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Re: [Mod] Sprint [sprint]

Good mod! I changed movement_speed_walk to 2.7 so Sam happily walks down stairs instead of dropping. And changed the SPRINT_SPEED to 2.5 for a quick sprint.
by Bas080
Tue Jul 01, 2014 15:40
 
Forum: Mod Releases
Topic: [Mod] Sprint [sprint]
Replies: 74
Views: 19775

Re: [Game] BASE [base_game]

Would be nice to have a ultimate minimal version that has only the nodes required to generate terrain. Only containing following nodes. dirt stone sand gravel water lava air Maybe also cobble obsidian Some modder friendly stuff A modder pickaxe for removing stuff (not craftable) Debug tool for node ...
by Bas080
Mon Jun 30, 2014 22:27
 
Forum: Subgame Releases
Topic: [Game] MiniBASE [minibase_game]
Replies: 22
Views: 6686

Re: [Mod] Computers [0.2.0] [computer]

The router is so cute. Nice details on the textures <3. I know of people that would love to decorate an office space with these neat devices. I feel office supplies mod comming up. Water coolers, staplers, pen holders, desk plants.
by Bas080
Wed Jun 25, 2014 16:37
 
Forum: Old Mods
Topic: [Mod] Computers [0.2.2] [computer]
Replies: 128
Views: 40243

Re: [mod] Underground Realms [0.1] [caverealms]

This mod adds a reason to explore the undergrounds. It would be nice to have different realms for every type of crystal. I would do something with the colors red, blue and yellow for main colors of the realm. The crystals look nice. They would look nicer if the shape was not a cube but something tha...
by Bas080
Sat Jun 14, 2014 23:25
 
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 126
Views: 40749

Re: Post your mod requests/ideas here

Quicksand! :) So moving allot in quicksand makes you sink even faster. My suggestion is as follows. player physics can be manipulated with the api. I say not moving will not make you sink. The faster you move the quicker you'll sink. Avoiding death means placing nodes beneath you (nerd poling). I gu...
by Bas080
Fri Jun 13, 2014 03:29
 
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 1556
Views: 399195

Re: Generating craft example images

Rubenwardy, You could also do this as a Minetest mod. Imo that is the neatest solution. Am suggesting a command "/genrec <name of item/node/tool or a lua regex to select multiple>" which then generates the recipe(s) and the output of them. Also imagemagick allows the making of 3d boxes. It...
by Bas080
Thu Jun 12, 2014 15:27
 
Forum: Minetest-Related
Topic: Generating craft example images
Replies: 12
Views: 3317

Re: Generating craft example images

Casimir, the goal is to generate them automatically. Not requiring the modder to do this with gimp. Imagemagick allows the scaling of an image. Thus this can be automated. Sokomine, i agree that the resulting craft image should also be shown. Good idea and a +1. Anyone with some technical know how o...
by Bas080
Thu Jun 12, 2014 00:32
 
Forum: Minetest-Related
Topic: Generating craft example images
Replies: 12
Views: 3317

Re: [Mod] Bees and beekeeper [2.0] [bees]

hey kerikter4of7, i noticed the crafts where messed up. Fixed them and removed the steel dependency for now. Future updates will include steel dependency as machines should be made out of steel sheets and not steel ingots.
by Bas080
Wed Jun 11, 2014 00:41
 
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 55
Views: 23673

Generating craft example images

Most modders preffer sharing the work they did on the forum. Showing players how to craft stuff is part of that. We often see things like: s = stick x = stone e = empty Craft e s e e x e e e e It is nicer to see images as symbols. Imagemagick allows the appending of images. I wrote a simple bash scr...
by Bas080
Wed Jun 11, 2014 00:32
 
Forum: Minetest-Related
Topic: Generating craft example images
Replies: 12
Views: 3317

Re: [Mod] Compass GPS [compassgps]

Kilarin, I forgot to mention the license for the png's I made for the 16x16 texture for this mod. The one you mentioned in a pm, "CC BY-SA", is good. EDIT: The mod is looking great. I do notice that the amount of bookmarks can become a lot on public servers. It might be handy to search by ...
by Bas080
Tue Jun 10, 2014 16:11
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 124
Views: 54528

Re: [Mod] River / mountain range mapgen [0.4.1] [watershed]

Love that the ores spawn in "strata". Makes it more like a treasure hunt. I'm learning a lot on how to use voxelmanip looking at your code.

Image
by Bas080
Tue Jun 10, 2014 14:02
 
Forum: Mod Releases
Topic: [Mod] River / mountain range mapgen [0.7.1] [watershed]
Replies: 155
Views: 47441

Re: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines

You kept it basic by not adding tons of components, and I love how you made the different components very distinct from one and other. You can easily distinguish them by texture and intended function. I like the textures. The style is very consistent and it is easy to see what the function of the to...
by Bas080
Mon Jun 09, 2014 21:31
 
Forum: WIP Mods
Topic: [Mod] SAFR's Simple Machines [0.1] [safr_simple_machines]
Replies: 12
Views: 4159

Re: [Mod] Bees and beekeeper [2.0] [bees]

kerikter4of7, you could always remove the add_particle api function from the mod init.lua file. It won't alter the mod in a big way.
by Bas080
Mon Jun 09, 2014 13:39
 
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 55
Views: 23673

Re: Stupid Node Name Capitalization Convention

Agree, current mods i am working on use the proper conventions for capitalization. If i'm not sure then i'll make sure to google it. EDIT: If first letter is always capitalized i think capitalization should be done by the core or some kind of cascading stylesheet. JK. Serious about the capitalizatio...
by Bas080
Wed Jun 04, 2014 21:10
 
Forum: WIP Mods
Topic: Stupid Node Name Capitalization Convention
Replies: 18
Views: 2847

Re: [Mod] Clothing [idea] [clothing]

Inocudom wrote:Give the mod linked to below a look:
https://forum.minetest.net/viewtopic.php?f=9&t=8777


nice, It might be better to contribute to that project. Am checking this out.
by Bas080
Tue Jun 03, 2014 20:13
 
Forum: WIP Mods
Topic: [Mod] Clothing [idea] [clothing]
Replies: 4
Views: 1482

[Mod] Clothing [idea] [clothing]

Clothing A skin mod that aims for a bit more realism Costumes Costumes are basicly nodes. When rightclicking it you switch the costume your wearing with the one that you clicked, unless you weren't wearing anything. Then the costume node dissapears. Costumes are not stackable. The node shows partia...
by Bas080
Tue Jun 03, 2014 18:32
 
Forum: WIP Mods
Topic: [Mod] Clothing [idea] [clothing]
Replies: 4
Views: 1482

Update alert

Just wanted to let you know that the bees mod has updated a lot. EDIT: Sokomine is correct about sharing what exactly is updated 2.2 - craft for extractor - extractor texture update - a craft for the smoker 2.1 - bees polinate flowers nearby, causing them to multiply - add formspec to wild and artif...
by Bas080
Tue Jun 03, 2014 14:05
 
Forum: Mod Releases
Topic: [Mod] Bees and beekeeper [2.0] [bees]
Replies: 55
Views: 23673

Re: [Mod] Compass GPS [compassgps]

The formspec could be more compact. I'll make sure to help with that once the shared bookmarks are implemented.
by Bas080
Mon Jun 02, 2014 08:17
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 124
Views: 54528

Re: [Mod] Bounty [bounty] [idea]

4aiman, "Someone may call it double-stealing", that's funny. I agree that random items should be out of the question. My current code shows the type of prize is dependent on the amount of bountypoints an offender has. However you are proposing something different. If I understand you corre...
by Bas080
Sun Jun 01, 2014 17:00
 
Forum: WIP Mods
Topic: [Mod] Bounty [bounty] [idea]
Replies: 10
Views: 1879

Re: [Mod] Compass GPS [compassgps]

Please use 16x16 textures when making something for the game. Leave it up to texture packs to make highres textures and such. I made a texture that you might like. It shows the basic idea. Here it is. https://dl.dropboxusercontent.com/u/419967/minetest/compass/compass_0.png https://dl.dropboxusercon...
by Bas080
Fri May 30, 2014 23:46
 
Forum: Mod Releases
Topic: [Mod] Compass GPS [compassgps]
Replies: 124
Views: 54528

Re: How Do You Make And Upload A Mod?

In order to know how to make the mods I would advice you to look at simple mods of others in order to get familiar with the minetest modding API. It shows how you can register a "node" and how to register other things like items, abm's and some other things. Besides registering items you c...
by Bas080
Fri May 30, 2014 01:35
 
Forum: WIP Mods
Topic: How Do You Make And Upload A Mod?
Replies: 9
Views: 1572

Re: Protector mod Redo

This is great. Keeping the good mods good, even making them beter!
by Bas080
Thu May 29, 2014 15:52
 
Forum: Mod Releases
Topic: [Mod] Protector Redo [2.0] [protector]
Replies: 174
Views: 39814

Re: Post your modding questions here

You can make a tool and make it place a nodebox on_place. See the fishing mod of mossman
by Bas080
Thu May 29, 2014 15:49
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 674426

Re: [Mod] Bounty [bounty][idea]

4aiman, I like your idea. It removes the hassle of having to kill someone. Plus it makes it more like a detective story.
by Bas080
Thu May 29, 2014 07:00
 
Forum: WIP Mods
Topic: [Mod] Bounty [bounty] [idea]
Replies: 10
Views: 1879

Re: [Mod] Bounty [bounty][idea]

This is a start Has * An api. server admins can already increase bounty for players automatically by placing bounty.increase(<player_name>, <amount>) on certain events * bounty.decrease(...) does the opposite. * Saves the bounty per person to a file * Some examples for chatcommands Will do * List al...
by Bas080
Thu May 29, 2014 02:44
 
Forum: WIP Mods
Topic: [Mod] Bounty [bounty] [idea]
Replies: 10
Views: 1879

[Mod] Bounty [bounty] [idea]

So I was thinking. Griefing is sometimes an issue on some servers. It's considered a horrible deed in most cases, but what if it could be fun in some of the cases. It is more a tool for server moderators than a mod. A bounty system in which certain deeds raise the prize on the players head(bounty). ...
by Bas080
Wed May 28, 2014 04:11
 
Forum: WIP Mods
Topic: [Mod] Bounty [bounty] [idea]
Replies: 10
Views: 1879

Re: [Mod] Chemistry [0.04]

In-game would be more nicer
by Bas080
Wed May 28, 2014 00:32
 
Forum: WIP Mods
Topic: [Mod] Chemistry [0.04]
Replies: 33
Views: 11462

Re: [Mod] Chemistry [0.04]

Looking good, I really like the periodic table gui.

I would like to see an overview of all the elements that can be made and how that should be done. A sort of craft guide but then what steps to take to get a certain substance.
by Bas080
Wed May 28, 2014 00:02
 
Forum: WIP Mods
Topic: [Mod] Chemistry [0.04]
Replies: 33
Views: 11462

This is a good and server friendly solution. For better time of day gradient add the
https://en.wikipedia.org/wiki/Four_Times_of_the_Day

Absolutley not necessary, but some people like to have diamond watches. Blang blang.
by Bas080
Fri Apr 04, 2014 05:59
 
Forum: Mod Releases
Topic: [Mod] Clock Mod [0.1] [clock]
Replies: 14
Views: 3631
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