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, 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.
- 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). 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 April 2016, this modpack had a total of 158 mods (counting all of the various sub-mods that themselves come as part of some modpack, such as mesecons or home decor) and supplied almost 18,000 unique items and nodes (counting everything that isn't displayed in your creative inventory/craft guide)!
- Areas (ShadowNinja's land protection mod)
- Bedrock (Calinou's version from Carbone)
- Biome Lib
- Blox (doesn't appear in the inventory, use the Color Machine)
- Bobblocks (Mesecons integration disabled)
- Caverealms, (Zeno's fork, 'mtz' branch)
- Colored Wood (doesn't appear in the inventory, use the Color Machine)
- Color Machine (use this device to paint pretty much any object that can be colored)
- Cottages (from Random Buildings modpack)
- Currency (Dan Duncombe's money mod, my fork)
- Display blocks ("mese giver" recipe and extraneous uranium disabled)
- Fake Fire
- Farming Plus (Zeg9's fork)
- Framed Glass
- Future ban
- Gloop Blocks
- GloopTest (spawning of "treasure chests" disabled)
- Home Decor Modpack (the complete set)
- Industrial Lights
- Inventory Sorter
- Item Tweaks
- Jumping (trampolines)
- Map Tools
- Mesecons (command block disabled), with Digilines add-on
- Mobs (Calinou's version from Carbone)
- More Blocks / Stairsplus
- More Ores
- More Trees
- Nixie Tubes
- Notices (admin pop-up messages to players)
- Pipeworks (item transport runs in non-cyclic mode)
- Plantlife modpack (the complete set)
- Plastic Boxes
- Player Textures
- Prefab Concrete (electric fence damage disabled
- Roads (cheapie's combined forks of streets + infrastructure)
- Signs Lib
- Stained Glass (andersje's fork; doesn't appear in the inventory, use the Color Machine)
- Technic (frames disabled)
- TPR (Teleport Request)
- Unified Bricks (bucket dependency removed; doesn't appear in the inventory, use the Color Machine)
- Unified Dyes (doesn't appear in the inventory, use the Color Machine)
- Animated Windmills (and their large counterparts)
- Waving Plants (makes many of the plants wave if you have shaders)
- World Edit
Your Inventory Display
This modpack, as previously mentioned, replaces the standard inventory with Unified Inventory, which almost defies description here. Unified Inventory includes waypoints, a crafting guide, set/go home buttons, set day/set night buttons, a full creative inventory on the right if you're playing in that mode - and you only have to click/tap the item once to get the it, instead of multiple clicks/drag and drop, a trash slot, a clear all inventory button, a search feature for the inventory, and more. Basically, you just need to use it a few times and you'll find yourself wondering how you ever got along with the standard inventory!
The Color Machine
Most mods in this modpack that supply a whole bunch of colored objects (e.g. coloredwood, stained_glass, etc.) have been altered to remove those objects from the creative inventory, so as to avoid cluttering it up. To get the various colors of bricks, wood, blox, glass, etc. , use Sokomine's Color Machine/Spray Booth device. To understand how it works, read the first post of her thread for that mod: https://forum.minetest.net/viewtopic.php?id=6670
The Circular Saw
This modpack uses the More Blocks mod, which comes with the Stairsplus mod and more importantly, the Circular Saw mod by Sokomine and co. This mod replaces the traditional method of creating stairs, slabs, and the like: rather that crafting a stairs block by placing several of the material into your crafting grid, you must first craft a circular saw (really, a table saw), place that on the ground, and then use that to shape the material you had in mind. It can create dozens of shapes, including the standard stairs and slabs. Give it a try and see for yourself!
This modpack uses ShadowNinja's areas mod for land protection, which of course is really only useful if you intend to run a server based around this modpack. Using this feature is fairly straightforward. First, you have to mark the area that you want to protect. There are four ways you can do that:
Just type /area_pos set and then punch two nodes that are diagonally opposite one another, so that they form a 3d box that fully encloses the area you want to claim. A black  or  will appear where you punched.
1. Move to one corner, on the ground.
2. Type /area_pos1 and press enter. A black  will appear.
3. Move to the other corner and go up a ways above your area - not too high though.
4. Type /area_pos2 and press enter. A black  will appear.
Just give actual coordinates to the /area_pos1 and /area_pos2 commands, such as /area_pos1 123,45,678 /area_pos2 987,654,321
Use Sokomine's Markers to mark your area instead. Those are explained here: https://forum.minetest.net/viewtopic.php?pid=124128
Once you've marked your area using one of the above methods, you must actually claim it. This is the step that actually protects it against vandalism and unauthorized access. Just type:
/protect some description here
By default, users may protect up to 3 zones with these commands, and each can be up to 50x100x50 meters in size, but this can be changed by plugging appropriate settings into your minetest.conf.
Ok, you've claimed an area, and you want to let someone else build there. Simple. Set the coordinates of the box you want to let them build in, using the commands above (Options A, B, or C). Then do:
/add_owner your_area# their_name description here
For example, if you own area #123 and the other person's name is "Mike", and you want to sublet them some area called "Mike's home", you might do something like this:
/add_owner 123 Mike Mikes Home
You can add as many users as you like to your areas. You will need to issue one such command per user.
What's it look like? Screenshots or it didn't happen!
Wide angle view of Dopium Estate
Close-up view of the reactor on Dopium Estate
Just a tiny portion of CrazyGinger72's epic racetrack
CG72's skyscraper near the racetrack
A cubicle farm in another of CG72's office buildings
A cave realm deep underground on one of my test worlds (image resolution, 3190 x 2337)
This modpack is intended for use with Minetest engine 0.4.14 or later, and a corresponding copy of minetest_game. As always, if the modpack causes a crash, first consider updating your copy of Minetest engine and minetest_game, even if that means getting a "development" or "latest git" build rather than the official release. Anything too old will likely either crash, show nodes with the wrong shape, throw nonsensical warnings/errors, or open up wormholes.
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 2.5 GB free RAM are required for good performance. A faster-clocked CPU would be beneficial for the map generator. You'll need a decent graphics card/GPU as well, but anything less than 10 years old or so should be fine (newer is better, of course :-) ).
This modpack is not recommended for use on mobile devices.
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
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).
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:
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):
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