelled it wrong)
the wand of dispersing sounds like something that worldedit can do.
i am not sure if it is still active, but there once was a mod that adds a menu to worldedit, so that you can operate it with buttons from your inventory.

zm78 wrote:Can anybody add a pogo stick mod this is what i am thinking. there is 9 pogo sticks wood, stone, steel, diamond,
mese, explosive and pogo stick of harm. hights are wood=2 stone=3 steel=4 diamond=5 mese=6 explosive=7 and when it lands is explodes like tnt and the pogo stick of harm=8 and harms any entity's it touches. and pogo boots you wear them like armor and set jump hight to 9 nodes high.

TenPlus1 has created boots that alter player movement.
the crystal boots are in his armor mod and double speed and jump height.
the winged boots are only available on Xanadu and lower gravity, wich allows you to jump 10 nodes high.
i also heard a rumor about bunny slippers ...
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Re: Post your mod requests/ideas here

by zm78 » Fri Dec 18, 2015 07:39

a another idea popped in to my head a shape shifting stick and it allows you to swap to any mobs redo mob and have it's ability's. as an sample you are a stone monster you are water and lava resistant. and if you are a dm you can shoot plasma and fire balls with a left click in a bare hand and you can change back to a player and when you are a mob from mobs redo other mobs will not attack.
Last edited by zm78 on Fri Dec 18, 2015 19:47, edited 1 time in total.
 

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Re: Post your mod requests/ideas here

by zm78 » Fri Dec 18, 2015 07:55

thanks firefox just what about the ones that fly around the players head.
i am calling out mod requests cause i cant work init.lua it always has an error in it and i just cant find the error. if anyone will help debug and make the code id be happy to do it mostly myself.
 

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Re: Post your mod requests/ideas here

by kaeza » Fri Dec 18, 2015 10:18

zm78 wrote:[...] i cant work init.lua it always has an error in it and i just cant find the error. if anyone will help debug [...]

Please see this topic.

In particular:
PilzAdam wrote:Also add output from debug.txt in the topic (use the [code] tags of BBCode for that):
  • Go to the bin/ directory of your Minetest copy (or ~/.minetest/ in a globally installed Minetest) and delete the existing debug.txt
  • Add "debug_log_level = 4" to minetest.conf
  • Start Minetest and reproduce the bug
  • Close Minetest (if it hasnt crashed already) and copy the contents of the new debug.txt
  • (Remove "debug_log_level = 4" from minetest.conf)
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Re: Post your mod requests/ideas here

by zm78 » Sat Dec 19, 2015 04:56

howabout a villager mod which adds villagers that spawn from spawn egg and randomly round the world!
 

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Cart with chest

by amadin » Sun Dec 20, 2015 11:47

Does anybody can add cart with chest (transport cart) to any cart mod? Cart with chest must be self-propelled. I know mod with transport cart (monorail mod) but it have a lot of bugs. Textures for it i can create by itself.
 

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Re: Cart with chest

by Hybrid Dog » Sun Dec 20, 2015 12:24

amadin wrote:Does anybody can add cart with chest (transport cart) to any cart mod? Cart with chest must be self-propelled. I know mod with transport cart (monorail mod) but it have a lot of bugs. Textures for it i can create by itself.

What should a cart with chest be good for?

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Re: Cart with chest

by amadin » Sun Dec 20, 2015 12:44

Hybrid Dog wrote:
amadin wrote:Does anybody can add cart with chest (transport cart) to any cart mod? Cart with chest must be self-propelled. I know mod with transport cart (monorail mod) but it have a lot of bugs. Textures for it i can create by itself.

What should a cart with chest be good for?

It will be good for transporting stone and ores from deep underground to upstairs if server have big timeout for using /spawn and /home. Also if a player don't have sticks and wood or food, and he is deep undeground he can ask to another player to send some wood or food to him by transport cart. Transport carts must be two types: not locked and locked.
Last edited by amadin on Sun Dec 20, 2015 14:49, edited 2 times in total.
 

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Re: Post your mod requests/ideas here

by Hybrid Dog » Sun Dec 20, 2015 13:33

If you want to make carts drive through usually unloaded chunks (exploited mine), more lag appears because you would need to forceload those chunks. l'm not sure if forceloading chunks also keeps the entities there activated.
You could also calculate where the carts would be in which time and put them there when players walk there.

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Re: Post your mod requests/ideas here

by amadin » Sun Dec 20, 2015 13:39

Hybrid Dog wrote:If you want to make carts drive through usually unloaded chunks (exploited mine), more lag appears because you would need to forceload those chunks. l'm not sure if forceloading chunks also keeps the entities there activated.
You could also calculate where the carts would be in which time and put them there when players walk there.

I not undestand what you mean: "carts drive through usually unloaded chunks". I mean cart must have own inventory (like chest) which save items from player inventory to database if player put items in cart and unload from database to player inventory if player take items from cart. If player have friend in game then friend can unload items from cart to protected chests and push cart with food or wood back to player.
 

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Re: Post your mod requests/ideas here

by Hybrid Dog » Sun Dec 20, 2015 15:23

the cart is a so called object
objects are usually only active when players are near them
inactive objects don't change their position etc.
if the cart should drive from one player to another one and they're far away from each other, the cart object becomes inactive when it drove far enough in direction to the other player

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Re: Post your mod requests/ideas here

by benrob0329 » Sun Dec 20, 2015 16:17

The carts mod in question (or any carts mod for that matter) should forceload the rail and block below it, if not the block above it, this would make cart rides less laggy and more fun.
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Re: Post your mod requests/ideas here

by Hybrid Dog » Sun Dec 20, 2015 16:28

benrob0329 wrote:The carts mod in question (or any carts mod for that matter) should forceload the rail and block below it, if not the block above it, this would make cart rides less laggy and more fun.

When l read PilzAdam's carts mod's code it was fairly confusing in my opinion. Am l doing something wrong?

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Re: Post your mod requests/ideas here

by LazerRay » Tue Dec 29, 2015 17:35

A sound player block would be a fun mod, it could be triggered by clicking it or with Mescons and it can be set to play any sound you set to it, even from other mods (that my require some way to browse folders in game).

I can think of some fun uses for a mod like this.

This is like the speakers from the Wiremod addon for Garry's mod.
 

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Re: Post your mod requests/ideas here

by benrob0329 » Tue Dec 29, 2015 22:30

Hybrid Dog wrote:
benrob0329 wrote:The carts mod in question (or any carts mod for that matter) should forceload the rail and block below it, if not the block above it, this would make cart rides less laggy and more fun.

When l read PilzAdam's carts mod's code it was fairly confusing in my opinion. Am l doing something wrong?



I'm confused, what I meant was that it should but doesn't.
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Re: Post your mod requests/ideas here

by Hybrid Dog » Wed Dec 30, 2015 11:03

l think PilzAdam's carts mod's code is not optimized and if l'm not the only one who thinks the code is confusing, forceloading maybe doesn't get added by someone…

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Re: Post your mod requests/ideas here

by benrob0329 » Wed Dec 30, 2015 15:15

Boost_Carts source code seems pretty strait foreward, I think you'll have better luck figuring it out.
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Re: Post your mod requests/ideas here

by ABJ » Tue Jan 12, 2016 16:57

1)Aircraft mod, submersible mod, train mod(I know there is one but it's been WIP forever)
2)Automobile mods with passengers and ownership.
3)Fire that merges into one big flame texture when there is more fire all around it.
4)Nodes that have the functionality of entities allowing the creation of complex moving craft.
5)Asteroid and comet impact mod that simulates object approach (for things like large comets), figures out a way of showing entering object to player without having to load it from far away while actually having an object on the shown trajectory, and impact with any node in it's way, or possibly airburst, and destruction.
6)Liquids that flow at different speeds, foam, overflow or destroy or carry away players, entities and obstructions at speed.
7)Mapgens with acceptable seas and rivers. (I know already exists, but I'm stressing this you see)
8)Lights that are visible even when the chunk and node are unloaded IF there is no obstruction between them and the player. Makes for realistic city lights from distances.
9)A serious electricity mod with powerplants of different type, (wind and water turbine, fuel burning, solar, nuclear) power output and requirement calculation, generator meltdown and explosion, and all types of modern appliances with their own wattages. along with mesecon and technic features.
10)Wind, over mountainous regions, near seas and lakes, and intensified on storms and hurricanes to go.
 

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