[Game] PilzTest [old]

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PilzAdam
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[Game] PilzTest [old]

by PilzAdam » Tue Sep 18, 2012 16:53

Hello everyone!
This is my fork if minetest_game: N/A
Direct download link: N/A
How to install: Just replace the default minetest_game (in the games/ folder)

Features:
  • You cant jump over fences
  • Creative inventory has a stack size of 99 for each item and a trash field
  • Creative inventory has a refill field, wich turns a stack to a stack of 99 items
  • Better looking animated fire that causes damage
  • Its dark under water
  • Papyrus doesnt grow inside trees
  • The content of chests and furnaces is dropped as items when digged
  • Fix that bug that placing a slab at the side of another slab turn into the whole node (by xyz)
  • You can climb through leaves
  • The shadows under several nodes like fences are removed
  • Punching flammable nodes with a torch will set them on fire
  • New In creative mode every node is instantly digged
  • New Animated water and lava
Additional Mods:
  • farming
  • throwing (bows and arrows (my version, not the one by jeija))
  • tnt
  • Removed xdoors2
  • Removed animatedfluids
  • Maybe my mobs mod in the future (if it is stable)
Additional Mods, that dont exist as stand-alone mods:
  • cactusmod (not the one by GloopMaster but my own (it only adds spikes that cause damage))
  • Clouds (set alternative_clouds = true in minetest.conf and disable default clouds to have blocks as clouds)
  • New Doors (it has same functionality as xdoors2 but adds a function to easily create new doors; has wooden and steel doors)
License:
See README in the mod folders. If there is no such file for a given mod, its LGPL (e.g. legacy and give_initial_stuff).
Last edited by PilzAdam on Sat Jul 06, 2013 13:57, edited 1 time in total.
 

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Echo
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by Echo » Thu Sep 20, 2012 09:19

got many unknown items:
Code: Select all
farming:rhubarb_seed
farming:potatoe_seed
farming:tomato_seed
farming:orange_seed
farming:carrot_seed
 

cornernote
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cornernote
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by cornernote » Thu Sep 27, 2012 01:13

also, you should give it a better name than "My fork of minetest_game". I like Vanilla Game.
 

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PilzAdam
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by PilzAdam » Sun Sep 30, 2012 14:23

Echo wrote:got many unknown items:
Code: Select all
farming:rhubarb_seed
farming:potatoe_seed
farming:tomato_seed
farming:orange_seed
farming:carrot_seed

This was a bug in farming mod. I fixed it.
 

cornernote
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by cornernote » Mon Oct 01, 2012 02:34

building arrow does this:
Code: Select all
12:01:54: ACTION[ServerThread]: singleplayer digs default:desert_sand at (-72,19,75)
12:01:56: ACTION[ServerThread]: singleplayer uses throwing:bow_wood, pointing at [node under=-71,18,79 above=-71,19,79]
12:01:56: ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (-70,19,79) (block (-5,1,4))
12:01:56: ERROR[main]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (-70,19,79) (block (-5,1,4))


What's it supposed to do?

Bow and arrow would be really cool with something like deploy nodes.
 

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by cornernote » Mon Oct 01, 2012 02:43

this is a really awesome default game.

any chance of adding item_drop, builtin_item, and particles to this?
 

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by PilzAdam » Mon Oct 01, 2012 06:59

cornernote wrote:building arrow does this:
Code: Select all
12:01:54: ACTION[ServerThread]: singleplayer digs default:desert_sand at (-72,19,75)
12:01:56: ACTION[ServerThread]: singleplayer uses throwing:bow_wood, pointing at [node under=-71,18,79 above=-71,19,79]
12:01:56: ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (-70,19,79) (block (-5,1,4))
12:01:56: ERROR[main]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (-70,19,79) (block (-5,1,4))


What's it supposed to do?

Bow and arrow would be really cool with something like deploy nodes.

This seems to be a bug in my throwing mod. Can you post more information in the topic of this mod?
 

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by PilzAdam » Mon Oct 01, 2012 06:59

cornernote wrote:this is a really awesome default game.

any chance of adding item_drop, builtin_item, and particles to this?

Im not sure if it would be too MC like.
 

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by cornernote » Mon Oct 01, 2012 09:48

i don't think so, and even if it is more MC like, is that a bad thing?

i know it may conflict with the direction of MiniTest, however thes few effects mods would increase the fun of this game.

do any other people have comments on this? would you like to see these effects mods in PilzAdam's minetest_game?
 

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by cornernote » Mon Oct 01, 2012 10:00

i don't like the clouds (sorry). apart from the visual, is there any advantage?
 

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by cornernote » Mon Oct 01, 2012 11:05

WTFPL

Code: Select all
local register_dye_craft = function(output,recipe)
    minetest.register_craft({
        output = output,
        type = 'shapeless',
        recipe = recipe,
    })
end

-- black/white from sand/coal
register_dye_craft('dye:white 16', {'bucket:bucket_water', 'default:sand'})
register_dye_craft('dye:black 16', {'bucket:bucket_water', 'default:coal_lump'})

-- dye from nodes
register_dye_craft('dye:red 16', {'dye:white', 'default:apple'})
register_dye_craft('dye:green 16', {'dye:white', 'default:cactus'})
register_dye_craft('dye:blue 16', {'dye:white', 'default:coal_lump'})

-- dye from other dye
register_dye_craft('dye:cyan 2', {'dye:white', 'dye:blue'})
register_dye_craft('dye:grey 2', {'dye:white', 'dye:black'})
register_dye_craft('dye:pink 2', {'dye:white', 'dye:red'})
register_dye_craft('dye:brown 2', {'dye:red', 'dye:green'})
register_dye_craft('dye:yellow 2', {'dye:blue', 'default:green'})
register_dye_craft('dye:dark_green 2', {'dye:green', 'dye:black'})
register_dye_craft('dye:dark_grey 2', {'dye:grey', 'dye:black'})
register_dye_craft('dye:magenta 2', {'dye:red', 'dye:cyan'})
register_dye_craft('dye:violet 2', {'dye:red', 'dye:blue'})
register_dye_craft('dye:orange 2', {'dye:red', 'dye:yellow'})
Last edited by cornernote on Mon Oct 01, 2012 11:05, edited 1 time in total.
 

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by Alfino » Mon Oct 01, 2012 11:57

cornernote wrote:i don't like the clouds (sorry). apart from the visual, is there any advantage?


the cloud is a block, which may be used as weather mod in the future(I think ?)
 

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by cornernote » Mon Oct 01, 2012 12:06

u can make rain spawn above the player without clouds
 

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by Alfino » Mon Oct 01, 2012 13:12

yeah, but it'll make more sense if rain drop from cloud
 

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by PilzAdam » Mon Oct 01, 2012 14:35

cornernote wrote:i don't like the clouds (sorry). apart from the visual, is there any advantage?

You dont have to enable the alternative_clouds in minetest.conf.
Alfino wrote:the cloud is a block, which may be used as weather mod in the future(I think ?)

Thats one reason i added them. The other is that i think they look better.
 

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by PilzAdam » Mon Oct 01, 2012 17:50

cornernote wrote:WTFPL

Code: Select all
local register_dye_craft = function(output,recipe)
    minetest.register_craft({
        output = output,
        type = 'shapeless',
        recipe = recipe,
    })
end

-- black/white from sand/coal
register_dye_craft('dye:white 16', {'bucket:bucket_water', 'default:sand'})
register_dye_craft('dye:black 16', {'bucket:bucket_water', 'default:coal_lump'})

-- dye from nodes
register_dye_craft('dye:red 16', {'dye:white', 'default:apple'})
register_dye_craft('dye:green 16', {'dye:white', 'default:cactus'})
register_dye_craft('dye:blue 16', {'dye:white', 'default:coal_lump'})

-- dye from other dye
register_dye_craft('dye:cyan 2', {'dye:white', 'dye:blue'})
register_dye_craft('dye:grey 2', {'dye:white', 'dye:black'})
register_dye_craft('dye:pink 2', {'dye:white', 'dye:red'})
register_dye_craft('dye:brown 2', {'dye:red', 'dye:green'})
register_dye_craft('dye:yellow 2', {'dye:blue', 'default:green'})
register_dye_craft('dye:dark_green 2', {'dye:green', 'dye:black'})
register_dye_craft('dye:dark_grey 2', {'dye:grey', 'dye:black'})
register_dye_craft('dye:magenta 2', {'dye:red', 'dye:cyan'})
register_dye_craft('dye:violet 2', {'dye:red', 'dye:blue'})
register_dye_craft('dye:orange 2', {'dye:red', 'dye:yellow'})

Added: https://github.com/PilzAdam/minetest_game/commit/c9744cd4ed05c772ba047b3f5a779ad44a65afbc
But in my version you get the bucket back.
 

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by cornernote » Tue Oct 02, 2012 00:03

PilzAdam wrote:You dont have to enable the alternative_clouds in minetest.conf.


I did that. I prefer the old blocky style clouds that fly through the sky (which are also still there).

I'll take a screenshot later, maybe it looks different on mine.
 

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by cornernote » Tue Oct 02, 2012 00:58

Image

the one on the left looks ok, the one on the right is too square.
 

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by PilzAdam » Tue Oct 02, 2012 12:36

cornernote wrote:
PilzAdam wrote:You dont have to enable the alternative_clouds in minetest.conf.


I did that. I prefer the old blocky style clouds that fly through the sky (which are also still there).

I'll take a screenshot later, maybe it looks different on mine.

1st: it looks better if you disable the c++ clouds
2nd: it looks better with a high view range
 

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by cornernote » Thu Oct 04, 2012 07:08

request

a gate of some sort to be included... it should fit well between fences and normal nodes.
 

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