[Mod] Nether [nether]

Hybrid Dog
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Re: [Mod] Nether [nether]

by Hybrid Dog » Fri Jan 02, 2015 12:04

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.
 

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Napiophelios
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Re: [Mod] Nether [nether]

by Napiophelios » Mon Jan 05, 2015 20:28

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!!
 

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Re: [Mod] Nether [nether]

by Hybrid Dog » Mon Jan 05, 2015 21:15

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.
 

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Re: [Mod] Nether [nether]

by SAMIAMNOT » Tue Jun 16, 2015 23:52

Hmmmm . looks interesting. I may dd this to my game.
I test mines.
 

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Re: [Mod] Nether [nether]

by cd2 » Sat Jun 20, 2015 08:40

awesome!
 

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Re: [Mod] Nether [nether]

by dannyplaysminetest » Sun Jun 28, 2015 20:17

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
 

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Re: [Mod] Nether [nether]

by Samson1 » Sun Jul 05, 2015 20:41

Does the Nether in your mod have mob's in it? Like, Zombie pig man?
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Re: [Mod] Nether [nether]

by dannyplaysminetest » Mon Jul 06, 2015 03:03

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
 

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Re:

by Samson1 » Fri Aug 21, 2015 15:41

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
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Re: [Mod] Nether [nether]

by swordpaint12 » Sat Aug 29, 2015 20:40

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.
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Re: [Mod] Nether [nether]

by benrob0329 » Sun Aug 30, 2015 06:02

You have to make the nether portal a specific size, otherwise it won't work.
 

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Stair block addition?

by sofar » Tue Nov 17, 2015 06:18

@pilzadam

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

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Re: Stair block addition?

by sofar » Tue Nov 17, 2015 08:40

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({
 

sofar
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Re: [Mod] Nether [nether]

by sofar » Wed Nov 18, 2015 00:25

Sent you a git pull request on github instead. Click the green button!
 

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Re: [Mod] Nether [nether]

by botch » Tue Nov 24, 2015 04:43

Is there any specific reason I am getting this?


http://imgur.com/FU3O3ik
 

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Re: [Mod] Nether [nether]

by sofar » Tue Nov 24, 2015 05:57

botch wrote:Is there any specific reason I am getting this?

http://imgur.com/FU3O3ik


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

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Re:

by JiCeyCraft » Mon Feb 29, 2016 17:13

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

:'(
 

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Re:

by JiCeyCraft » Mon Feb 29, 2016 17:18

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!*
 

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Re: [Mod] Nether [nether]

by Miner96 » Wed Mar 30, 2016 22:22

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
 

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Re: [Mod] Nether [nether]

by Napiophelios » Wed Mar 30, 2016 23:54

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
 

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Re: [Mod] Nether [nether]

by PilzAdam » Fri Apr 01, 2016 23:20

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.
 

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Re: [Mod] Nether [nether]

by sofar » Sat Apr 02, 2016 03:05

@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.
 

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Re: [Mod] Nether [nether]

by Hybrid Dog » Sat Apr 02, 2016 19:17

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
 

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Re: [Mod] Nether [nether]

by PilzAdam » Sat Apr 02, 2016 21:27

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.
 

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Re: [Mod] Nether [nether]

by Hybrid Dog » Sun Apr 03, 2016 07:54

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.
 

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Re: [Mod] Nether [nether]

by sofar » Sun Apr 17, 2016 06:10

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.
 

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Re: [Mod] Nether [nether]

by Napiophelios » Sun Apr 17, 2016 08:14

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
 

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Re: [Mod] Nether [nether]

by Rihu » Sat May 07, 2016 21:42

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.
 

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Re: [Mod] Nether [nether]

by Napiophelios » Sat May 07, 2016 22:28

 

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Re: [Mod] Nether [nether]

by Rihu » Sun May 08, 2016 07:22

It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!
 

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