mod base experiment

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burli
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Re: mod base experiment

by burli » Wed Feb 08, 2017 13:43

I'm going to reorganize the mapgen registration. It feels wrong that all biomes are registered first and then the ores and decorations are registered as bulk into all biomes at once

I want to register a biome (or group of the same biome, e.g. taiga and taiga_ocean) and then register the ores and other stuff for that biome. That would mean, that I have to register the same ore/decoration multiple times, but I don't think that this is a problem
 

paramat
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Re: mod base experiment

by paramat » Wed Feb 08, 2017 18:20

I like those palm trees.
 

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burli
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Re: mod base experiment

by burli » Wed Feb 08, 2017 18:24

paramat wrote:I like those palm trees.

They are from ethereal. I have to modify them. That's why I asked how I can edit mts files.

And they are placed on a cold beach because it seem that cold desert has no "cold desert beach" biome
 

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burli
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Re: mod base experiment

by burli » Tue Mar 07, 2017 20:12

I completely restart this from scratch and finally I got a simple modding base without any default.

It just includes one biome, some basic nodes, the stairs mod, sfinv, creative mod and player. There are no sounds, plants or anything else

https://github.com/MarkuBu/minetest_modbase

Image

The only issue is currently that dungeons are not generated with cobble. It's the same issue like in the minimal development game. I don't know how to fix that
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Wuzzy
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Re: mod base experiment

by Wuzzy » Wed Mar 08, 2017 01:59

Why did you rename the playermodel mod for no reason?
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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burli
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Re: mod base experiment

by burli » Wed Mar 08, 2017 05:59

Wuzzy wrote:Why did you rename the playermodel mod for no reason?

First I created an empty player mod just to remove the missing textures error message. Then I remembered that I have a stand alone player mod (I think it is yours?). I just copied the files into the player folder. But the hotbar doesn't work and it still uses default. So I replaced the code and the model with the current version of MTG. I renamed default, but I assumed that player would collide with the local player variables. That's why I finally called it players
 

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burli
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Re: mod base experiment

by burli » Wed Mar 08, 2017 07:57

I still think about a new sound API. But I'm not sure how to start
 

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Re: mod base experiment

by burli » Wed Mar 08, 2017 10:23

Start adding intllib for internationalization, but I'm not happy with translations like "Wüstenpflastersteintreppe".
 

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