[Collection] All the tiny mods

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Casimir
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[Collection] All the tiny mods

by Casimir » Fri Mar 28, 2014 15:45

Sometimes some tings are to small to have a home of their own. You are invited to post your tiny mods here.
 

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Casimir
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by Casimir » Fri Mar 28, 2014 15:47

Empty buckets are stackable.
license: GLPv3 or later
depends: bucket

update: small fix and .zip
Attachments
stackablebucket.zip
v0.2
(1.12 KiB) Downloaded 129 times
stackablebucket.tar.gz
v0.1
(793 Bytes) Downloaded 101 times
Last edited by Casimir on Fri May 02, 2014 12:24, edited 2 times in total.
 

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Casimir
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by Casimir » Fri Mar 28, 2014 15:54

Finite liquid looks better by using the same texture for flowing and source.
license: GLPv3 or later
depends: default
Attachments
calmliquid.tar.gz
(701 Bytes) Downloaded 112 times
Last edited by Casimir on Fri Mar 28, 2014 16:18, edited 1 time in total.
 

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Krock
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by Krock » Fri Mar 28, 2014 16:16

Casimir wrote:...kable.
licnese: GLPv3 or la...

Casimir wrote:...urce.
licnese: GLPv3 or la...

Gonna check them out..
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by Hybrid Dog » Fri Mar 28, 2014 18:18

Casimir wrote:Sometimes some tings are to small to have a home of their own. You are invited to post your tiny mods here.
thanks


[Mod] Puzzles [puzzles]

This mod should add the ability to do puzzles in minetest

Depends: default
License: WTFPL
Download: zip, tar.gz
github: puzzles

[spoiler=screenshots]Image
Image[/spoiler]
Last edited by Hybrid Dog on Fri Mar 28, 2014 18:19, edited 1 time in total.
 

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Casimir
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Re: [Collection] All the tiny mods

by Casimir » Thu May 01, 2014 20:19

Number of items.
Shows the total number of registered items after the game started.
Nodetest: 488*
Minetest NeXt: 302
Nodetopia: 65
license: GLPv3 or later
depends: nothing

*Without stairsplus there are 198. I think I need to do something about this imbalance.
Attachments
number_of_items.tar.gz
(404 Bytes) Downloaded 97 times
 

bajanhgk
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Re: [Collection] All the tiny mods

by bajanhgk » Fri May 02, 2014 11:27

can i have a zip folder of stackable buckets mod please
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Casimir
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Re: [Collection] All the tiny mods

by Casimir » Fri May 02, 2014 12:24

Done.
 

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Re: [Collection] All the tiny mods

by bajanhgk » Sat May 03, 2014 11:31

thanks
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Re: [Collection] All the tiny mods

by Casimir » Thu May 08, 2014 19:40

[game] engine
A subgame that attempts to show the difference of what the minetest engine does and what subgames add.
license: WTFPL

Image
Attachments
engine.zip
v1.0
(768 Bytes) Downloaded 111 times
 

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Re: [Collection] All the tiny mods

by Hybrid Dog » Sat May 17, 2014 18:20

[Mod] Server Heartbeat [palpitation]

This mod damages players if the server lags...

License: WTFPL
Download: zip, tar.gz
github: palpitation
 

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Re: [Collection] All the tiny mods

by Hybrid Dog » Sat May 24, 2014 18:33

[Mod] hydroculture reworked [hydro]

I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.

Depends: default
License: unknown
Download: zip, tar.gz
github: hydro

Image
 

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Re: [Collection] All the tiny mods

by Inocudom » Sat May 24, 2014 22:16

Hybrid Dog wrote:[Mod] hydroculture reworked [hydro]

I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.

Depends: default
License: unknown
Download: zip, tar.gz
github: hydro

Image

To be on the safe side, you may want to make textures of your own for it.
 

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Re: [Collection] All the tiny mods

by Hybrid Dog » Sun May 25, 2014 08:54

Inocudom wrote:
Hybrid Dog wrote:[Mod] hydroculture reworked [hydro]

I edited the version of the hydroculture mod I found at a mod mirror web page. I didn't find out the original license yet, maybe it's WTFPL.

Depends: default
License: unknown
Download: zip, tar.gz
github: hydro

Image

To be on the safe side, you may want to make textures of your own for it.

Actually I wanted to keep the textures because I just wanted the mod to work with the newer versions of minetest and improve it a bit.
 

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Re: [Collection] All the tiny mods

by philipbenr » Sun May 25, 2014 23:57

Thank you HybridDog for bringing this back. ;)
 

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Re: [Collection] All the tiny mods

by Casimir » Sun Mar 08, 2015 18:49

This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.

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
--
-- Remove nodes in liquids
--

local function dissolve(pos_dissolve, pos_liquid)
   local node = minetest.get_node(pos_liquid)
   local name = node.name
   local nodedef = minetest.registered_nodes[name]
   if nodedef and nodedef.liquidtype ~= "none" then
      local min_level = 8 - nodedef.liquid_range
      if node.param2 == 0 or node.param2 == 240 then
         minetest.set_node(pos_dissolve, {name = nodedef.liquid_alternative_flowing, param2 = 7})
      elseif node.param2 > min_level then      
         minetest.set_node(pos_dissolve, {name = name, param2 = node.param2-1})
      end
      return true
   end
end

minetest.register_abm({
   nodenames = {"group:dissolve"},
   neighbors = {"group:liquid"},
   interval = 5,
   chance = 1,
   action = function(pos, node)
      if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
      if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
   end,
})
 

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Don
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Re: [Collection] All the tiny mods

by Don » Sun Mar 08, 2015 22:22

Casimir wrote:This removes all nodes that are in the "dissolve" group when in contact with liquids. I hope that I covert all cases of remove or not remove. There also seems a strange thing when liquid sources get renewed, the param2 gets 240 then.

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
--
-- Remove nodes in liquids
--

local function dissolve(pos_dissolve, pos_liquid)
   local node = minetest.get_node(pos_liquid)
   local name = node.name
   local nodedef = minetest.registered_nodes[name]
   if nodedef and nodedef.liquidtype ~= "none" then
      local min_level = 8 - nodedef.liquid_range
      if node.param2 == 0 or node.param2 == 240 then
         minetest.set_node(pos_dissolve, {name = nodedef.liquid_alternative_flowing, param2 = 7})
      elseif node.param2 > min_level then      
         minetest.set_node(pos_dissolve, {name = name, param2 = node.param2-1})
      end
      return true
   end
end

minetest.register_abm({
   nodenames = {"group:dissolve"},
   neighbors = {"group:liquid"},
   interval = 5,
   chance = 1,
   action = function(pos, node)
      if dissolve(pos, {x=pos.x, y=pos.y+1, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x+1, y=pos.y, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x-1, y=pos.y, z=pos.z}) then return end
      if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z+1}) then return end
      if dissolve(pos, {x=pos.x, y=pos.y, z=pos.z-1}) then return end
   end,
})

What a cool feature.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 


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