[Modpack] Dreambuilder [20170812-2037]

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VanessaE
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[Modpack] Dreambuilder [20170812-2037]

by VanessaE » Mon Apr 28, 2014 01:37

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Dreambuilder is my attempt to give the player pretty much everything they'll ever want to build with, and all the tools they should ever need to actually get the job done. This modpack was, for most of its life, maintained as a subgame based on minetest_game, minus a couple of mods that I don't like, with a number of minor things changed, and a number of extra mods added on. Since then, many things have changed, from game content to packaging format. Read on!

This modpack is in use on my Creative server and on my Survival server, which also has a few extra mods installed for its specific needs. It should give you a pretty good idea nonetheless. Expect lag, as it's a significantly-developed multiplayer server, after all.

What's changed?

  • Being that this was originally based on an old version of minetest_game, it retains the light-colored user interface theme despite having since been updated, because I don't like feeling like I live in a cave when I open a formspec.
  • The complete Plantlife Modpack along with More Trees and Vines mods add a huge amount of variation to your landscape (as a result, they will add mapgen lag). Active spawning of Horsetail ferns is disabled by default, and I've added papyrus growth on dirt/grass with leaves (using a copy of the default growth ABM).
  • This modpack includes RealBadAngel's Unified Inventory mod, which overrides minetest_game's default inventory to give you a much more powerful user interface, with crafting guide, bags, and more, and it also means that if you're using this modpack in creative mode, your stacks are NOT infinite (and they shouldn't be).
  • The default bones and TNT mods have been disabled (by way of "empty" mods, to trick the dependency resolver into skipping the real ones). They're not exactly useful for building stuff with.
  • Stu's split-limb player model replaces the default one.
  • The default hotbar HUD holds 16 items instead of 8, taken from the top two rows of your inventory. The first 10 slots can be accessed by number keys 1-9 and 0, the rest via your mouse wheel. You can use /hotbar ## to change the number of slots from 1 to 23.
  • The default lavacooling code has been supplanted by better, safer code from my Gloopblocks mod. That mod also provides stone/cobble --> mossy stone/cobble transformation in the presence of water.
  • An extensive selection of administration tools for single-player and server use are included, such as areas, maptools, worldedit, xban, and more.
  • A few textures here and there are different.
  • The mapgen won't spawn apples on default trees, nor will they appear on a sapling-grown default tree. Only the *real* apple trees supplied by the moretrees mod will bear apples (both at mapgen time and sapling-grown).
    Or at least that's how it's supposed to work. :-P While on that subject, apples now use a 3d model instead of the plantlike version.
  • A whole boatload of other mods have been added, which is where most of the content actually comes from. To be a little more specific, as of August 2017, this modpack has a total of 165 mods (counting all of the various sub-mods that themselves come as part of some modpack, such as mesecons or home decor) and supplies almost 2000 items in the inventory/craft guide (almost 14,300 unique items in total, counting everything that isn't displayed in the inventory)!
Ok, ok, let's see the full content!
+ "Show the complete list..."

What's it look like? Screenshots or it didn't happen!
+ "They're big. Show them..."

Dependencies:
This modpack requires Minetest 0.4.16 or later, and a corresponding copy of minetest_game. Anything too old will likely either crash, show nodes with the wrong shape or colors, throw nonsensical warnings/errors, or open up wormholes.

Hardware requirements:
This modpack defines a very large number of items and produces a well-detailed landscape, and so it requires a significant amount of resources compared to vanilla Minetest game. At least a 2 GHz dual core CPU and 2 GB free RAM are required for good performance. If you use my HDX texture pack, you'll need more RAM (the 256px size calls for at least 3 GB free).

This modpack is NOT recommended for use on mobile devices.

Downloads:
As a tarball: https://daconcepts.com/vanessa/hobbies/ ... ck.tar.bz2
... or get it as a ZIP from Github: https://github.com/VanessaE/dreambuilde ... master.zip
... or browse the git repository: https://github.com/VanessaE/dreambuilder_modpack

Install:
From the tarball: Just extract it.
From the git repository: git clone https://github.com/VanessaE/dreambuilder_modpack.git
...then rename the resultant directory to "dreambuilder_modpack", if necessary, and move it to your Minetest mods directory. Then select and enable it for the world you want to use it in. Depending on the condition of the world you are using, this modpack may take as much as 2 minutes to start, during which time you may see the hotbar and hand, but all-grey window content where the world should be. Just wait it out, it will eventually start.

Users who had this as a subgame will need to delete that copy, or move it out of Minetest's reach, and then follow the above instructions. For a world that used the subgame, open that world's "world.mt" in a text editor, change the "gameid" line to "gameid = minetest", save, and then start Minetest and look for it under the minetest_game section (you will no longer see the old Dreambuilder "house" icon).

License:
Each of the base mods in this modpack retains the standard licenses their original authors assigned, even if the license file is missing from the archive. All changes and any supplemental content made by me is WTFPL unless explicitly stated otherwise.

Open Source Software
This modpack is open source, or at least as much so as I have control over. Since it started from the standard minetest_game distribution, you'll want to look at that. You can find it at its usual Github repository, here:
https://github.com/minetest/minetest_game

An online copy of the archive of mods the modpack is built from can be found here (with full git histories, including my changes and any files that went missing from the completed modpack, where applicable):
http://minetest.daconcepts.com/my-main-mod-archive/

Notes:
For best results, I recommend adding the following to your minetest.conf (perhaps to a secondary copy of that file that you only use when playing worlds with this modpack):
Code: Select all
enable_item_drops = false
enable_item_pickup = true
remove_items = -1
disable_fire = true
enable_mesh_cache = false
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (LTC): LZHSSMzqPVDT21ozmGD4xYWJtjqycy1mqq
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by Sokomine » Mon Apr 28, 2014 03:16

Nice to see it documented here :-) The mod combination works very well on the survival and creative server. Builders can enjoy building without annoyances such as bones; instead, there are useful tools and a wide variety of nodes to select from. Unified inventory is also very practical.

The only disadvantage of the game is that it contains quite a lot of mods. Without preload_items_visuals, it would take a long time to connect to a local game. I think a lightweight version of this game for singleplayer would be great.
 

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Calinou
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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by Calinou » Mon Apr 28, 2014 09:03

Sokomine wrote:The only disadvantage of the game is that it contains quite a lot of mods. Without preload_items_visuals, it would take a long time to connect to a local game. I think a lightweight version of this game for singleplayer would be great.


You mean with preload_item_visuals, no?
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by mike_dzl » Mon Apr 28, 2014 12:02

Hi Vanessa,
I really wanna try this, looks really cool. I am using Linux, minetest 0.4.9, I extracted the tarball and sudo cp'd to the /usr/share/minetest/games folder. When creating the server, (singleplayer), all is well, the dreambuilder_overlay is there, dreambuilder_game is an option, and it creates the world. When launching, I am getting this error: "...default/player.lua:144:attempt to call method 'set_local_animation' (a nil value).
I am not really good at lua scripting, but I took a look at player.lua, and there does seem to be a value there,
"player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)".
Do you have any suggestions about what I could change to fix this error?
Thanks
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by Amaz » Mon Apr 28, 2014 12:11

mike_dzl wrote:Hi Vanessa,
I really wanna try this, looks really cool. I am using Linux, minetest 0.4.9, I extracted the tarball and sudo cp'd to the /usr/share/minetest/games folder. When creating the server, (singleplayer), all is well, the dreambuilder_overlay is there, dreambuilder_game is an option, and it creates the world. When launching, I am getting this error: "...default/player.lua:144:attempt to call method 'set_local_animation' (a nil value).
I am not really good at lua scripting, but I took a look at player.lua, and there does seem to be a value there,
"player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)".
Do you have any suggestions about what I could change to fix this error?
Thanks

I think that you need the latest dev version, because that error is related to the 3d view that was recently added... Either compile it yourself from github, or (if you're using Ubuntu/a derivative of Ubuntu/Mint) add this ppa and do sudo apt-get ect... https://code.launchpad.net/~minetestdev ... /+packages
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by mike_dzl » Mon Apr 28, 2014 12:17

Thanks Amaz, am not on Ubuntu, running Arch. I will try to see if I can figure out how to get that, maybe in the AUR now. At least it gives me an idea of where to look.
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by mike_dzl » Mon Apr 28, 2014 13:07

Update: THIS IS SO FREAKING COOL! Awesome job VanessaE!
My daughter and I were just talking about taking all these different mods and making a supermod, seems like we were not the only ones! I wouldn't recommend running this on wimpy hardware though. Makes my CPU and water cooler work hard. Obviously a lot of work went into putting this together, so thank you very much!
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by Sokomine » Mon Apr 28, 2014 13:39

mike_dzl wrote:Makes my CPU and water cooler work hard.

Go and play on VanessaE's Survival or Creative server :-) Then you CPU may remain mostly cool, and we can enjoy your creations.
Last edited by Sokomine on Mon Apr 28, 2014 15:44, edited 1 time in total.
 

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Re: [Game] Vanessa's Dreambuilder Game [dreambuilder_game]

by twoelk » Mon Apr 28, 2014 15:15

Great!

I downloaded it at once and started playing - worked out of the box, quite in contrast to the last VanessaE_game I downloaded. I had to tweak that somewhat and update individuall parts for it to work on my low end setup. I am happy and will see to convert my old VE_game maps to this. Now I can start on fixing my old minetest_demo usb-stick again that I used to show off the beautifull server-worlds running a local version for people that don't have a stable enough internet.

Allthough it is demanding on the hardware, it is absolutely worth it as the landscape allone can be addictive and there are enough mods to play in any direction you want, be it creative, medieval or technic.
 

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Re: [Game] Dreambuilder [20140504-0342][dreambuilder_game]

by VanessaE » Sun May 04, 2014 07:44

Updates: Re-added and updated Maptools and Moreblocks, re-added Moreores (these three accidentally got dropped during the switchover to git). Updated Technic and Unified Inventory.
 

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Re: [Game] Dreambuilder [20140504-0635][dreambuilder_game]

by VanessaE » Sun May 04, 2014 10:37

Another update: I've been having issues trying to sort out the git history with this game. I wanted to properly retain the histories of the individual mods but that proved impossible in practice. That was the cause of the repository hiccup this morning. It has been cleaned up and re-created from scratch, and all of the content should be back to normal. You'll have to force-pull again though to update the next time you do. Zip-users shouldn't see anything unusual.

Sorry for the inconvenience. Chalk it up to learning. :-/

Also: Couple minor updates to moreblocks and maptools went in right after this fix.
 

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Re: [Game] Dreambuilder [20140504-0804][dreambuilder_game]

by philipbenr » Sun May 04, 2014 21:00

BTW Vanessa, isn't Dan's version of Castles the only one? Or did I just sign up too late to see the other one?
 

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Re: [Game] Dreambuilder [20140504-0804][dreambuilder_game]

by VanessaE » Sun May 04, 2014 21:17

Nope, there were/are a couple others. Dan referenced you as the originator of his mod :-) (https://forum.minetest.net/viewtopic.php?f=11&t=7159), and then there's this castle wall mod by Nubelite, https://forum.minetest.net/viewtopic.php?f=9&t=2460.
 

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Re: [Game] Dreambuilder [20140504-1803][dreambuilder_game]

by philipbenr » Sun May 04, 2014 22:38

Ok. Anyhow, I wanted mine closed, since me and Dan were working on his fork. So basically, shutdown the original. I didn't know of the other though...
 

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Re: [Game] Dreambuilder [20140505-0513][dreambuilder_game]

by Calinou » Mon May 05, 2014 10:32

VanessaE wrote:Updated moreblocks again (bugfixes)


The latest updates make it much easier to craft Stairs+ nodes without a circular saw. You can craft almost any basic-looking Stairs+ node, it's also nicely intuitive.

_ X
X X

The above recipe can be used to craft 12 panels, in addition to stairs and slabs (_ is empty space, X is the material).

Putting a stair, slab or panel in the crafting grid splits it into microblocks. Putting 2 to 8 microblocks in the crafting grid merges them into slabs, stairs (standard, inner/outer corner and half) and full blocks. Putting an half stair in the crafting grid mirrors it.
 

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Re: [Game] Dreambuilder [20140505-0513][dreambuilder_game]

by VanessaE » Mon May 05, 2014 17:38

Ok make that bugfixes and recipe improvements ;-)

I don't have a graceful way to import the actual commit messages from upstream mods aside from copy&paste (the whole git submodules thing was an epic fail) so I kinda resort to http://xkcd.com/1296/ :-)
 

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Re: [Game] Dreambuilder [20140505-0513][dreambuilder_game]

by Jordach » Wed May 07, 2014 15:07

VanessaE wrote:Ok make that bugfixes and recipe improvements ;-)

I don't have a graceful way to import the actual commit messages from upstream mods aside from copy&paste (the whole git submodules thing was an epic fail) so I kinda resort to http://xkcd.com/1296/ :-)

Even I've been there:

https://github.com/Jordach/big_freaking ... c52efa7049

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My image and media server is back online and is functioning as normal.
 

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Re: [Game] Dreambuilder [20140508-0054][dreambuilder_game]

by VanessaE » Wed May 14, 2014 01:25

Updated unified_inventory, maptools, moreblocks, random_buildings
 

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Re: [Game] Dreambuilder [20140515-2036]

by VanessaE » Fri May 16, 2014 20:44

Updated plantlife/plants_lib. Players should notice a significant increase in map generation speed with this update.

EDIT: Make that two updates to plants_lib and an unrelated one to worldedit. :-)
 

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