Post your mod requests/ideas here

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TenPlus1
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Re: Post your mod requests/ideas here

by TenPlus1 » Wed Jul 16, 2014 07:19

Forgecraft is a huge collection of mods in minecraft which wont be easily ported across... What specifically from forgecraft would you like to see in minetest ?
 

Jericho
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Re: Post your mod requests/ideas here

by Jericho » Fri Jul 18, 2014 21:50

Ok, So. I'm a giant pokemon fan, and I kinda want to see a themed mod for it. I was thinking just a plain NPC mod right now, and tweak it later. I would do it myself, but I have no earthly idea how to do it. I've messed around with the coding in some of the mods I've downloaded from here, but nothing major. Will someone help me make this mod (and kinda teach me a little on modding)?
 

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KnowledgeMoneyonDeck
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Re: Post your mod requests/ideas here

by KnowledgeMoneyonDeck » Sun Jul 20, 2014 03:28

TenPlus1 wrote:Forgecraft is a huge collection of mods in minecraft which wont be easily ported across... What specifically from forgecraft would you like to see in minetest ?

Biomes O Plenty
Ars Magica
Tinkers Construct
Thaumcraft
Twilight Forest
Just a nerd. B)
 

PeterKabin
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by PeterKabin » Sun Jul 20, 2014 17:45

atmosphere of the high speed using particles, sound of the wind, motion blur.
Last edited by PeterKabin on Sat Jul 26, 2014 19:47, edited 1 time in total.
 

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Re: Post your mod requests/ideas here

by asdfref » Tue Jul 22, 2014 23:29

 

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Re: Post your mod requests/ideas here

by asdfref » Thu Jul 24, 2014 22:53

a Doctor Who mod
 

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Re: Post your mod requests/ideas here

by HeroOfTheWinds » Thu Jul 24, 2014 23:19

asdfref wrote:a Doctor Who mod

This is quite old, but perhaps you could revive it....
viewtopic.php?id=4730
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Re: Post your mod requests/ideas here

by asdfref » Thu Jul 24, 2014 23:27

HeroOfTheWinds wrote:
asdfref wrote:a Doctor Who mod

This is quite old, but perhaps you could revive it....
viewtopic.php?id=4730


one that works on version 0.4.10
i all ready used that mod it dose not work
 

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Re: Post your mod requests/ideas here

by Kilarin » Fri Jul 25, 2014 17:48

There are worlds where Player Vs Player conflict is not allowed, and that is fine, no problems.
There are worlds where Player Vs Player conflict is allowed and expected at any time, and that is fine, no problems.
But there are also worlds, like Xanadu, where Player Vs Player conflict is allowed, but users are expected to agree to fight before any attacks occur. And this seems to cause frequent complaints and confusion.

So, I was wondering. Would it be possible to improve this situation with a mod? What if you had a particular item, probably an item of armor, that when worn (or activated somehow) marked the player as available for PvP action. Or, instead of an item, it could just be another menu available with a PvP checkbox that the player can check or uncheck.

In any case. If you have the item (or checkbox), you can attack and be attacked. If you do not, then you can not do either. The mod should, of course, give some easily visible signal to other players indicating the PvP status of this player. And, in my opinion, there should be a rule that locks a player into PvP mode for a certain period of time (an hour? a day?) after they have killed another player. So you can't kill someone, then go non-combatant.

I assume this would be possible, right? Would it be USEFUL?
 

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Re: Post your mod requests/ideas here

by Sokomine » Fri Jul 25, 2014 18:29

Kilarin wrote:But there are also worlds, like Xanadu, where Player Vs Player conflict is allowed, but users are expected to agree to fight before any attacks occur. And this seems to cause frequent complaints and confusion.

I like this rule a lot because it gives freedom and also some level of responsibility to players. Such a server can generally be assumed to be Non-PvP, but if two players want to, they have the freedom to fight against each others. But also the responsibility to actually make sure that they're fighting other players who want to fight against them. Accidents can happen, and even players not agreeing to PvP might be victim to an accidental kill - that's life, same as falling from high cliffs. PvP arenas might help a bit, although I'll explore any I find (might be a good building!) without beeing the slightest intrested in PvP as such :-)
Regarding Xanandu, how about forbidding PvP at spawn and building an area very close to it where people can fight? That ought to prevent most problems from happening.
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Re: Post your mod requests/ideas here

by TenPlus1 » Fri Jul 25, 2014 19:34

Xanadu has two battle arena's sign posted for use with disputes and general pvp although some players will ignore this altogether and just attack... I like the idea of the armor piece you wear so that no-one can attack you though, will look into this...
 

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Re: Post your mod requests/ideas here

by Kilarin » Fri Jul 25, 2014 19:40

TenPlus1 wrote: I like the idea of the armor piece you wear so that no-one can attack you though,

Hmm, I was thinking of the opposite. An armor piece you wore that ALLOWED PvP, therefore requiring a conscious decision to join in to the fray. But I can also see the advantages of doing it the other way. Very logical.

Oh, and just to clarify. No one has EVER attacked me in Xanadu. Not a single problem with it. But I do see folks complaining about it in chat. "Stop hitting me!!!!, Admin, He's HITTING ME!" It's like driving with the kids in the back seat. :D
 

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Re: Post your mod requests/ideas here

by kidmondo » Fri Jul 25, 2014 21:14

Would someone be able to make a minetest version of Flans world war 2 mod?
 

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Re: Post your mod requests/ideas here

by GhostGTO » Wed Jul 30, 2014 00:59

Mods that would make a Roleplay-like survival server more interesting:

*Programmable Computers and Laptops (Like Computercraft)
*FM Radio (IP Radio, Mp3s, WMAs, OGGs, etc...)
*More cars? (How about from Mini Coopers (Old to New), VW Beetles (The Old, The *Not so* New and the Newest) to Ferraris and Lamborghinis?)
*Boats and Ships (Not *only* the wood one)
*Weapons (Based on Flan's Gun Mod)
*Airplanes and Helicopters (X-Plane/Flightgear, anyone?)
*Smartphones and Tablets (Android and Project Ara, anyone?)
*Televisions and Cinema Screens (YouTube and IPTV)
*More Doors and Glasses (I Like it)
*Furniture (More is better)
*Updated Skin System (Skin is REALLY a Skin and Clothes would work like Minecraft's Armor)
 

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Re: Post your mod requests/ideas here

by asdfref » Wed Jul 30, 2014 22:46

GhostGTO wrote:Mods that would make a Roleplay-like survival server more interesting:

*Programmable Computers and Laptops (Like Computercraft)
*FM Radio (IP Radio, Mp3s, WMAs, OGGs, etc...)
*More cars? (How about from Mini Coopers (Old to New), VW Beetles (The Old, The *Not so* New and the Newest) to Ferraris and Lamborghinis?)
*Boats and Ships (Not *only* the wood one)
*Weapons (Based on Flan's Gun Mod)
*Airplanes and Helicopters (X-Plane/Flightgear, anyone?)
*Smartphones and Tablets (Android and Project Ara, anyone?)
*Televisions and Cinema Screens (YouTube and IPTV)
*More Doors and Glasses (I Like it)
*Furniture (More is better)
*Updated Skin System (Skin is REALLY a Skin and Clothes would work like Minecraft's Armor)


good ideas
 

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Re: Post your mod requests/ideas here

by PeterKabin » Mon Aug 04, 2014 16:14

horror
 

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Re: Post your mod requests/ideas here

by kidmondo » Tue Aug 05, 2014 04:43

An aircraft mod.
 

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Krock
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Re: Post your mod requests/ideas here

by Krock » Tue Aug 05, 2014 10:26

Mobs which program mods, automatically.
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
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Re: Post your mod requests/ideas here

by aldobr » Tue Aug 05, 2014 14:07

Krock wrote:Mobs which program mods, automatically.


This is another way to say : Mobs that raise childs :P
 

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Re: Post your mod requests/ideas here

by AMMOnym » Thu Aug 07, 2014 12:47

Hello everyone,
Is possible make weapons craft like in CubeWorld ?
I though something like this : Player will dig some iron and in special furnace he will can cook it to "Iron pixels", which can be used to remake texture on his weapon. Well......he can craft a handle for his sword from sticks and in anvil remake this texture with his "Iron pixels".
HandleImage+PixelsImage in anvil Image(inside of the anvil) Image = Image (or weapon which will make you)
 

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Re: Post your mod requests/ideas here

by HeroOfTheWinds » Thu Aug 07, 2014 20:07

AMMOnym wrote:Hello everyone,
Is possible make weapons craft like in CubeWorld ?
I though something like this : Player will dig some iron and in special furnace he will can cook it to "Iron pixels", which can be used to remake texture on his weapon. Well......he can craft a handle for his sword from sticks and in anvil remake this texture with his "Iron pixels".


Unfortunately, the current way textures are handled would not allow this to be done in any sort of reasonable way. Since the only possible way to change textures is to have a whole new block or tool (as far as I know), you would need to have an insane number of tools and textures registered... one for each possible configuration of a 16x16 image.
Nam ex spatio, omnes res venire possunt.
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Re: Post your mod requests/ideas here

by Wayward_One » Fri Aug 08, 2014 22:52

How about a wind and/or storm mod? And if that's possible, maybe there'd be a way to combine the two to make a tornado or hurricane mod...
"When life becomes a play and I don't know the role I'm cast..."

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Re: Post your mod requests/ideas here

by nsd » Tue Aug 12, 2014 01:33

1) Upon right-clicking an item in the creative inventory, show its slabs and stairs.

2) Enable saving configurations of the hotbar (minekits?) and possibly make booths that do this.
 

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Re: Post your mod requests/ideas here

by nsd » Tue Aug 12, 2014 01:34

3) A way to make nodes go diagonally (a diagonal foundation?)

EDIT: I mean for the blocks themselves to be oriented diagonally : this will be very helpful in building roads and paths.
Last edited by nsd on Wed Aug 13, 2014 23:28, edited 1 time in total.
 

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Re: Post your mod requests/ideas here

by LionsDen » Tue Aug 12, 2014 05:26

Check out the bridge tool mod if you want to be able to place nodes diagonally. It can do it in an upward or downwards diagonal direction.

viewtopic.php?f=9&t=9126
 

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Re: Post your mod requests/ideas here

by leeminer » Tue Aug 12, 2014 12:13

I am new here and to modding minetest and lua. I have been able to add new nodes but I want to be able to define custom ogg sound files for digging or destroying or walking on nodes.

I know you have to add the sounds = table but I am struggling. There is something called the simplesoundspec which must be used for each action but I'm at a loss since my lua script doesn't work.

My ogg file is called crush.ogg. The documentation I found said not to put the extension. Also the sound file is in the sounds folder which is in my mod folder.

Here is the code I have put in but doesn't work. I can't find examples anywhere on the net about how to use simplesoundspec for a custom sound file.

minetest.register_node("leemod:woodyblock", {
tiles = {"leemod_decowood.png"},
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = {
--footstep = <SimpleSoundSpec>,
dig = {crush}, -- "__group" = group-based sound (default)
dug = "crush",
place = {"crush"},
}
})


Please help. I don't seem to understand the documentation. I wish there was a modding minetest 101 book at this point.
 

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Re: Post your mod requests/ideas here

by Evergreen » Tue Aug 12, 2014 15:37

leeminer wrote:I am new here and to modding minetest and lua. I have been able to add new nodes but I want to be able to define custom ogg sound files for digging or destroying or walking on nodes.

I know you have to add the sounds = table but I am struggling. There is something called the simplesoundspec which must be used for each action but I'm at a loss since my lua script doesn't work.

My ogg file is called crush.ogg. The documentation I found said not to put the extension. Also the sound file is in the sounds folder which is in my mod folder.

Here is the code I have put in but doesn't work. I can't find examples anywhere on the net about how to use simplesoundspec for a custom sound file.

minetest.register_node("leemod:woodyblock", {
tiles = {"leemod_decowood.png"},
groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
sounds = {
--footstep = <SimpleSoundSpec>,
dig = {crush}, -- "__group" = group-based sound (default)
dug = "crush",
place = {"crush"},
}
})


Please help. I don't seem to understand the documentation. I wish there was a modding minetest 101 book at this point.

Use
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
[code][/code]
for code.
 

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Re: Post your mod requests/ideas here

by Krock » Tue Aug 12, 2014 18:24

@above

https://github.com/minetest/minetest/bl ... i.txt#L308
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
sounds = {
     place = {name="default_place_node"}
}

would be a correct way.
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Re: Post your mod requests/ideas here

by leeminer » Tue Aug 12, 2014 19:21

Krock wrote:@above

https://github.com/minetest/minetest/bl ... i.txt#L308
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
sounds = {
     place = {name="default_place_node"}
}

would be a correct way.


Right, what is default_place_node and how do I make it link to my custom sound? How would I correct the code listed in the original post to link to my crush.ogg sound file?

If anyone can tell me this, this would make my day. Thanks for the assistance Krock.
 

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Re: Post your mod requests/ideas here

by HeroOfTheWinds » Wed Aug 13, 2014 02:13

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
Mods should generally prefix their sounds with modname_, e.g. given
the mod name "foomod", a sound could be called
  "foomod_foosound.ogg"

Sounds are referred to by their name with a dot, a single digit and the
file extension stripped out.  When a sound is played, the actual sound file
is chosen randomly from the matching sounds.

When playing the sound "foomod_foosound", the sound is chosen randomly
from the available ones of the following files:
  foomod_foosound.ogg
  foomod_foosound.0.ogg
  foomod_foosound.1.ogg
  ...
  foomod_foosound.9.ogg

So I'd suggest placing your sound in a folder called "sounds" in the mod folder, and just refer to it like so:
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
sounds = {
     place = {name="crush"}
}
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

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