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Re: [Mod] lib_node_shapes [lib_node_shapes]

bell07, I've added the patch that you requested. And yes, I need to update my smart_inventory to the latest git :D As for the ABMs, I use none. If I create a world with just moreblocks and lib_node_shapes, I do not see the ABM messages. I use MT v0415 stable. I can't really say which version of more...
by ShadMOrdre
Sat Feb 25, 2017 17:57
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2878

Re: [Modpack] Societies [v1.3] [sociedades]

Sokomine, I too am confused. I managed to pull these two from the github, and ran them through Google Translator The Readme.txt file Sunos By BrunoMine That mod adds the sunos people to the game that randomly appear by the map. The sunos (from Esperanto, "sol") are humble people living in ...
by ShadMOrdre
Sat Feb 25, 2017 02:59
 
Forum: WIP Mods
Topic: [Modpack] Societies [v1.3] [sociedades]
Replies: 30
Views: 5653

Re: [Mod] lib_node_shapes [lib_node_shapes]

burli, I confirmed your findings. There appear to be inconsistent spots. Or not so inconsistent. If you step from one collision box to another at a different height, but have not yet been subjected to the physics that should cause you to fall, you will also be unable to jump. This would appear to be...
by ShadMOrdre
Fri Feb 24, 2017 20:45
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2878

Re: [Mod] lib_node_shapes [lib_node_shapes]

Maybe you should explain how it works because I don't know how to apply a texture to a node Thanks for pointing this out. How could I forget craft recipes? I edited the topic post to provide more info. At the moment, the craft recipes for the shapes themselves are not implemented, but you can craft...
by ShadMOrdre
Fri Feb 24, 2017 17:18
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2878

Re: [WIP][building_elements] Building Elements

THIS MOD HAS BEEN SUPERCEDED BY THE FOLLOWING:

lib_node_shapes

Moderators, please move this thread to Old Mods section.

Thank you.
by ShadMOrdre
Thu Feb 23, 2017 23:24
 
Forum: WIP Mods
Topic: [WIP][building_elements] Building Elements
Replies: 7
Views: 1748

Re: [mod] Smart Inventory [smart_inventory]

bell07, In my mod, lib_node_shapes , I use a variety of IF tests, pulling node info straight from minetest.registered_nodes. I test against names, definition items, and use groups mostly to weed out things, as opposed to using groups to include. Groups are too inconsistently defined, at the moment, ...
by ShadMOrdre
Thu Feb 23, 2017 23:22
 
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 25
Views: 8279

[Mod] lib_node_shapes [lib_node_shapes]

Introducing lib_node_shapes . This mod provides a multitude of nodebox shapes that can be applied to most "material" type nodes, (stone, metal, tree, wood, and glass). Among the shapes included are columns, walls, fences, gates, doors, furniture, trees, religious symbols, lights, and vario...
by ShadMOrdre
Thu Feb 23, 2017 22:58
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2878

Re: [mod] Smart Inventory [smart_inventory]

bell07, Is it possible to also have a craft grid in creative? I'm about to release a mod that depends on this capability, so as not to flood creative inventory with hundreds or even thousands of nodes. My thinking behind this that only the various "materials" type nodes (stone, wood, tree,...
by ShadMOrdre
Wed Feb 22, 2017 22:40
 
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 25
Views: 8279

Re: [mod] Smart Inventory [smart_inventory]

bell07, Thought I'd try this. Just, as in last hour, downloaded the git, but, I'm getting the following: 2017-02-21 17:03:43: ERROR[Main]: ModError: Failed to load and run script from D:\GAMES\minetest_v0415_64\bin\..\mods\smart_inventory\init.lua: 2017-02-21 17:03:43: ERROR[Main]: cannot open D:\GA...
by ShadMOrdre
Wed Feb 22, 2017 01:08
 
Forum: Mod Releases
Topic: [Mod] Smart Inventory [smart_inventory]
Replies: 25
Views: 8279

Re: Post your screenshots!

ShadMOrdre, could you use nodes instead of nodeboxes and implement those trees as giant trees? Comparison of default tree and nodebox tree. Before you say, "Oh Minetest is a cube world!", realize, that in ten years, those cubes will be measured in millimeters or less. Besides, these are g...
by ShadMOrdre
Tue Feb 21, 2017 19:57
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1376331

Re: Post your screenshots!

Now if only Minetest supported walking sideways, Eschers' works would make for some interesting worlds. How about some new trees? https://forum.minetest.net/download/file.php?mode=view&id=9095&sid=be87e62f577bb932687753e4d1edb66b https://forum.minetest.net/download/file.php?mode=view&id=...
by ShadMOrdre
Mon Feb 20, 2017 00:02
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1376331

Re: Post your screenshots!

Some screenies from a mod I'm about to release to mass condemnation. Notice the exessive use of Node Boxes. In reality, my framerates don't really change. On my older hardware, they are always low.... :D https://forum.minetest.net/download/file.php?mode=view&id=9081&sid=e030f6a2b37b2fe502c69...
by ShadMOrdre
Sun Feb 19, 2017 03:44
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1376331

Re: Change the default Blender-playermodel [Questions]

Kosmos,

You must export the model from Blender into .b3d format, and then replace the player model file in your minetest installation with the player model that you exported from Blender.
by ShadMOrdre
Sun Feb 19, 2017 03:37
 
Forum: Minetest General
Topic: Change the default Blender-playermodel [Questions]
Replies: 6
Views: 1753

Re: Quick move of items in inventory?

Also consider that Unified Inventory does not support Shift+ for moving items through inventory.
by ShadMOrdre
Thu Feb 16, 2017 16:41
 
Forum: Minetest General
Topic: Quick move of items in inventory?
Replies: 10
Views: 1611

Re: Minetest 0.4.15

Wuzzy and rubenwardy, To those with high powered computers with lots of RAM and dedicated high performance GPUs, this probably isn't an issue. On my low powered machines, if I have explored vase areas of the map, then yes, I will restart Minetest, since it naturally begins to slow. I would NOT ident...
by ShadMOrdre
Wed Feb 01, 2017 18:45
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52846

Re: Minetest Mesh Database

mbb, With all due respect, a Mesh library should exist on github. Most folks who would use a mesh database are probably modders, and most modders have a github. In addition, this would enable version tracking, better collaboration, and simple uploads/downloads. BTW, still waiting on a Steam Tender f...
by ShadMOrdre
Wed Feb 01, 2017 18:25
 
Forum: Modding Discussion
Topic: Minetest Mesh Database
Replies: 9
Views: 1423

Re: mod base experiment

burli, I've thought much the same, in that the various objects made available through default could be better organized. Case in point, stairs, slabs, walls, doors, and fences. All of these mods are part of default, and give you VERY basic options for each of the three. Only a couple of doors, wood,...
by ShadMOrdre
Wed Feb 01, 2017 18:11
 
Forum: Minetest General
Topic: mod base experiment
Replies: 37
Views: 5007

Re: [WIP][building_elements] Building Elements

Thank you both for the encouragement. :) @TheReaperKing, The code license is LGPL2.1, due to code from Minetest Game. Graphics license is CC BY-SA 3.0. I'll update the topic post with this also. Thanks for getting me to get this task done. :) @yzelast I created those nodes with the intention of comb...
by ShadMOrdre
Wed Jan 18, 2017 05:07
 
Forum: WIP Mods
Topic: [WIP][building_elements] Building Elements
Replies: 7
Views: 1748

Re: [WIP][building_elements] Building Elements

New version: 0.0.5
by ShadMOrdre
Tue Jan 17, 2017 23:40
 
Forum: WIP Mods
Topic: [WIP][building_elements] Building Elements
Replies: 7
Views: 1748

Re: [Mod] Villages for Minetest [mg_villages]

Curious, Are you sure you've installed the mod into the correct mod folder? Just asking, cause I've had to track down that folder after using Calinou's One-Line script installer for a dev version of Minetest on Lubuntu14.04, and then upgrading to a stable version from the ppa. Turns out, one was a l...
by ShadMOrdre
Tue Jan 17, 2017 23:29
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23817

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

krokoschlange,

python script for blender to export .b3d for minetest.

.b3d blender export

Also, this, Using Blender on the mintest wiki.

Using Blender
by ShadMOrdre
Tue Jan 17, 2017 19:15
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119810

Re: [Mod] Villages for Minetest [mg_villages]

CuriousNoob, mg_villages works with minetest v0.4.15. The reason you are not seeing villages, is because you have not installed any of the village mods. If you download the Villages modpack, it includes everything. You have to update the handle_schematics and the mg_villages mods within the modpack ...
by ShadMOrdre
Tue Jan 17, 2017 17:24
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23817

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

mbb, The colored trains were built for my five year old son, who loves trains and minetest. The original black engine wasn't enough for him, so I simply added colors, to make them more child friendly. Like Thomas the Tank Engine, and the Brio wooden railway train toys for children. The minetest worl...
by ShadMOrdre
Tue Jan 17, 2017 16:49
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119810

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

orwell, Previously, I reported an issue, regarding nil values. Problem SOLVED! It was on my end. In my edits to add varied trains, I failed to remove the "steam" param from the register_wagon calls. After loading the mod, verifying that they are properly configured, ie, all the mods in the...
by ShadMOrdre
Mon Jan 16, 2017 17:04
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119810

Re: really frustrated with doors

Tumeni, I've just posted another update to the building_elements mod. Both doors and gates work. There are currently two door and two gate types. Solid versions for each, a windowed door, and a railed gate. All but the right side windowed door works as it should. The code was cobbled together from t...
by ShadMOrdre
Sat Jan 14, 2017 00:19
 
Forum: Modding Discussion
Topic: really frustrated with doors
Replies: 14
Views: 1942

Re: [WIP][building_elements] Building Elements

Sorry for the bump.

NEW VERSION.

Doors and fence gates that are aligned in the center of the node, with both left and right versions of each.

Fences that can be crafted from two materials.
by ShadMOrdre
Sat Jan 14, 2017 00:19
 
Forum: WIP Mods
Topic: [WIP][building_elements] Building Elements
Replies: 7
Views: 1748

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

orwell, I downloaded the zip file, not the git master. I've run this same issue. What I experienced was just restarting a world with the new modpack in the mods folder, but not necessarily configured in the world config window. This meant that advtrains was loaded, but nothing else. After going in t...
by ShadMOrdre
Sat Jan 14, 2017 00:17
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119810

Re: Post your screenshots!

that tree style is very interesting, and pretty cool.... Have you made an .mts for it? Thanks for the encouragement! I have not made an .mts. The tree was hand made using the tree shapes in my building_elements mod. The specific tree shapes will connect to group:tree and group:leaves. This keeps th...
by ShadMOrdre
Sat Jan 14, 2017 00:00
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1376331

Re: really frustrated with doors

Tumeni, I just posted an update to my building_elements mod. I have centered door shapes for both left and right doors. The fence gates didn't work quite yet, but are there to fiddle with. Chances are, I've missed something small. The doors work! They swing from the side center, into the node behind...
by ShadMOrdre
Fri Jan 13, 2017 01:56
 
Forum: Modding Discussion
Topic: really frustrated with doors
Replies: 14
Views: 1942

Re: Post your screenshots!

building_elements mod https://forum.minetest.net/download/file.php?mode=view&id=8523&sid=eb2b9f5c06b8085a00ff1e255151499a https://forum.minetest.net/download/file.php?mode=view&id=8524&sid=eb2b9f5c06b8085a00ff1e255151499a https://forum.minetest.net/download/file.php?mode=view&id=...
by ShadMOrdre
Fri Jan 13, 2017 01:50
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1376331
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