[Mod] alien_material [0.10] [alien_material]

Is this mod cool?

The best!
2
25%
Yes, super cool!
3
38%
Yes, cool!
2
25%
In between!
1
13%
No, bad!
0
No votes
No, super bad!
0
No votes
The badest!
0
No votes
 
Total votes: 8

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debiankaios
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[Mod] alien_material [0.10] [alien_material]

by debiankaios » Post

The Alien_material-Mod ads new blocks, items, mobs, armor and tools from aliens. A new time begin. The actually version is 0.11.
depends:
default

optional depens:
mobs
3d_armor Image

Scripts are by 98% debiankaios and 2% by LRV
textures are by 5% debiankaios and 95% Bambusmann
Thanks for the help from all peoples.

License:
Copyright (C) 2020-2023 debiankaios
Code: Licensed under the GNU AGPL version 3 or later. See LICENSE.txt
Textures: CC BY-SA 3.0


Download:
http://debiankaios.de/minetest/alien_material0.10.zip 20.1
20.2
21.1 You can find alien_diamond and alien_mese under height -2048. Aliens spawn under the high -4096 or in the new beta on alienblocks above 150 bit 1000! This is good for alienfarms! Alpha 0.6 05.12.2020 The first version!
Alpha 0.7 05.21.2020 Fixes,new crafting reciptes, alienapple work, new block!
Alpha 0.8 06.12.2020 Armor , You can using alien_ingots for fuel!
Alpha 0.9 06.12.2020 It add the alien, improves the alien apple and adds a new op_alien apple, add the alien_postlight
Alpha 0.10 10.01.2021 Biome, changed mod.conf, alienbench to make alien apples Alpha 0.11 15.08.2023 Improved license and fixed some bugs
Attachments
alien_material0.9.zip
(258.1 KiB) Downloaded 96 times
alien_material_Beta_20.1.zip
(263.45 KiB) Downloaded 97 times
Last edited by debiankaios on Tue Aug 22, 2023 19:36, edited 18 times in total.

Astrobe
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Re: [Mod] alien_material [alien_material]

by Astrobe » Post

Broken download link. For the astute ones who know how to fix it, don't bother trying, the archive you'll download will be empty.

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Re: [Mod] alien_material [alien_material]

by debiankaios » Post

I try to fix it!

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Re: [Mod] alien_material [alien_material]

by debiankaios » Post

Now it should work!(0.7)

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Re: [Mod] alien_material [alien_material]

by debiankaios » Post

Astrobe wrote: โ†‘
Sat Dec 05, 2020 11:32
Broken download link. For the astute ones who know how to fix it, don't bother trying, the archive you'll download will be empty.
I've forget

Code: Select all

-r

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Update to 0.8

by debiankaios » Post

Now is 0.8 out it add armor and a new fuel.
Spoiler
The new fuel is the alien ingot

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Re: [Mod] alien_material [0.8] [alien_material]

by debiankaios » Post

Now is 0.9 out. It add the alien, improves the alien apple and adds a new op_alien apple, add the alien_postlight
Spoiler
The Alien spawn under -4096

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Re: [Mod] alien_material [0.9] [alien_material]

by duckgo » Post

great job, I really liked it: D
๐ŸŽฎ Nice Texture ๐ŸŽฎ Mods ๐ŸŽฎ youtube channel ๐ŸŽฎ

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Re: [Mod] alien_material [0.9] [alien_material]

by debiankaios » Post

duckgo wrote: โ†‘
Thu Dec 10, 2020 18:07
great job, I really liked it: D
Thank you, the next Update 1.0 adds ton of featers! But wait yet a bit!

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Re: [Mod] alien_material [0.9] [alien_material]

by duckgo » Post

wow, this is very good, I will be following your work ;)
๐ŸŽฎ Nice Texture ๐ŸŽฎ Mods ๐ŸŽฎ youtube channel ๐ŸŽฎ

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Re: [Mod] alien_material [0.9] [alien_material]

by Ignaramico » Post

I think you should are more screenshots or a better description of what i does/adds, to help entice other to test it, i had my doubts because of that, but is a neat mod, hope it keeps growing and become something amazing.

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Re: [Mod] alien_material [0.9] [alien_material]

by debiankaios » Post

First official Beta for 1.0: โ†’HEREโ†

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Re: [Mod] alien_material [0.9] [alien_material]

by philipbenr » Post

Please include a list of dependencies or say "Mod Dependencies: none" if you still want to have the topic moved to "Mod Releases"

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Re: [Mod] alien_material [0.9] [alien_material]

by debiankaios » Post

philipbenr wrote: โ†‘
Mon Dec 21, 2020 20:53
Please include a list of dependencies or say "Mod Dependencies: none" if you still want to have the topic moved to "Mod Releases"
how?

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Re: [Mod] alien_material [0.9] [alien_material]

by philipbenr » Post

debiankaios wrote: โ†‘
Mon Dec 21, 2020 21:26
philipbenr wrote: โ†‘
Mon Dec 21, 2020 20:53
Please include a list of dependencies or say "Mod Dependencies: none" if you still want to have the topic moved to "Mod Releases"
how?
Edit the original post.

In your depends.txt, it says you depend on default, so please add that to the original post in this topic. Including the optional dependencies/supported mods would also be preferable. Does that help?


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Re: [Mod] alien_material [0.9] [alien_material]

by debiankaios » Post

Is this ok?

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Re: [Mod] alien_material [0.9] [alien_material]

by Ignaramico » Post

What is the mod you are using for the exp? got intrigued by it

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Re: [Mod] alien_material [0.9] [alien_material]

by debiankaios » Post

Ignaramico wrote: โ†‘
Wed Dec 23, 2020 21:58
What is the mod you are using for the exp? got intrigued by it
Do you mean this:
/home/example/.minetest/mods/xp
/home/example/.minetest/mods/beton
/home/example/.minetest/mods/usserrang

This are all mids which i scripting. The example is my HOME diretory. The real is an other


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Re: [Mod] alien_material [0.9] [alien_material]

by debiankaios » Post

Thank you for 250+ Downloads on contentdb

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Re: [Mod] alien_material [0.10] [alien_material]

by debiankaios » Post

Thank you, we have now abowe 300 Downloads on content.minetest.net
https://content.minetest.net/packages/d ... _material/
Thank you Comunity. Can we amke in this month 500 Downloads?

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Re: [Mod] alien_material [0.10] [alien_material]

by debiankaios » Post

500 Downloads? Cool! Now it are 497 and we have the next goal soon. Now it it on git aviable. You want help me? Helpers will be searched!

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Re: [Mod] alien_material [0.10] [alien_material]

by debiankaios » Post

More then 500 Downloads thank you! My next goal is 1000, but really thank you for this. you want help me? Helpers will be searched yet!

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Re: [Mod] alien_material [0.10] [alien_material]

by Astrobe » Post

Hi. I'm reporting this on the behalf of someone who found the issue but does not speak English well enough to report it themselves. The definitions of the ores in the mod have "height_min" and "height_max" properties, which are not listed in the documentation. I believe that you meant "y_min" and "y_max".

For this user this had the negative side effect of crashing unified_inventory which expected to find those properties, apparently (which looks like a bug too, I believe that those fields are optional).

But I also suspect that, given that the mapgen doesn't have a y_min and y_max, it uses default values fit for the y axe (approx -31000, +31000). In other words, currently the ores are present at all altitudes, if I'm not mistaken.
My game? It's Minefall.

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