[ModPack][0.0.4] GloopTest Pack! [glooptest]

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

[ModPack][0.0.4] GloopTest Pack! [glooptest]

by GloopMaster » Sun Jan 06, 2013 00:05

Hello all, GloopMaster here with a modpack! Currently does not contain much, and i will extend it later :)

NOTICE~~~ You need a copy of minetest_game newer than Jan. 5, 2013 to run the ore module!

The lazy person's download link: https://github.com/GloopMaster/glooptest/archive/master.zip

Outdated picture; depicts 0.0.3a:
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/glooptest.png

Ore Module:

In it's current state, the ore module adds the ores from GloopOres back into the game, refurbished and lookin' good :D

Parts Module: (disabled by default)

Adds bits and bobs for use in other modules. Currently, a chainlink. I'm so creative.

Tools Module:

Adds handsaws and hammers, the former for breaking "snappy" things and the latter for breaking "bendy" things.

Table Module: (disabled by default)

Adds a fancy table. w00t?

Compat Module:

Adds external compatibility, i.e. ore module to GloopOres.

LICENSE: CC-BY-SA

~~~~~~~~~~~
DOWNLOADS :D
~~~~~~~~~~~

Latest Zip Download: https://github.com/GloopMaster/glooptest/archive/master.zip
Or browse le code at:~ https://github.com/GloopMaster/glooptest

Prior to v0.0.2 there was a licensing issue. Better to use newer versions anyhow.

AS OF 3/24/13, SUPPORT FOR PREVIOUS MINETEST VERSIONS IS KAPUT. UPDATE.

~~~~~~~~~~~
CHANGELOG :DD
~~~~~~~~~~~


v0.0.4:
Default configs realtered.
Treasure chests added! I wonder what's inside...
Crystal Glass, crafted from two desert stone and two glass in a checker pattern.
Metal-reinforced crystal glass, eight crystal glass around most ingots.
Heavily reinforced crystal glass, two steel reinforced crystal glass and two akalin reinforced glass, similar to the crystal glass recipe.
Alterations to kalite: Burn time in a furnace is decreased, and the ore drops 2-4 lumps.

v0.0.3b:
Alter default configs, and table nodebox.
Updated for total support with minetest 0.4.7 (previous versions of glooptest, the tools will not damage entities)

v0.0.3a:
Add: Table Module. :)
All teh recipes. Are belong to-- I mean they work.

v0.0.3:
Add: Tools Module. :D
THE RECIPES WORK. ER MEH GERD.

v0.0.2:
Add: Parts Module. :P
Change license.

v0.0.1a:
Added changelog here :P
Hotfix for desert iron and coal.

v0.0.1:
Release of pack.
Add: Ore Module.
Add: Compat Module.

~~~~~~~~~~~
OTHER INFO
~~~~~~~~~~~

Depends: default
To run this modpack, you need only the mods found in minetest_game.
Last edited by GloopMaster on Wed Jul 03, 2013 02:40, edited 1 time in total.
Meow.

That is all.
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sun Jan 06, 2013 00:24

Could the other two ores get metal blocks as well? Those green and red colors are so pretty. You might want to put up a download link.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Sun Jan 06, 2013 00:58

Inocudom wrote:Could the other two ores get metal blocks as well? Those green and red colors are so pretty. You might want to put up a download link.


Well this was a very epic fail.
Meow.

That is all.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Sun Jan 06, 2013 01:09

Quick hotfix for desert iron and coal.
Meow.

That is all.
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sun Jan 06, 2013 01:12

Thank you for the download link, GloopMaster. I like how each of your ores has a different look. Little details like this can make caves look more interesting.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Sun Jan 06, 2013 01:13

Inocudom wrote:Thank you for the download link, GloopMaster. I like how each of your ores has a different look. Little details like this can make caves look more interesting.


Thank you, thank you~
Meow.

That is all.
 

User avatar
Rancon
Member
 
Posts: 240
Joined: Tue Jan 01, 2013 14:59
Location: Gladstone, Missouri

by Rancon » Sun Jan 06, 2013 01:23

GloopMaster wrote:
Inocudom wrote:Thank you for the download link, GloopMaster. I like how each of your ores has a different look. Little details like this can make caves look more interesting.


Thank you, thank you~

how come your signiture used to be dont ask about my mods?
Any tips on blender, gimp, or codea?
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Sun Jan 06, 2013 01:30

Rancon wrote:
GloopMaster wrote:
Inocudom wrote:Thank you for the download link, GloopMaster. I like how each of your ores has a different look. Little details like this can make caves look more interesting.


Thank you, thank you~

how come your signiture used to be dont ask about my mods?


Magical elven powers.
Meow.

That is all.
 

User avatar
0gb.us
Member
 
Posts: 841
Joined: Sun Sep 16, 2012 01:55
Location: 0gb.us:30000

by 0gb.us » Sun Jan 06, 2013 08:01

It's nice to see you're back! Good timing too, I was just checking the forum for ore-adding plugins.

I get a small error when I run this though.
Terminal wrote: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: .../worldmods/Link to ores/glooptest/ore_module/api.lua:32: attempt to call field 'generate_ore' (a nil value)
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Sun Jan 06, 2013 19:20

0gb.us wrote:It's nice to see you're back! Good timing too, I was just checking the forum for ore-adding plugins.

I get a small error when I run this though.
Terminal wrote: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: .../worldmods/Link to ores/glooptest/ore_module/api.lua:32: attempt to call field 'generate_ore' (a nil value)


You need latest minetest_game. https://github.com/celeron55/minetest_game/commit/97db50a2fe055c1e74031a7cd2d4bb5c5f222615 or later.
Meow.

That is all.
 

User avatar
VanessaE
Moderator
 
Posts: 4315
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE

by VanessaE » Mon Jan 07, 2013 00:15

Backup copy of the first version of this mod, in case it disappears: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/glooptest.zip

With the understanding that the correct texture license is actually cc-by-sa without the -nc part, despite what is written in the files therein.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Mon Jan 07, 2013 00:37

GloopMaster wrote:I give up. Minetest community is shitstorm central.

Why? Just relicense. If you make it WTFPL then there will never be a problem.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Mon Jan 07, 2013 00:39

jojoa1997 wrote:
GloopMaster wrote:I give up. Minetest community is shitstorm central.

Why? Just relicense. If you make it WTFPL then there will never be a problem.

that would cause a problem in and of itself.
Meow.

That is all.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Mon Jan 07, 2013 00:41

GloopMaster wrote:
jojoa1997 wrote:
GloopMaster wrote:I give up. Minetest community is shitstorm central.

Why? Just relicense. If you make it WTFPL then there will never be a problem.

that would cause a problem in and of itself.

Why? What would the problem be?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Mon Jan 07, 2013 00:43

jojoa1997 wrote:
GloopMaster wrote:
jojoa1997 wrote:Why? Just relicense. If you make it WTFPL then there will never be a problem.

that would cause a problem in and of itself.

Why? What would the problem be?

problem being that the ingots and orelumps are licensed under CC-BY-SA
Meow.

That is all.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Mon Jan 07, 2013 00:46

GloopMaster wrote:
jojoa1997 wrote:
GloopMaster wrote: that would cause a problem in and of itself.

Why? What would the problem be?

problem being that the ingots and orelumps are licensed under CC-BY-SA

Then make your own ingots and ore lumps
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Mon Jan 07, 2013 00:51

jojoa1997 wrote:
GloopMaster wrote:
jojoa1997 wrote:Why? What would the problem be?

problem being that the ingots and orelumps are licensed under CC-BY-SA

Then make your own ingots and ore lumps


And ruin the flow of the textures with defaults?
Meow.

That is all.
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Jan 07, 2013 01:57

I must confess that the whole licensing issue has deterred me from even thinking about contributing textures and sound effects. There must be someone that can help you out, GloopMaster. Someone who has had experience with modding and giving mods licenses should know what to do. I wonder if Sokomine could assist you in any way?
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Mon Jan 07, 2013 02:37

Inocudom wrote:I must confess that the whole licensing issue has deterred me from even thinking about contributing textures and sound effects. There must be someone that can help you out, GloopMaster. Someone who has had experience with modding and giving mods licenses should know what to do. I wonder if Sokomine could assist you in any way?


Minor issue. I've sorted things out now.
Meow.

That is all.
 

User avatar
Bas080
Member
 
Posts: 398
Joined: Mon May 21, 2012 15:54
Location: Netherlands
GitHub: bas080
IRC: bas080
In-game: bas080

by Bas080 » Mon Jan 07, 2013 13:44

I see ore generation API with tools(craft) definition. Very cool! No need for all those separate ore mods. What exactly does the API offer? Some documentation of the capabilities would be nice.

EDIT:
Is it compatible with the old gloopores?
Last edited by Bas080 on Mon Jan 07, 2013 13:45, edited 1 time in total.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Mon Jan 07, 2013 18:04

Bas080 wrote:I see ore generation API with tools(craft) definition. Very cool! No need for all those separate ore mods. What exactly does the API offer? Some documentation of the capabilities would be nice.

EDIT:
Is it compatible with the old gloopores?


Yes, very much so. However my gems version appears to have had issues. Also the ore registry offers basically the ability to register nodes, craftitems, and tools, on top of generation paramters in a single function. I suggest looking at the current ores to get an idea.
Meow.

That is all.
 

User avatar
0gb.us
Member
 
Posts: 841
Joined: Sun Sep 16, 2012 01:55
Location: 0gb.us:30000
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Thu Jan 24, 2013 03:00

UPDATED.

ERMEHGERD.

I'M ACTUALLY WORKING ON A PROJECT INSTEAD OF JUST LETTING IT ROT?!

WHAT IS THIS MADNESS?!

<insert "this is sparta" sequence here>

Ok, seriously now. Info is in the changelog, download is as usual github.
Meow.

That is all.
 

User avatar
Jordach
Member
 
Posts: 4518
Joined: Mon Oct 03, 2011 17:58
Location: Blender Scene
GitHub: Jordach
IRC: Jordach
In-game: Jordach

by Jordach » Thu Jan 24, 2013 18:56

GloopMaster wrote:UPDATED.

ERMEHGERD.

I'M ACTUALLY WORKING ON A PROJECT INSTEAD OF JUST LETTING IT ROT?!

WHAT IS THIS MADNESS?!

<insert "this is sparta" sequence here>

Ok, seriously now. Info is in the changelog, download is as usual github.
Heh. Some mods never even get updates.. :P
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

User avatar
VanessaE
Moderator
 
Posts: 4315
Joined: Sun Apr 01, 2012 12:38
Location: Waynesville, NC
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE

by VanessaE » Sat Jun 22, 2013 02:07

Since neko's repositories are dead, use this link to get my fork of glooptest, which is identical to neko's last known copy, as far as I am aware:

https://github.com/VanessaE/glooptest
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

Next

Return to Mod Releases



Who is online

Users browsing this forum: Exabot [Bot] and 7 guests