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Re: [Mod] Dungeon Loot [1.0 alpha] [dungeon_loot]

This is an awesome mod. One of the things that makes Terraria a fun game despite it's 2d nature is the quest for loot. What would make this mod the best would be to add a property to all objects called loot_frequency. (0=never, 1=extremely rare, 2=rare, 3=average, 4=common, 5=extremely common. Then ...
by Neuromancer
Mon Dec 14, 2015 01:13
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5406

Re: [Mod] X-Decor [git] [xdecor]

I really like the the idea of a simplified home decor. However I'm getting attempt to index local 'ndef' a nil value everytime the mod starts. I'm using the .0.4.12 main download on the main site. 64 bit windows. 16:55:22: ERROR[main]: ========== ERROR FROM LUA =========== 16:55:22: ERROR[main]: Fai...
by Neuromancer
Sat Aug 01, 2015 22:00
 
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 266
Views: 63153

Re: Xanadu Server

Hi, I noticed that I can log in quickly with some accounts and others it just says "Connecting to Server" I'm not sure if you need to but if you do can you add user Bacon?

Thanks much!
by Neuromancer
Wed Dec 31, 2014 14:55
 
Forum: Minetest Servers
Topic: Xanadu Server
Replies: 2713
Views: 555421

Re: Lua Threads for Computer Mod

ShadowNinja gave the reason on the pull request that this would make the engine too laggy. I commented on the thread that why not then make this an optional feature that could be turned on and off like shaders which is really laggy. I really hope this pull request gets accepted because I really thin...
by Neuromancer
Fri Oct 24, 2014 23:45
 
Forum: Modding Discussion
Topic: Lua Threads for Computer Mod
Replies: 95
Views: 18945

Re: [Mod] Immersive Sounds [.36] [ambience]-Got rid of flyin

The full version with music in the orginal post on page 1 looks like this:
Current Version:
Immersive Sounds Mod .36 Full version with music.
by Neuromancer
Sun Oct 19, 2014 12:50
 
Forum: Mod Releases
Topic: [Mod] Immersive Sounds [.36] [ambience]
Replies: 293
Views: 96086

Re: Lua Threads for Computer Mod

btw: of course i wanted to call it computertest... hmpf, well its called dronetest now ;) Why don't you call it ComputerTest? I remember that I was going to use that name too, but you all are much farther along than I would ever get with this Mod. Or do you have some other reason for not calling it...
by Neuromancer
Wed Oct 01, 2014 02:27
 
Forum: Modding Discussion
Topic: Lua Threads for Computer Mod
Replies: 95
Views: 18945

Re: Minetest Team collaboration w/ MSoft on Modding API stan

The same notion almost certainly applies to any kind of standard blockworld API you'd want to sell Microsoft on. You'd need to: ⋅ Produce some kind of unbelievably amazing mod with a huge code base. ⋅ Convince Microsoft that the mod needs to run in Minecraft (i.e. it'd dramatica...
by Neuromancer
Sun Sep 28, 2014 17:34
 
Forum: Minetest General
Topic: Minetest Team collaboration w/ MSoft on Modding API standard
Replies: 12
Views: 1880

Minetest Team collaboration w/ MSoft on Modding API standard

Here's a crazy thought. MC needs a Modding API. Microsoft decides it wants to be/look cool, so it works with the Minetest devs to create an open standard for Voxel Modding API's so that all the Minetest Mods work in MC and vice versa. Gamers everywhere rejoice. :)
by Neuromancer
Fri Sep 26, 2014 01:06
 
Forum: Minetest General
Topic: Minetest Team collaboration w/ MSoft on Modding API standard
Replies: 12
Views: 1880

Re: Moving from Minecraft

Also check out this thread.

https://forum.minetest.net/viewtopic.php?f=9&t=10155
We're hoping to utilize all (or as many as possible) of the items in any MC resource pack in Minetest.
by Neuromancer
Fri Sep 26, 2014 00:56
 
Forum: Minetest General
Topic: Moving from Minecraft
Replies: 6
Views: 1418

Re: [Mod] ResourcePacker - Resource Pack User

I can see a potential issue with some tesxtures though, like the cactus texture. To make it fit properly, you would need to use some sort of automatic growing/shrinking tool to make it fit the current cactus model. It might be easier to come up with a nodebox for cactus and override the existing ca...
by Neuromancer
Fri Sep 26, 2014 00:54
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod] ResourcePacker - Resource Pack User

@Evergreen: Thanks for adding the commands file. I got the rename command working. Now we just need to pound through all the files. I'll be working from a-z. You can work on whatever you want.
by Neuromancer
Thu Sep 25, 2014 01:18
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: Moving from Minecraft

Honestly, I think you will be disappointed if you try to make Minetest be a subsitute Minecraft. Minetest comes with its own set of strengths and weaknesses. The biggest strength of Minetest over Minecraft is that it is easy to write and install mods. Thus you can and should experiment with all kind...
by Neuromancer
Wed Sep 24, 2014 19:55
 
Forum: Minetest General
Topic: Moving from Minecraft
Replies: 6
Views: 1418

Re: Lua Threads for Computer Mod

Would you consider making your mod compatible with the blockly add on for computer craft? http://blockly-lua.appspot.com/static/apps/code/index.htm I see the computer craft mod as a gateway to teaching beginners lua. They start with blockly lua using the computer mod. Move on to lua in computer craf...
by Neuromancer
Wed Sep 24, 2014 19:44
 
Forum: Modding Discussion
Topic: Lua Threads for Computer Mod
Replies: 95
Views: 18945

Re: [Mod] Technic [0.4.10] [technic]

I've been wanting programmable turtles in Minetest for a while now. electrodude512 is starting work on a ComputerCraft like mod and he said the following: I don't see turtles as being nearly as important as computers if you have Technic's frames, so I don't plan to immediately add turtles. I know ne...
by Neuromancer
Tue Sep 23, 2014 01:11
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 534600

Re: Lua Threads for Computer Mod

I was going to work on a similar Mod a while back. There may be some things in the thread that you will find useful.

https://forum.minetest.net/viewtopic.php?id=8399
by Neuromancer
Mon Sep 22, 2014 22:57
 
Forum: Modding Discussion
Topic: Lua Threads for Computer Mod
Replies: 95
Views: 18945

Re: [Mod] ResourcePacker - Resource Pack User

The reason I say we should rename the .png files is that other mods use the standard Minetest filenames for textures. For example, Columnia mod looks for the "brick.png" and a bunch of other .png files. A lot of other mods do this as well.
by Neuromancer
Mon Sep 22, 2014 12:12
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod] ResourcePacker - Resource Pack User

I'm not really familiar with the structure of a minetest resource pack directory, so I don't have a clear idea of what the minecraft texture names are. EDIT: I really could just download one to see what the structure looks like. :P I've been thinking about this a bit, and I think we are going to ha...
by Neuromancer
Mon Sep 22, 2014 12:10
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod] ResourcePacker - Resource Pack User

@rubenwardy: An automated check for the file's existence works fast in lua and the code is much cleaner. Thanks for calling me out on that. function file_exists(name) local f=io.open(name,"r") if f~=nil then io.close(f) return true else return false end end function mod_path() local dir = ...
by Neuromancer
Mon Sep 22, 2014 02:13
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod] ResourcePacker - Resource Pack User

I thought this was going to be an automatic process. Reading the models and textures and names from the resource pack. But something would need to map the resource pack .png files to the minetest_game nodes. I don't have a problem with it being lua doing that. At some point, Python or C# could loop...
by Neuromancer
Mon Sep 22, 2014 01:21
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod] ResourcePacker - Resource Pack User

You should make a roadmap as to what needs to be worked on. I can't contribute unless I know what needs to be contributed. I'm working through adding support for the *.png files for existing blocks in minetest_game in a resource pack working from A-Z. You could start at the Z's and work your way ba...
by Neuromancer
Sun Sep 21, 2014 20:49
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod] ResourcePacker - Resource Pack User

Evergreen wrote:This will be absolutely amazing once it's finished! I would love to contribute to this.

Awesome! I added you as a contributor to the GitHub.
by Neuromancer
Sun Sep 21, 2014 18:36
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod Concept] Resource Pack User

Or you could use Minetest.override_item Much better. Thanks for suggesting it. I have put the project so far on GitHub. See the edited original post for ideas for phases of implementation. I think by starting out simply with Lua overrides we will get the most bang for the buck early on in the proje...
by Neuromancer
Sun Sep 21, 2014 14:36
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: [Mod Concept] Resource Pack User

This is totally doable thanks to a little code I found from cornernote. https://gist.github.com/cornernote/3815683 -- function clone_registered = function(case,name) local params = {} local list if case == "item" then list = minetest.registered_items end if case == "node" then li...
by Neuromancer
Sat Sep 20, 2014 01:16
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

[Mod] ResourcePacker - Resource Pack User

[Edit] This Mod allows you to use any MC resource packs in Minetest. It will evolve in the following phases: 1) Lua: rename as many of the textures to work with Minetest_game as possible using the resource pack textures. 2) Lua: create all the missing blocks/nodes that exist in typical resource pack...
by Neuromancer
Fri Sep 19, 2014 09:09
 
Forum: WIP Mods
Topic: [Mod] ResourcePacker - Resource Pack User
Replies: 18
Views: 2361

Re: Are we prepared for potential Microsoft harassment?

Now would be a great opportunity to post replies on all the news story conversation areas on how Minetest is the solution to the problem that Microsoft will be destroying Minecraft. 'Minecraft' Fans Freak Over Rumors Of 'Selling Out' To Microsoft http://www.huffingtonpost.com/2014/09/12/minecraft-mi...
by Neuromancer
Sun Sep 14, 2014 14:03
 
Forum: Minetest General
Topic: Are we prepared for potential Microsoft harassment?
Replies: 72
Views: 13845

Re: Adding optional top, bottom, & side tiles to basic block

Is there a way to do this now from a texture pack, with extra textures? For example if I wanted a top and a bottom on default_sandstone, do I need to create a default_sandstone_top, default_sandstone_bottom, default_sandstone_side, default_sandstone_front, default_sandstone_back? Or do I need a left...
by Neuromancer
Wed Aug 27, 2014 02:35
 
Forum: WIP Mods
Topic: Adding optional top, bottom, & side tiles to basic blocks
Replies: 6
Views: 1157

Re: Adding optional top, bottom, & side tiles to basic block

A new feature as in it doesn't exist. Adding a new feature. An overrides.txt file in the texturepack folder would be the perfect way to implement it. How close is this feature to being implemented? Is it a great idea of yours that needs to be championed, or has it already been implemented but will ...
by Neuromancer
Tue Aug 26, 2014 00:17
 
Forum: WIP Mods
Topic: Adding optional top, bottom, & side tiles to basic blocks
Replies: 6
Views: 1157

Re: Minetest Natural Beauty Texure Pack

New textures added:
All wool varieties.
Changed brick and glass.
by Neuromancer
Sun Aug 24, 2014 20:26
 
Forum: Minetest Texture Packs
Topic: Minetest Natural Beauty Texure Pack
Replies: 38
Views: 19041

Re: Adding optional top, bottom, & side tiles to basic block

A better way is a new feature. Add a file in the texture pack called overrides.txt which is in the format: modname:itemname:top = modname_itemname_top.PNG Thanks for the idea. How new is this feature? I followed these instructions exactly using minetest-0.4.10-dev-win64-e69d660784 and putting an ov...
by Neuromancer
Sat Aug 23, 2014 21:38
 
Forum: WIP Mods
Topic: Adding optional top, bottom, & side tiles to basic blocks
Replies: 6
Views: 1157
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