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Re: [Mod] Nether [nether]

PostPosted: Fri Jan 02, 2015 12:04
by Hybrid Dog
Napiophelios wrote:You should try the Nether and Subterain mods together is pretty awesome

l don't want to try it, l would need to uninstall my version of lkjoel's nether mod and install Subterain mods and PilzAdam's nether mod.

Re: [Mod] Nether [nether]

PostPosted: Mon Jan 05, 2015 20:28
by Napiophelios
Hybrid Dog wrote:
yang2003 wrote:there is no light insite :(

try my texture pack
https://github.com/HybridDog/HybridTP


I tested your texture pack and I think that's the most interesting weildhand I have ever seen;
gonna keep that one..looks like a cyborg hand.

What are all the extra textures for ( _normal )?
Is that for some mod support?

Your Netherrack texture looks pink...very weird..but effective I guess.
You can definitely see better.

KingCandy wrote:Its not pink..its salmon..its obviously salmon....nevermind!!

Re: [Mod] Nether [nether]

PostPosted: Mon Jan 05, 2015 21:15
by Hybrid Dog
Napiophelios wrote:
Hybrid Dog wrote:
yang2003 wrote:there is no light insite :(

try my texture pack
https://github.com/HybridDog/HybridTP


I tested your texture pack and I think that's the most interesting weildhand I have ever seen;
gonna keep that one..looks like a cyborg hand.

What are all the extra textures for ( _normal )?
Is that for some mod support?

Your Netherrack texture looks pink...very weird..but effective I guess.
You can definitely see better.

KingCandy wrote:Its not pink..its salmon..its obviously salmon....nevermind!!

the wieldhand texture is made with a background of chromium bsu

the _normal.pngs are used for normalmaps, l don't use the "generate normalmaps" setting because l use my own ones

I just made the netherrack texture brighter, so it became pink. But usually l use my version of lkjoel's nether mod and so l don't see the pink one very often.

Re: [Mod] Nether [nether]

PostPosted: Tue Jun 16, 2015 23:52
by SAMIAMNOT
Hmmmm . looks interesting. I may dd this to my game.

Re: [Mod] Nether [nether]

PostPosted: Sat Jun 20, 2015 08:40
by cd2
awesome!

Re: [Mod] Nether [nether]

PostPosted: Sun Jun 28, 2015 20:17
by dannyplaysminetest
Thanks for this (another) cool Mod! realy cool to be able to travel to the Nether like in Minecraft.. ^_^
My slow computer sometimes causes MineTest to send me Back in and out of the Nether again and again, however using a Travelnetbox instead of the portal solves this issue, i don´t think it´s a bug, just my slow computer that can´t handle (progress) all information in time..

Image

Re: [Mod] Nether [nether]

PostPosted: Sun Jul 05, 2015 20:41
by Samson1
Does the Nether in your mod have mob's in it? Like, Zombie pig man?

Re: [Mod] Nether [nether]

PostPosted: Mon Jul 06, 2015 03:03
by dannyplaysminetest
Samson1 wrote:Does the Nether in your mod have mob's in it? Like, Zombie pig man?


Yes i have all the Mobs from the Mobs redo Mod :

Image

Re:

PostPosted: Fri Aug 21, 2015 15:41
by Samson1
Linxx wrote:
PilzAdam wrote:
Inocudom wrote:Nether is a name used by Minecraft. Why don't we call it Di Yu, Gehenna, or Underworld instead?

Wait for it.....

Go to hell :D
</badjoke>

[G]o [T]o H[ell] = the Gellt? :D

because when I tried it I was not taken to a different world

Re: [Mod] Nether [nether]

PostPosted: Sat Aug 29, 2015 20:40
by swordpaint12
Is there some special material I have to put in the center? When I right click the portal with the mese (crystal or shard) it does not activate.

Re: [Mod] Nether [nether]

PostPosted: Sun Aug 30, 2015 06:02
by benrob0329
You have to make the nether portal a specific size, otherwise it won't work.

Stair block addition?

PostPosted: Tue Nov 17, 2015 06:18
by sofar
@pilzadam

Can you add nether brick slabs, stairs and fence segments?

Re: Stair block addition?

PostPosted: Tue Nov 17, 2015 08:40
by sofar
sofar wrote:@pilzadam

Can you add nether brick slabs, stairs and fence segments?


I'm silly. This isn't that hard.

@pilzadam: please merge this patch?!

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
diff --git a/depends.txt b/depends.txt
index 4ad96d5..cf9c693 100644
--- a/depends.txt
+++ b/depends.txt
@@ -1 +1,2 @@
+stairs
 default
diff --git a/init.lua b/init.lua
index f01ef53..2cd2ded 100644
--- a/init.lua
+++ b/init.lua
@@ -369,6 +369,13 @@ minetest.register_node("nether:brick", {
        sounds = default.node_sound_stone_defaults(),
 })
 
+stairs.register_stair_and_slab("nether_brick", "nether:brick",
+       {cracky=3, oddly_breakable_by_hand=1},
+       {"nether_brick.png"},
+       "nether stair",
+       "nether slab",
+       default.node_sound_stone_defaults())
+
 local function replace(old, new)
        for i=1,8 do
                minetest.register_ore({

Re: [Mod] Nether [nether]

PostPosted: Wed Nov 18, 2015 00:25
by sofar
Sent you a git pull request on github instead. Click the green button!

Re: [Mod] Nether [nether]

PostPosted: Tue Nov 24, 2015 04:43
by botch
Is there any specific reason I am getting this?


http://imgur.com/FU3O3ik

Re: [Mod] Nether [nether]

PostPosted: Tue Nov 24, 2015 05:57
by sofar
botch wrote:Is there any specific reason I am getting this?

http://imgur.com/FU3O3ik


rename the folder and remove the '-' character (hyphen)

Re:

PostPosted: Mon Feb 29, 2016 17:13
by JiCeyCraft
12Me21 wrote:I can't get the obsidian portal to work, I build it and right click it with a mese crystal fragment, but nothing happens.


I can't either.
And I have MineTest 0.4.13

:'(

Re:

PostPosted: Mon Feb 29, 2016 17:18
by JiCeyCraft
PilzAdam wrote:
12Me21 wrote:I can't get the obsidian portal to work, I build it and right click it with a mese crystal fragment, but nothing happens.

Are you sure you have installed the mod correctly?
If
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
/giveme nether:rack
doesnt work then you dont have it installed.
eduardo_cam14 wrote:the mod doesnt run on minetest 0.4.6 version

Please post the debug output as described here: http://forum.minetest.net/viewtopic.php?id=5073
Also make sure that you renamed the mod folder to "nether".


Command works fine.
Still, bloody mù$!mùppmùmlùp^p portal won't
>:( *rumf!*

Re: [Mod] Nether [nether]

PostPosted: Wed Mar 30, 2016 22:22
by Miner96
I can't go inside the nether. it doesn't work. But i can build it and activate it. what i do wrong.
sorry fore my bad english

Re: [Mod] Nether [nether]

PostPosted: Wed Mar 30, 2016 23:54
by Napiophelios
Miner96 wrote:I can't go inside the nether. it doesn't work. But i can build it and activate it. what i do wrong.
sorry fore my bad english

Sometimes it takes a sec.
Stand inside the portal and wait.
Once you see things change start moving
because you can get teleported back if you stand still

Re: [Mod] Nether [nether]

PostPosted: Fri Apr 01, 2016 23:20
by PilzAdam
I have a suggestion to improve user experience, if someone wants to work on this: generate the terrain via minetest.emerge_area before teleporting the player. This way all these hacks with teleporting the player multiple times can be removed and players wouldn't get stuck in stone anymore.

Re: [Mod] Nether [nether]

PostPosted: Sat Apr 02, 2016 03:05
by sofar
@pilzadam Can you please (please) consider transferring your nether mod to minetest-mods? I'd love to do some of the improvements, and you'd keep access. There are several folks that have patches to nether, and having it in minetest-mods would be the best for everyone.

Re: [Mod] Nether [nether]

PostPosted: Sat Apr 02, 2016 19:17
by Hybrid Dog
PilzAdam, l already use emerge_area for lkjoel's nether, you also need to test if it's already generated, see
https://github.com/HybridDog/nether-pac ... al.lua#L60

Re: [Mod] Nether [nether]

PostPosted: Sat Apr 02, 2016 21:27
by PilzAdam
Hybrid Dog wrote:PilzAdam, l already use emerge_area for lkjoel's nether, you also need to test if it's already generated, see
https://github.com/HybridDog/nether-pac ... al.lua#L60

Instead of polling the node name you could just use the callback function of emerge_area.

Re: [Mod] Nether [nether]

PostPosted: Sun Apr 03, 2016 07:54
by Hybrid Dog
thanks, but the portal essence should appear directly when a player activates it, else the player could leave, the selected item could have changed, etc.

Re: [Mod] Nether [nether]

PostPosted: Sun Apr 17, 2016 06:10
by sofar
I've posted a bunch of updates to this mod, including crafting recipes for bricks, added fences, slabs and stair nodes. If you guys have more, please test and let me know what's missing.

Re: [Mod] Nether [nether]

PostPosted: Sun Apr 17, 2016 08:14
by Napiophelios
Nether Bricks aren't supposed to be craftable...nothing useful can come from the Nether.
I think every thing from the nether should be in the igniter group...heh heh

Re: [Mod] Nether [nether]

PostPosted: Sat May 07, 2016 21:42
by Rihu
It donesn't works with 0.4.13
I have this error message:

2016-05-07 23:40:33: ERROR[main]: The following mods could not be found: "nethermaster"
2016-05-07 23:40:33: ERROR[main]: ========== ERROR FROM LUA ===========
2016-05-07 23:40:33: ERROR[main]: Failed to load and run script from
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-05-07 23:40:33: ERROR[main]: Server: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: ModError: ModError: Failed to load and run /home/rihu/.minetest/mods/nethervoxelmanip/init.lua
2016-05-07 23:40:33: ERROR[main]: Error from Lua:
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: Name nether:portal does not follow naming conventions: "modname:" or ":" prefix required
2016-05-07 23:40:33: ERROR[main]: stack traceback:
2016-05-07 23:40:33: ERROR[main]: [C]: in function 'error'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:60: in function 'check_modname_prefix'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:98: in function 'register_item'
2016-05-07 23:40:33: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:165: in function 'register_node'
2016-05-07 23:40:33: ERROR[main]: /home/rihu/.minetest/mods/nethervoxelmanip/init.lua:5: in main chunk
2016-05-07 23:40:33: ERROR[main]: Consulta debug.txt para obtener más detalles.

Re: [Mod] Nether [nether]

PostPosted: Sat May 07, 2016 22:28
by Napiophelios

Re: [Mod] Nether [nether]

PostPosted: Sun May 08, 2016 07:22
by Rihu
It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!