[Mod] Nether [nether]
Re: [Mod] Nether [nether]
I've posted a bunch of updates to this mod, including crafting recipes for bricks, added fences, slabs and stair nodes. If you guys have more, please test and let me know what's missing.
- Napiophelios
- Member
- Posts: 1035
- Joined: Mon Jul 07, 2014 01:14
- GitHub: Napiophelios
- IRC: Nappi
- In-game: Nappi
Re: [Mod] Nether [nether]
Nether Bricks aren't supposed to be craftable...nothing useful can come from the Nether.
I think every thing from the nether should be in the igniter group...heh heh
I think every thing from the nether should be in the igniter group...heh heh
Re: [Mod] Nether [nether]
It donesn't works with 0.4.13
I have this error message:
2016-05-07 23:40:33: ERROR[main]: The following mods could not be found: "nethermaster"
2016-05-07 23:40:33: ERROR[main]: ========== ERROR FROM LUA ===========
2016-05-07 23:40:33: ERROR[main]: Failed to load and run script from
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-05-07 23:40:33: ERROR[main]: Server: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: ModError: ModError: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: Error from Lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: Consulta debug.txt para obtener más detalles.
I have this error message:
2016-05-07 23:40:33: ERROR[main]: The following mods could not be found: "nethermaster"
2016-05-07 23:40:33: ERROR[main]: ========== ERROR FROM LUA ===========
2016-05-07 23:40:33: ERROR[main]: Failed to load and run script from
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-05-07 23:40:33: ERROR[main]: Server: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: ModError: ModError: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: Error from Lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: Consulta debug.txt para obtener más detalles.
- Napiophelios
- Member
- Posts: 1035
- Joined: Mon Jul 07, 2014 01:14
- GitHub: Napiophelios
- IRC: Nappi
- In-game: Nappi
Re: [Mod] Nether [nether]
It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!
Re: [Mod] Nether [nether]
TLDR: Rename the mod folder from "nethervoxelmanip" to "nether".Rihu wrote:It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!
Re: [Mod] Nether [nether]
Thanks vitalie
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Nether [nether]
I'm working on improving this, and moving the use of voxelmanip into the master branch.
Last edited by paramat on Thu May 26, 2016 10:45, edited 1 time in total.
- benrob0329
- Member
- Posts: 1341
- Joined: Thu Aug 06, 2015 22:39
- GitHub: Benrob0329
- IRC: benrob0329
- In-game: benrob03
- Location: Michigan
- Contact:
Re: [Mod] Nether [nether]
Cool! I can't wait until Nether, moon, space, and caverealms can all be in the same world! (Probably once the realms API is made)
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Nether [nether]
New compatibility: Minetest / Minetest Game 0.4.14 or later.
If this is a problem let me know i can easily make it 0.4.13 or later.
I added a new mapgen creating large caverns using 3D noise, derived from my subterrain mod.
Nether portals now search for a cavern floor to spawn at, however caves and tunnels created by core mapgen cannot be predicted by the mod, so the portal may occasionally spawn over a fatal drop or a lava lake, if this happens the player will often fall through the portal. So, when teleporting to a new portal it's wise to not take any valuable items.
Currently it is possible for a portal to grief player-built structures, next i will add checks to avoid this.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Nether [nether]
I actually disapprove of this copying of Minecraft, but am working on this as it is good experience for coping with portals to other realms, lower or higher, which obviously interests me.
My own approach to a Minetest hell realm would be something unique and perhaps named after the Finnish underworld 'Tuonela' or some other Scandinavian underworld.
My own approach to a Minetest hell realm would be something unique and perhaps named after the Finnish underworld 'Tuonela' or some other Scandinavian underworld.
- maikerumine
- Member
- Posts: 1420
- Joined: Mon Aug 04, 2014 14:27
- GitHub: maikerumine
- In-game: maikerumine
Re: [Mod] Nether [nether]
Hello!
I also have been tweaking on this mod and did some tweaks. If you are interested, I can upload to github, maybe you can merge what you like.
I also have tweaked the quartz and default mod a bit. Added definitions for them in your mod like:
I also have been tweaking on this mod and did some tweaks. If you are interested, I can upload to github, maybe you can merge what you like.
I also have tweaked the quartz and default mod a bit. Added definitions for them in your mod like:
Code: Select all
local c_netherfire = minetest.get_content_id("nether:permanent_flame")
local c_netherdiamond = minetest.get_content_id("nether:rack_with_diamond")
local c_quartz = minetest.get_content_id("quartz:quartz_ore")
- Attachments
-
- screenshot_20160603_165812.png (787.43 KiB) Viewed 661 times
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
Re: [Mod] Nether [nether]
I like that your nether is a lot lighter, we should likely do something as well. Also, we should consider merging quartz into this mod as well.
As for mobs, I think we should leave it out for now.
Can you make separate PR's for each of the additions that you made? We'd like to consider them one at a time!
As for mobs, I think we should leave it out for now.
Can you make separate PR's for each of the additions that you made? We'd like to consider them one at a time!
- maikerumine
- Member
- Posts: 1420
- Joined: Mon Aug 04, 2014 14:27
- GitHub: maikerumine
- In-game: maikerumine
Re: [Mod] Nether [nether]
maikerumine's fork
https://github.com/maikerumine/nether
Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.
Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
https://github.com/maikerumine/nether
Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.
Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
- Attachments
-
- screenshot_20160604_135926.png (349.24 KiB) Viewed 661 times
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Nether [nether]
The ambient light is from making all nether rack and sand light sources, a better way might be to try setting non-zero light levels in the voxelmanip:
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
Re: [Mod] Nether [nether]
Can we replace air with nether air and have it emit light? It would also require node removal to set a different node on removal in the nether...
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Nether [nether]
That still means a lot of light sources, which as far as i know makes lighting updates very slow. Also the interior of small unlit areas would be lit.
I would not bother with ambient lighting just add permanent flames and maybe make the textures brighter.
I like it as it is, different from Minecraft. Just accept the darkness there is or add more light sources such as glowing ores or flames.
I would not bother with ambient lighting just add permanent flames and maybe make the textures brighter.
I like it as it is, different from Minecraft. Just accept the darkness there is or add more light sources such as glowing ores or flames.
- D00Med
- Member
- Posts: 949
- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [Mod] Nether [nether]
^This looks really really good! Perhaps it would be easier if nether was above the world, like in moonrealm, but with a differrent sky and time?
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Nether [nether]
Mod is updated.
Portals are now placed as schematics instead of being built by code in a voxelmanip, i seem to find this causes more lighting bugs, let us know if this happens for you too.
The portal spawn volume is now checked for nodes that are not 'ground content' (artificial) to avoid griefing player-built structures, chests etc. The portal location moves downwards in 16 node steps until it finds a suitable location. These checks are made in the nether and in the surface world.
Because liquids are not 'ground content' these checks help to keep portals away from liquids, except when the destination is ungenerated.
I now consider the mod safe and usable, and the portal code suitable for use in other mods that involve teleportation to other realms.
Portals are now placed as schematics instead of being built by code in a voxelmanip, i seem to find this causes more lighting bugs, let us know if this happens for you too.
The portal spawn volume is now checked for nodes that are not 'ground content' (artificial) to avoid griefing player-built structures, chests etc. The portal location moves downwards in 16 node steps until it finds a suitable location. These checks are made in the nether and in the surface world.
Because liquids are not 'ground content' these checks help to keep portals away from liquids, except when the destination is ungenerated.
I now consider the mod safe and usable, and the portal code suitable for use in other mods that involve teleportation to other realms.
-
- Member
- Posts: 98
- Joined: Sat Nov 14, 2015 09:26
Re: [Mod] Nether [nether]
Nice job now the nether looks more of what it should.
Just a suggestion, can you make it possible so that portal frames can be resized like 5*5 or 10*10.
Thanks
Just a suggestion, can you make it possible so that portal frames can be resized like 5*5 or 10*10.
Thanks
-
- Member
- Posts: 136
- Joined: Sat Aug 16, 2014 02:44
Re: [Mod] Nether [nether]
In your code, how to change where the nether world start and ends?maikerumine wrote:maikerumine's fork
https://github.com/maikerumine/nether
Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.
Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
Like Max is -24000
and end is -31000
For fast response... send me a PM
- Diamond knight
- Member
- Posts: 475
- Joined: Sun Apr 19, 2015 19:50
- GitHub: Diamondknight
- In-game: Ferrumprinceps
- Location: Chilling in Constantinople
- Contact:
Re: [Mod] Nether [nether]
every time i try using this i find not enough lava, it is annoying as the nether is supposed to be firey themed, and btw i am making a fork of this mod that will ad nether air that is igniter (using custom abm as there is no normal air in nether) and has abm to make water dissapear and it will make you drown in it (it is toxic fumes from lava) and i am working on nether crops and a "surface" of the nether (actually a 1000 block "air ore" generating window), i am working on also adding other dimentions like ice realm, some realm beyond time etc, the textures in my fork suggest more of a firey place than a dark place
My modding team: https://github.com/basilea-rhomaion
- taikedz
- Member
- Posts: 698
- Joined: Sun May 15, 2016 11:11
- GitHub: taikedz
- IRC: DuCake
- In-game: DuCake
- Location: Scotland, UK
- Contact:
Re: [Mod] Nether [nether]
I like this :)maikerumine wrote:
However I guess the mobs related to netherworldyness come from a different mod pack?
Re: [Mod] Nether [nether]
Hello minetesters,
I am currently running Minetest 0.4.13 on lubuntu 16.04.
Trying to use this nether mod causes an error:
2016-09-15 20:50:45: ERROR[main]: ========== ERROR FROM LUA ===========
2016-09-15 20:50:45: ERROR[main]: Failed to load and run script from
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
2016-09-15 20:50:45: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-09-15 20:50:45: ERROR[main]: Server: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: ModError: ModError: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: Error from Lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
any suggestions?
Thank you in advance.
I am currently running Minetest 0.4.13 on lubuntu 16.04.
Trying to use this nether mod causes an error:
2016-09-15 20:50:45: ERROR[main]: ========== ERROR FROM LUA ===========
2016-09-15 20:50:45: ERROR[main]: Failed to load and run script from
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
2016-09-15 20:50:45: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-09-15 20:50:45: ERROR[main]: Server: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: ModError: ModError: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: Error from Lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
any suggestions?
Thank you in advance.
Who is online
Users browsing this forum: No registered users and 75 guests