Post your mod requests/ideas here

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SegFault22
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by SegFault22 » Sat Apr 19, 2014 02:11

How about a chat-based auction mod? That would be awesome.
And, a similar lottery mod would be nice too - players can submit money, and they will get a number of chances to win based on the amount they submit. The winner gets all of the money submitted by all players.
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Whitemau5
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Re: Post your mod requests/ideas here

by Whitemau5 » Sun Apr 20, 2014 19:22

PLEASE!! I know there are lots of mob mods out there that add mods and such but we need new ones! My ideas:

Horses (like ones in minecraft)
Dogs (ones that you can manually sit and tame and such like minecraft)
Cats (" ")

Another question is why hasn't anyone made any pigs? If you know of a mod that has these or will be willing to make a mod with these mobs then let me know!
 

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Re: Post your mod requests/ideas here

by mimilus » Sun Apr 20, 2014 21:55

pigs +1
 

Sokomine
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Re: Post your mod requests/ideas here

by Sokomine » Sun Apr 20, 2014 22:13

If you want any new mobs to be included, either create a model yourshelf or find someone who does it for you. Models and animations can be done with blender. Also don't forget that they need a texture.

Regarding pigs: Try the new mobs mod. It has wild boars that are very well done.
 

CWz
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Server locked mod

by CWz » Mon Apr 21, 2014 18:16

I need a mod that prevents more players form joining if lockdown is set to true. this could be very useful for server that are not running 24/7.
 

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Re: Post your mod requests/ideas here

by TheEpicJames » Sat May 03, 2014 02:01

Meow, cats, I want cats, just those cute little cats.
EDIT: oh wait, and a different chat GUI, instead of the one that pops up in your face when typing.
 

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Re: Post your mod requests/ideas here

by mimilus » Sat May 03, 2014 06:36

It could be cool to have a turning image in the hud when the mouse is over for nodeboxes, and the same thing in the inventory.
 

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Re: Post your mod requests/ideas here

by spootonium » Thu May 08, 2014 06:15

mimilus wrote:It could be cool to have a turning image in the hud when the mouse is over for nodeboxes, and the same thing in the inventory.


IIRC, the nodeboxes that you see in inventory (and other formspecs) are rendered differently from environment nodes, and that's part of the engine (i.e. not something you can change with a mod). It might just be possible, however, to define an animated inventory_image that looks like a rotating node, but unfortunately, there's no way to define a "mouse-over" event using the formspec tools available to mods.
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Kilarin
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Re: Post your mod requests/ideas here

by Kilarin » Mon May 19, 2014 16:16

I've got a request aimed at the folks who do all of those wonderful map generator mods:

MineTest has one big advantage over MineCraft, the hight and depth of its world. With the new floating lands mods, it seems that there is now an attempt to make the 32000 nodes UP more interesting and useful. There is a mod out there to add Biomes to the bottoms of the oceans and lakes (adding another large area to explore)

But what I have searched for and can not find, is any map generator mod to add biomes to the underdark, the caves that make the 32000 nodes DOWN interesting in MineTest.

Now, obviously, some caves should be left just empty and dark, like they currently are. But what if we also had more underwater rivers and lakes, and in some areas, actual life. Phosphorescent lichens and slimes on the walls. And of course, lots of varieties fungi. Huge stands of giant mushrooms (of many, many, types), ordinary sized mushrooms, huge puffballs, giant shelf fungi?

It just seems to me that, while the vast undergound region of MineTest is already fascinating, it could be made even more fascinating still with a map generator mod like this. Then MineTest would have more to explore in ALL directions!!!!

But, perhaps someone has already built such a thing and I just need to be pointed to it?

Thanks
 

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Topywo
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Re: Post your mod requests/ideas here

by Topywo » Mon May 19, 2014 16:51

In this plants mod of bas080 there are some underground mushrooms:
viewtopic.php?f=11&t=2619
 

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Re: Post your mod requests/ideas here

by Hybrid Dog » Mon May 19, 2014 17:36

https://github.com/HybridDog/minetest-nether
This edited mod adds a nether (-20000) to minetest.
 

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Re: Post your mod requests/ideas here

by Kilarin » Tue May 20, 2014 04:50

Thanks for those links Topywo and Hybrid Dog.
 

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Re: Post your mod requests/ideas here

by cactuz_pl » Tue May 20, 2014 18:00

Minetest time of day, in debug mode (or in HUD, in one of the corners). Optionaly time to next sunrise/sunset.
10:38 //Ingame time, for 24h or "10:38 AM" for 12h time
Next sunset in: 5:25 //M:SS realtime


This would be very handy when you are waitnig for daylight. I know this can't be done by any mod and this is possible only by editing source files. What do you think about this?

EDIT:
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Re: Post your mod requests/ideas here

by kaeza » Tue May 20, 2014 18:18

cactuz_pl wrote:Minetest time of day, in debug mode (or in HUD, in one of the corners). Optionaly time to next sunrise/sunset.
10:38 //Ingame time, for 24h or "10:38 AM" for 12h time
Next sunset in: 5:25 //M:SS realtime


This would be very handy when you are waitnig for daylight. I know this can't be done by any mod and this is possible only by editing source files. What do you think about this?

Take a look at my misc stuff. There's a `clock' mod there that shows in-game time in the HUD (should be easy to modify to add time to next sunset).
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cactuz_pl
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Re: Post your mod requests/ideas here

by cactuz_pl » Tue May 20, 2014 18:20

Thanks, kaeza!

Edit: I did it! It took me 2 hours. I know you could do it in 5 minutes but programming is something new for me. This code looks very ugly and bad, I'm noob. The most important thing is that this is working! (It shows time to next sunrise.) Thanks for code again, kazea.

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
local player_hud = { };

local timer = 0;

local function floormod ( x, y )
    return (math.floor(x) % y);
end

local function get_time ( )
    local secs = (60*60*24*minetest.env:get_timeofday());
    local s = floormod(secs, 60);
    local m = floormod(secs/60, 60);
    local h = floormod(secs/3600, 60);

    if ((minetest.env:get_timeofday()) >= (0.198)) then
   time_to_sunrise = ((0.198*86400/72) + ((86400-(86400*minetest.env:get_timeofday()))/72));
    else
   time_to_sunrise = ((0.198*86400/72)-((60*60*24*minetest.env:get_timeofday())/72));
    end

    -- time to next sunrise in real-time seconds, 0.198 is time of sunrise in 0..1 range, 72" is world time speed const;

    local a = floormod(time_to_sunrise, 60);
    local b = floormod(time_to_sunrise/60, 60);
    local c = floormod(time_to_sunrise/3600, 60);

   


    return ("Time: %02d:%02d:%02d Next sunrise in: %02d:%02d:%02d"):format(h, m, s, c, b, a);   --return ("%02d:%02d:%02d"):format(h, m, s);
end

minetest.register_globalstep(function ( dtime )
    timer = timer + dtime;
    if (timer >= 1.0) then
        timer = 0;
        for _,p in ipairs(minetest.get_connected_players()) do
            local name = p:get_player_name();
            local h = p:hud_add({
                hud_elem_type = "text";
                position = {x=0.35, y=0.900};   --position = {x=0.35, y=0.900};
                text = get_time();
                number = 0xFFFF00;    --colour
            });
            if (player_hud[name]) then
                p:hud_remove(player_hud[name]);
            end
            player_hud[name] = h;
        end
    end
end);


Edit 2:
Final version you can find here: viewtopic.php?f=9&t=9325
Last edited by cactuz_pl on Wed May 21, 2014 16:54, edited 1 time in total.
 

Hybrid Dog
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Re: Post your mod requests/ideas here

by Hybrid Dog » Wed May 21, 2014 16:44

cactuz_pl wrote:Thanks, kaeza!

Edit: I did it! It took me 2 hours. I know you could do it in 5 minutes but programming is something new for me. This code looks very ugly and bad, I'm noob. The most important thing is that this is working! (It shows time to next sunrise.) Thanks for code again, kazea.

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
local player_hud = { };

local timer = 0;

local function floormod ( x, y )
    return (math.floor(x) % y);
end

local function get_time ( )
    local secs = (60*60*24*minetest.env:get_timeofday());
    local s = floormod(secs, 60);
    local m = floormod(secs/60, 60);
    local h = floormod(secs/3600, 60);

    if ((minetest.env:get_timeofday()) >= (0.198)) then
   time_to_sunrise = ((0.198*86400/72) + ((86400-(86400*minetest.env:get_timeofday()))/72));
    else
   time_to_sunrise = ((0.198*86400/72)-((60*60*24*minetest.env:get_timeofday())/72));
    end

    -- time to next sunrise in real-time seconds, 0.198 is time of sunrise in 0..1 range, 72" is world time speed const;

    local a = floormod(time_to_sunrise, 60);
    local b = floormod(time_to_sunrise/60, 60);
    local c = floormod(time_to_sunrise/3600, 60);

   


    return ("Time: %02d:%02d:%02d Next sunrise in: %02d:%02d:%02d"):format(h, m, s, c, b, a);   --return ("%02d:%02d:%02d"):format(h, m, s);
end

minetest.register_globalstep(function ( dtime )
    timer = timer + dtime;
    if (timer >= 1.0) then
        timer = 0;
        for _,p in ipairs(minetest.get_connected_players()) do
            local name = p:get_player_name();
            local h = p:hud_add({
                hud_elem_type = "text";
                position = {x=0.35, y=0.900};   --position = {x=0.35, y=0.900};
                text = get_time();
                number = 0xFFFF00;    --colour
            });
            if (player_hud[name]) then
                p:hud_remove(player_hud[name]);
            end
            player_hud[name] = h;
        end
    end
end);

I edited it a bit without testing.
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
local player_hud = {}

local timer = 0

local function floormod(x, y)
   return math.floor(x) % y
end

local function get_time()
   local time = minetest.get_timeofday()
   local secs = (60*60*24*time)
   local s = floormod(secs, 60)
   local m = floormod(secs/60, 60)
   local h = floormod(secs/3600, 60)
   local time_to_sunrise

   if (time >= (0.198)) then
      time_to_sunrise = 1200*(1.198 - time)
   else
      time_to_sunrise = 1200*(0.198 - time)
   end

   -- time to next sunrise in real-time seconds, 0.198 is time of sunrise in 0..1 range, 72" is world time speed const;

   local a = floormod(time_to_sunrise, 60)
   local b = floormod(time_to_sunrise/60, 60)
   local c = floormod(time_to_sunrise/3600, 60)



   return ("Time: %02d:%02d:%02d Next sunrise in: %02d:%02d:%02d"):format(h, m, s, c, b, a) --return ("%02d:%02d:%02d"):format(h, m, s);
end

minetest.register_globalstep(function(dtime)
   timer = timer + dtime
   if (timer >= 1.0) then
      timer = 0
      for _,p in pairs(minetest.get_connected_players()) do
         local name = p:get_player_name()
         local h = p:hud_add({
            hud_elem_type = "text";
            position = {x=0.35, y=0.900}; --position = {x=0.35, y=0.900};
            text = get_time();
            number = 0xFFFF00;   --colour
         })
         if player_hud[name] then
            p:hud_remove(player_hud[name])
         end
         player_hud[name] = h
      end
   end
end)
 

markveidemanis
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Re: Post your mod requests/ideas here

by markveidemanis » Fri May 30, 2014 13:36

*
Last edited by markveidemanis on Tue Aug 02, 2016 11:57, edited 1 time in total.
 

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Wuzzy
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Idea: Reverse crafting guide

by Wuzzy » Tue Jun 10, 2014 21:54

I would like to see a reverse crafting guide.
A reverse crafting guide is a crafting guide. But it is not an ordinary one. Instead of providing you all recipes at once by selecting your desired result item, the user has to supply an item he/she/it has in posession as input. The reverse crafting guide then returns all the recipes which require this item. This ought to be the only way to get to know crafting recipes from the reverse crafting guide.

The benefit of this would be:
  • The reverse crafting guide would not be a massive spoiler like the known crafting guides which disclose the best recipes and even items right from the start.
  • The player may feel a sense of progression.
  • Probably it is easier to use because the result lists would be smaller.
 

Sokomine
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Re: Post your mod requests/ideas here

by Sokomine » Wed Jun 11, 2014 00:11

Wuzzy wrote:I would like to see a reverse crafting guide.

I'd like to have one as well. Would be useful in order to find out what something is good for (and which items can safely be used in new receipes).
 

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Re: Idea: Reverse crafting guide

by kerikter4of7 » Wed Jun 11, 2014 04:31

Wuzzy wrote:I would like to see a reverse crafting guide.
A reverse crafting guide is a crafting guide. But it is not an ordinary one. Instead of providing you all recipes at once by selecting your desired result item, the user has to supply an item he/she/it has in posession as input. The reverse crafting guide then returns all the recipes which require this item. This ought to be the only way to get to know crafting recipes from the reverse crafting guide.

The benefit of this would be:
  • The reverse crafting guide would not be a massive spoiler like the known crafting guides which disclose the best recipes and even items right from the start.
  • The player may feel a sense of progression.
  • Probably it is easier to use because the result lists would be smaller.


If we had a consolidated wiki for all the mods, the "pages that link to here" would basically do this automatically.
 

Kilarin
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Re: Post your mod requests/ideas here

by Kilarin » Wed Jun 11, 2014 04:35

kerikter4of7 wrote:If we had a consolidated wiki for all the mods,

oooo, that would be nice.

I agree with what Sokoman suggested. It would be really nice to build a recipe search into the "all mods" wiki. Trying to figure out if some other mod has used the same recipe you are considering is not an easy task right now.
 

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Re:

by kerikter4of7 » Wed Jun 11, 2014 05:21

philipbenr wrote:
Gambit wrote:Quicksand. We need it to make the desert a bit more adventurous/dangerous. You should be able to drown in it too. In some cases, the player could even sink through quicksand into a hidden cavern. From what I've can tell, there is no quicksand mod through out the entire forum; unless I've missed it.


Quite right. I've browsed 80& of modding general.


Well, there are mods that create stealthly passable nodes that look like normal, if someone could make them spawn like normal terrain... perhaps having a requirement that there are no more than 20 spawned in one axis in one go (is that possible? still new here) just so random falls don't suddenly kill players. Or not, that could be fun too.
 

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Wuzzy
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Re: Post your mod requests/ideas here

by Wuzzy » Fri Jun 13, 2014 01:55

Quicksand

I planned quicksand for a very late release of my Pedology mod.
But:
I honestly don’t know how I would implement quicksand nor am I even sure what features it should have.

Features of the stereotypical quicksand include:
  • Looks harmless for the careless
  • When you are inside, it is difficult to get out
  • They are a potential death trap

The first one would be trivial (just a texture), but the second one is tricky. In Minetest, you can get out of any liquid just by swimming to the surface. This is not difficult! So implementing quicksand just as a liquid does not help much.

If anyone has ideas about how you think quicksand should work or even an implementation idea, I’d be glad to read from it! :)
 

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Re: Post your mod requests/ideas here

by Bas080 » Fri Jun 13, 2014 03:29

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 guess that would be a start. For realism it would be cool to be able to pull yourself out by using a climable node. If that is possible then nerd poling should not be.

Fun idea.
 

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Re: Post your mod requests/ideas here

by HeroOfTheWinds » Fri Jun 13, 2014 04:53

Bas080 wrote: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 guess that would be a start. For realism it would be cool to be able to pull yourself out by using a climable node. If that is possible then nerd poling should not be.


Quite possibly, although I myself haven't toyed with player physics. If you were going to do it that way, you need to make the sure the node has the properties pointable=false and buildable_to=true. However, that would not work at all in the dev versions, since they don't let you place nodes at your feet...
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Re: Post your mod requests/ideas here

by asd789 » Mon Jun 16, 2014 13:10

Could somebody make a mod, where are some blocks you can steer in the water (just like boats, but to build with)?
It would be very cool and allow to build driving sail ships or so.
 

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jp
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Re: Post your mod requests/ideas here

by jp » Tue Jun 17, 2014 06:25

Some ideas :

  • Parachute.
  • Transporter (right-click on a player, and he will transport you).
  • Block an attack (right-click with the sword) on PvP.
  • 2D animated little birds (very minimalist : like flowers).
  • Poll (submit any custom poll to players, ex. F5 for 'yes' and F6 for 'no' and then show results).
  • Enable pasting links/text in the chat. The URLs could be automatically "linkable" to web browser.
 

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Krock
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Re: Post your mod requests/ideas here

by Krock » Tue Jun 17, 2014 10:25

jp wrote:Enable pasting links/text in the chat. The URLs could be automatically "linkable" to web browser.
Related to this discussion: viewtopic.php?f=5&t=9244
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spootonium
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Re: Post your mod requests/ideas here

by spootonium » Fri Jun 20, 2014 05:06

asd789 wrote:Could somebody make a mod, where are some blocks you can steer in the water (just like boats, but to build with)?
It would be very cool and allow to build driving sail ships or so.


You should look at [meshnode] by stu, or [airship] by Pavel_S. These work by converting map nodes ("blocks") into node-shaped entities, which can be steered by activating a special controller node.
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WebWolf
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Re: Post your mod requests/ideas here

by WebWolf » Mon Jun 23, 2014 22:12

A Mod where admins are able to disable PvP only in protected areas.
Already asked (and deeply begged) by so many people and players/admins since December 2012 (almost 2 years ago) and unfortunately nobody wanted or could do it till now. :(

As seen (and asked many times) in the post with the title "How can i protect the spawn and disable pvp?"
https://forum.minetest.net/viewtopic.php?f=6&t=4108

Thank you.

P.S.: And please, can a good soul help us by doing a Mod like that? Many thanks in advance. :)
 

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