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Re: [Mod] Mobs Redo [1.32] [mobs]

duane wrote:Edit: And get off my lawn!


https://en.wikipedia.org/wiki/You_kids_get_off_my_lawn!
by duane
Sun Oct 30, 2016 20:56
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249159

Re: Removing stairs

Wuzzy wrote:Yeah, but this only gets rid of wooden stairs. The stone stairs will stay. :P


For them, I use a jackhammer.

Image
by duane
Sun Oct 30, 2016 01:01
 
Forum: Minetest General
Topic: Removing stairs
Replies: 12
Views: 2525

Re: PilzAdam Simple Mobs Mod Problem w/Video

Pilzadam's Simple Mobs hasn't been updated in a long time so I would recommend using Mobs Redo which is compatible and contains more mobs: https://forum.minetest.net/viewtopic.php?f=11&t=9917 How do I know that your mod even functions for me? I've had rats and sheep in my personal server and kn...
by duane
Sat Oct 29, 2016 21:53
 
Forum: Minetest Problems
Topic: PilzAdam Simple Mobs Mod Problem w/Video (SOLVED)
Replies: 7
Views: 1727

Re: Removing stairs

Hello all, My kids and I are new to Minetest and while building our basement we accidently place the stairs in the wrong direction to start. How can one remove or destroy stairs? We have no mods installed, just the base game. The best way -- Flint and Steel . Heh, heh. Fire! Fire! https://forum.min...
by duane
Sat Oct 29, 2016 21:39
 
Forum: Minetest General
Topic: Removing stairs
Replies: 12
Views: 2525

Re: Help please!

DoDoBirD wrote:imusing pilz simple mobs


You could try using Mobs Redo, and see if that works better. I'm not sure whether Simple Mobs is being supported by anyone. In Mobs Redo, if you want a sheep to stick around, you have to feed it wheat until it's tamed.
by duane
Sat Oct 29, 2016 21:25
 
Forum: Minetest Problems
Topic: Help please! (SOLVED)
Replies: 5
Views: 1266

Re: [Mod] Mobs Redo [1.32] [mobs]

EDIT: I mean, isn't that the whole point of mods? Everybody should be free to make the gameplay how they want, and not be locked into a certain approach? "Spamming attack" vs. "not spamming attack" isn't something that can affect other mods, so it's just you trying to force a ce...
by duane
Sat Oct 29, 2016 21:17
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 249159

Re: Halloween Special

PEAK wrote:This night I saw the Flying Dutchman...

Image


+10
by duane
Sat Oct 29, 2016 21:11
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1450617

Re: Help please!

But when I put a double fences (stacked) when i change the time to morning, they disappear. Plus, how do I get them to breed? If you're using mobs redo for your mobs, you have to tame them first, otherwise they'll disappear after a while. You usually tame them by feeding them. This is really a ques...
by duane
Sat Oct 29, 2016 01:19
 
Forum: Minetest Problems
Topic: Help please! (SOLVED)
Replies: 5
Views: 1266

Re: this is driving me NUTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >

Hmm... this is weird. I'm having the exact same error. The weird thing is I have a working Minetest build directory already, but can't get a fresh clone to find any of those libs either. That is strange. I just re-cloned it and had no trouble at all. I even took out run in place to be sure that was...
by duane
Fri Oct 28, 2016 03:36
 
Forum: Minetest Problems
Topic: this is driving me NUTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >:(
Replies: 8
Views: 1813

Re: this is driving me NUTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >

Hi all. I am attempting to compile from source on a Ubuntu 16.04 system and it's giving me trouble. I followed the instructions on the dev article, and when running cmake, it came up with cURL and Vorbis errors. I solved the cURL error, but this Vorbis error is persistent, despite Vorbis being pres...
by duane
Fri Oct 28, 2016 03:29
 
Forum: Minetest Problems
Topic: this is driving me NUTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! >:(
Replies: 8
Views: 1813

Re: Post your screenshots!

MineYoshi wrote:And? That somebody be Rich, actually doesn't make him/her different from people... :)


It makes his tastes different. Personally, I think that's one of the ugliest rooms I've ever seen.
by duane
Sun Oct 23, 2016 20:51
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1450617

Re: Post your screenshots!

D00Med wrote:someone likes gold...


That would be Trump. Model that!

Image
by duane
Sun Oct 23, 2016 20:43
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1450617

Re: Post your mapgen questions here (modding or engine)

To save you some frustration, here is how to use the new 'minetest.set_mapgen_setting_noiseparams()' to set noise params in a mod. Hmmmm's intention is to move the setting of noise params out of .conf and into lua mods. The documentation on this is confusing as it suggests the use of 'override_meta...
by duane
Fri Oct 21, 2016 03:03
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 80844

Re: [Mod] Fun Caves [fun_caves]

Question for duane - how rare/common did you mean for them to be? I adjusted them to be common enough in singleplayer that I didn't have to spend all my time on the surface. I wouldn't even hazard a guess as to what you need for a server. The falling meteorites are fun, but not necessary -- you can...
by duane
Mon Oct 10, 2016 21:07
 
Forum: WIP Mods
Topic: [Mod] Fun Caves [fun_caves]
Replies: 244
Views: 24924

Re: Remove Torches, I'm Serious

azekill_DIABLO wrote:Stop breakin world with your goblins.


Goblinz Rulz!

Image
by duane
Fri Oct 07, 2016 20:59
 
Forum: Minetest Features
Topic: Remove Torches, I'm Serious
Replies: 26
Views: 6353

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

paramat wrote:I'm interested in the unlimited version, creating structures larger than a mapchunk is not easy.


It's not fast either. /sigh
by duane
Thu Oct 06, 2016 01:13
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

So they recommended way is to switch to the more stable branch but don't change the settings which are hopefully containing the old small podsize? My recommendation is to keep all existing worlds on the "old" branch , which will not get much attention from now on (which means I can't brea...
by duane
Tue Oct 04, 2016 21:06
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

I've merged the unlimited code into the master branch on github. It is NOT compatible with the older code, and will cause problems if you use it with an existing world. If you want to continue using the older code, use the "old" branch. The newer code seems to be reasonably stable now. It ...
by duane
Tue Oct 04, 2016 02:36
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: Any idea on how to fix bad argument #2 to 'find_node_nea

The code in question is: local rad = minetest.registered_nodes[node.name].groups.leafdecay -- Assume ignore is a trunk, to make this -- work at the border of a loaded area if minetest.find_node_near(pos, rad, {"ignore", "group:tree"}) then return end It's part of the general leaf...
by duane
Tue Oct 04, 2016 01:12
 
Forum: Minetest Problems
Topic: Any idea on how to fix bad argument #2 to 'find_node_near'
Replies: 2
Views: 888

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

I think I managed to fix some of the shadowing by changing the water level, which is apparently being used as a shortcut for whether something is underground.
by duane
Sat Oct 01, 2016 21:13
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

Duane, i added a bool to prevent shadows being propagated from the mapchunk above, essential for floatlands, stacked realms etc. For use see https://github.com/paramat/planets/blob/master/init.lua#L402 Thanks, but I already use that. The terrain generates with the correct lighting (more or less). T...
by duane
Sat Oct 01, 2016 20:52
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

I'm not sure that it matters, because I haven't had much time to work on it anyway, but I'll probably keep tinkering with the unlimited branch. It's already capable of varying the spacing between levels, which cuts down on lighting issues a bit.
by duane
Fri Sep 30, 2016 20:26
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: [WIP] Goblins [mobs_goblins]

Sorry, I know it's bad that someone new seem to be trying to pick faults, but the more I play this, I get the impression that nobody fact checks. Like the farming mod. You don't get flour from straw, you get it from wheat seeds. Yes, but you have to remember that this is a game where you can carry ...
by duane
Wed Sep 28, 2016 00:36
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 26343

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

Milan* wrote:Thanks for this awesome mod!


You're welcome. I've also started a branch to make the pod size independent from chunk size, but it's very slow so far, and I haven't had much time to work on it.
by duane
Mon Sep 26, 2016 20:03
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4254

Re: [WIP] Goblins [mobs_goblins]

Typical Goblins are not industrious, they wouldn't really dig tunnels, especially through rock. They're thieves and vandals, they'd just take the available resources and horde them. If they make it to the surface, then they'd raid for treasure, so attacking buildings. To make them more goblin like,...
by duane
Mon Sep 26, 2016 03:16
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 26343

Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

How change value of min\max lava height (in mapgen_valleys.cpp)? What default maximum lava height is? Now i don't see lava underground. I mean compiled version. Large caves will (frequently) have lava in them, and should be fairly common by default: mgvalleys_large_cave_depth = -33 You can add more...
by duane
Mon Sep 26, 2016 03:09
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 413
Views: 46771

Re: [Mod] Integral Trees [integral]

Naj wrote:I have no time (and not enough skills) to work on that, but I think of a minetest game where everything is huge, trees, herbs, and so, like small people living in a giant world.


Fun Caves has giant trees. Feel free to copy what you need.
by duane
Wed Sep 21, 2016 18:13
 
Forum: WIP Mods
Topic: [Mod] Integral Trees [integral]
Replies: 29
Views: 3772

Re: Remove Torches, I'm Serious

Add some goblins to your game. Not only will they steal torches, they'll mine out your constructions unless you watch them closely. And in some of my mods, they start fires on their own.
by duane
Sun Sep 18, 2016 18:39
 
Forum: Minetest Features
Topic: Remove Torches, I'm Serious
Replies: 26
Views: 6353

Re: [WIP] Goblins [mobs_goblins]

Hm. That's not a bad idea, actually. I like that you can stop the spawning by getting the throne. Duane, did you manually place the spawner, just to see how it would work, or did you actually code up the whole random generation in the world bit? I'd be interested in that code. For the screenshots, ...
by duane
Thu Sep 08, 2016 17:07
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 26343

Re: [WIP] Goblins [mobs_goblins]

Here's another idea. Turn off their natural spawning altogether, on everything. Then make a goblin spawner (mobs_redo/spawner.lua) show up as an ore type (or place them manually), and shorten each goblin's lifetime to sixty seconds or so. It sounded interesting enough that I tried it myself. Here's...
by duane
Wed Sep 07, 2016 19:41
 
Forum: WIP Mods
Topic: [WIP] Goblins [mobs_goblins]
Replies: 148
Views: 26343
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