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Re: [Mod] Frickin' Laser Beams [laser]

Nice mod.
Image
Made this thing on my server's spawn.
by slemon
Thu May 26, 2016 05:34
 
Forum: WIP Mods
Topic: [Mod] Frickin' Laser Beams [laser]
Replies: 41
Views: 17818

Re: [Mod] Self-replicating ore mod [ductus_venosus]

Virus invasion +1 no nodes get destroyed, so it isnt really a virus Many viruses such as Hepatitis C, SARS coronavirus and HIV, use the normal secretion pathway of the cell across Golgi apparatus, those viruses don't destroy cells at all and give persistent infection... And these stones don't need ...
by slemon
Sun May 22, 2016 17:54
 
Forum: WIP Mods
Topic: [Mod] Self-replicating ore mod [ductus_venosus]
Replies: 6
Views: 1354

[Mod] Self-replicating ore mod [ductus_venosus]

This mod adds blocks that spawn as ores and can self-replicate (within certain boundaries). They don't destroy other blocks, but they might engulf them. They can be found in the ground. Here is a picture: http://neboard.me/media/images/1463798850863.png Browse code: https://github.com/slemonide/duct...
by slemon
Sat May 21, 2016 04:54
 
Forum: WIP Mods
Topic: [Mod] Self-replicating ore mod [ductus_venosus]
Replies: 6
Views: 1354

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Krock wrote:Looks great!
Did you plan to add a feature for embedding it into another mapgen yet? I would like to see those dungeons as a mod to extend another mapgen, v6, as example.

I do plan to add such feature, but not yet. It is still too buggy.

EDIT: But you are free to send commits of course.
by slemon
Sat Jan 30, 2016 09:21
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: [Mod] Yet Another Dungeon Generator [roomgen]

twoelk wrote:that looks really interesting

Thank you.
twoelk wrote:I wonder wether you could use the algorithm to build other structures convincingly

Should be possible. All that has to be modified are schematics for cells and a function that connects these schematics to each other
by slemon
Thu Jan 28, 2016 13:42
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Update. Now there are more stone.
Image
by slemon
Thu Jan 28, 2016 07:42
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Wow lovely. Because you are using singlenode you can now set the 'nolight' flag and remove 'vm:set lighting(day = 0, night = 0)'. This will speed up mapgen because you eliminate the first unnecessary lighting calculation and the resetting of light. That doesn't really work. And that also that bring...
by slemon
Thu Jan 28, 2016 06:21
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: [Mod] Yet Another Dungeon Generator [roomgen]

Update. Now there are less dead ends. All tunnels are now connected.
Image
by slemon
Thu Jan 28, 2016 06:01
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: [Mod] Yet Another Dungeon Generator [roomgen]

A screenshot of one weird bug. During the night time it is dark.. in the tunnels. Darkness seem to ignore the torches.
Image
by slemon
Thu Jan 28, 2016 05:57
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: Dwarf Fortress to minetest world converter?

That seems like good idea. But, Dwarf Fortress has much more nodes than Minetest has. Maybe, we will convert it just into "stone" or "tree"? I guess you could make that each tile in Dwarf Fortress equals a 3x3 area in Minetest. That would keep the areas usable, sort of. 4x4 woul...
by slemon
Thu Jan 28, 2016 04:33
 
Forum: Minetest-Related
Topic: Dwarf Fortress to minetest world converter?
Replies: 4
Views: 1838

Re: [Mod] Yet Another Dungeon Generator [roomgen]

paramat wrote:Watch out for the memory leak, it can be 2GB per minute, if you try the mod keep your system monitor open to check memory use.

Thank you for reminding. I added a warning to the main post.
by slemon
Thu Jan 28, 2016 04:27
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: Better models for bones?

This is much better indeed. However, they maybe need to be more noticeable (emit particles?). Add blood splashes! https://neboard.me/media/images/1453084320241.png Can be imported from here: https://github.com/Ferk/Dungeontest/blob/194551a495c7fdd71642041b863d89a7e010a9cf/mods/dungeon_decor/ddecor/...
by slemon
Wed Jan 27, 2016 23:19
 
Forum: Minetest Features
Topic: Better models for bones?
Replies: 14
Views: 3409

Dwarf Fortress to minetest world converter?

There is a minecraft to minetest world converter, so why not develop a Dwarf Fortress to minetest world converter? Dwarf Fortress worlds probably will look awesome.
by slemon
Wed Jan 27, 2016 03:19
 
Forum: Minetest-Related
Topic: Dwarf Fortress to minetest world converter?
Replies: 4
Views: 1838

Re: [Mod] Yet Another Dungeon Generator [roomgen]

This is a map of a part of the maze
Image
by slemon
Wed Jan 27, 2016 01:23
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: [mod]rooms[git][rooms]

Hey cd2, check this out viewtopic.php?f=9&t=13952
by slemon
Tue Jan 26, 2016 22:49
 
Forum: WIP Mods
Topic: [mod]rooms[git][rooms]
Replies: 17
Views: 3961

Better models for bones?

Can we use model for the bones from this mod https://github.com/Ferk/Dungeontest/tre ... mods/bones in minetest_game? They look much more pretty than the default one, imho.
Screenshot:
Image
by slemon
Tue Jan 26, 2016 21:11
 
Forum: Minetest Features
Topic: Better models for bones?
Replies: 14
Views: 3409

Re: [Mod] Yet Another Dungeon Generator [roomgen]

I have started a creative server with this generator at slemonide.ddns.net. Feel free to try it!
by slemon
Tue Jan 26, 2016 05:19
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

[Mod] Yet Another Dungeon Generator [roomgen]

This mod creates an infinite dungeon world. License: WTFPL Mod dependencies: default Known bugs: ⋅ Some rooms don't connect properly [fixed; some still don't connect properly] ⋅ Bright light in some areas [fixed] (now there are darkness in some areas) ⋅ Some areas are n...
by slemon
Tue Jan 26, 2016 01:13
 
Forum: Mod Releases
Topic: [Mod] Yet Another Dungeon Generator [roomgen]
Replies: 17
Views: 5485

Re: Post your screenshots!

by slemon
Tue Jan 19, 2016 04:24
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 2158712

Re: Post your videos!

Nice cat, slemon, if you use that node, which is made to become coloured many times a second without causing much lag, you could make a liquid animation l guess. https://github.com/HybridDog/colour_carrier Well, I wouldn't be able to use https://forum.minetest.net/viewtopic.php?f=9&t=6751 with ...
by slemon
Tue Jan 19, 2016 00:06
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 551856

Re: Post your videos!

by slemon
Sun Jan 17, 2016 19:58
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 551856

Re: [mod]rooms[git][rooms]

Nice mod!
I have something similar implemented in this: https://github.com/slemonide/gridgen
If you will go below 30 from the surface, you'll see the dungeons.
by slemon
Tue Jan 12, 2016 00:07
 
Forum: WIP Mods
Topic: [mod]rooms[git][rooms]
Replies: 17
Views: 3961

Re: [WIP] Time Travel (name subject to change) [time_travel]

iangp wrote:different times simultaneously...

It might also be possible to add multiple time lines and play them at the same time. HAHAHAHA
by slemon
Sat Jan 09, 2016 21:01
 
Forum: WIP Mods
Topic: [WIP] Time Travel (name subject to change) [time_travel]
Replies: 49
Views: 9872

Re: [WIP] Time Travel (name subject to change) [time_travel]

Ah yes but for Time Travelling nodes isn't necessary all this work... Minetest has a built-in function: "minetest.rollback_revert_actions_by" so we can back on time... I already tested but I don't implemented yet because I need a efficient way to save the player position... also it's poss...
by slemon
Sat Jan 09, 2016 18:53
 
Forum: WIP Mods
Topic: [WIP] Time Travel (name subject to change) [time_travel]
Replies: 49
Views: 9872

Re: [WIP] Time Travel (name subject to change) [time_travel]

Here is an idea about how to implement the time traveling: divide the world into equal parts on the y-axis (let's say 500 nodes for the layer). The initial world is spawned at y=30500. Then, each day for instance, we copy this world 500 nodes down. We also copy old player's positions and homes, etc....
by slemon
Sat Jan 09, 2016 17:25
 
Forum: WIP Mods
Topic: [WIP] Time Travel (name subject to change) [time_travel]
Replies: 49
Views: 9872

Re: Post your screenshots!

Image
by slemon
Sat Jan 09, 2016 03:41
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 2158712

Re: Post your screenshots!

Image
by slemon
Wed Jan 06, 2016 14:27
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 2158712

Re: Post your screenshots!

Hybrid Dog wrote:it looks tasty

Here is the code: https://github.com/slemonide/gridgen
Image
by slemon
Wed Jan 06, 2016 14:07
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 2158712

Re: Post your screenshots!

Image
by slemon
Wed Jan 06, 2016 02:36
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 2158712

Re: Post your screenshots!

Image
Image
Imaginary trees
Image
by slemon
Sat Jan 02, 2016 19:23
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 2158712
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