neko259 wrote:BTW, I can't find the old mod thread, so I created this one. Was the forum wiped out?
Esteban wrote:Anyways, is nice to see old mods being updated :)
neko259 wrote:Esteban wrote:Anyways, is nice to see old mods being updated :)
The funny thing is I don't even know if the code is still "good". Maybe some new features were added to the API. But the good thing is that it's still working so nothing was removed :D
Esteban wrote:When was the last version you used? The game now has a lot of cool stuff to be released in 4.11: fire looks like MCs, node highlighting (no more black square), Meshes (3d models) can be used for nodes, and more! :D
neko259 wrote:Well, my mods were really updated a year or more ago. My mods are mostly for operating the default nodes, so I don't think the meshes or highlights are needed for me. What about farmesh? No changes were made to it and no chance to get in enabled in the future?
neko259 wrote:
Freeminer seems to be dead, there are no updates for very long and no servers in the official server list. But I see voxelands for the first time, I'll check it.
Esteban wrote:neko259 wrote:
Freeminer seems to be dead, there are no updates for very long and no servers in the official server list. But I see voxelands for the first time, I'll check it.
Freeminer is active (the download is very outdated), check their thread here. Inocudom can tell you more about it, I haven't used freeminer in some time :P
name = Inocudom
server_dedicated = false
mg_flags = trees, caves, v6_biome_blend, dungeons, v6_jungles
disable_fire = true
hud_map = true
hud_map_tracking = 1
hud_map_above = false
hud_map_alpha = 150
hud_map_scale = 2
hud_map_width = 300
hud_map_height = 300
#fullscreen = true
#screenW = 1360
#screenH = 768
enable_vbo = true
enable_damage = false
creative_mode = true
address = 104.153.104.221
anisotropic_filter = true
aux1_descends = false
doubletap_jump = false
enable_bumpmapping = true
enable_parallax_occlusion = true
enable_shaders = true
enable_waving_leaves = true
enable_waving_plants = true
enable_waving_water = true
fast_move = true
fixed_map_seed =
generate_normalmaps = true
keymap_backward = KEY_KEY_K
keymap_chat = KEY_KEY_H
keymap_cmd = /
keymap_console = KEY_F10
keymap_drop = KEY_KEY_P
keymap_fastmove = KEY_KEY_G
keymap_forward = KEY_KEY_I
keymap_freemove = KEY_KEY_F
keymap_inventory = KEY_KEY_U
keymap_jump = KEY_SPACE
keymap_left = KEY_KEY_J
keymap_noclip = KEY_KEY_X
keymap_print_debug_stacks = KEY_KEY_E
keymap_rangeselect = KEY_KEY_R
keymap_right = KEY_KEY_L
keymap_sneak = KEY_KEY_N
keymap_special1 = KEY_KEY_O
mainmenu_last_selected_world = 3
maintab_LAST = multiplayer
menu_last_game = minetime
mg_name = v6
mip_map = true
preload_item_visuals = false
public_serverlist = true
remote_port = 30000
selected_world_path = /home/derek/.freeminer/worlds/comeuponmeconnie
viewing_range_nodes_min = 155
bilinear_filter = true
free_move = false
noclip = true
sound_volume = 1
trilinear_filter = false
fps_max = 60
wieldview_node_tiles = true
wieldview_update_time = 2
farmesh = 3
main_menu_tab = singleplayer
weather = false
main_menu_last_game_idx = 1
disable_wieldlight = false
3d_armor_update_time = 1
mouse_sensitivity = 0.2
mainmenu_last_selected_TP = 1
texture_path =
lottarmor_node_tiles = true
lottarmor_update_time = 2
#more_threads = 0
enable_node_highlighting = true
keymap_zoom = KEY_KEY_Y
Sokomine wrote:Most of the nature modpack got included in the plantlife modpack, as Inocudom already said. Due to the huge amount of plants and the way plants can define how their environment ought to be, plantlife still isn't fast, so there's more than enough room for additional mods. Plantlife creates extremly nice landscapes you might enjoy visiting.
The flowers mod got included in minetest_game/minetest_next, so there's no need for an extra version anymore. Junglegrass got added to default. Cacti and junglegrass are part of default and grow back as well.
It would be great to have a very light-weight nature modpack which adds some additional nature but doesn't get as expensive as full plantlife does. Maybe you can do something there?
neko259 wrote:Flowers and junglegrass currently include more nodes that in the default mod. But I think I can just make an ABM to remove them from the world and use only default nodes.
neko259 wrote:Also I made vines flammable (the only way to get rid of them :D) and continue to refactor the code to make it easier to update and fix.
neko259 wrote: After that I'll think of what to add. Now I've got an idea to count steps on the dirt with grass and make the most walked nodes look like a road.
Maybe these additional flowers could then be placed into one new mod so that they can be used in combination with minetest_game.
Hmm. Regarding the vines mod, the ropebox is a very useful, very nice tool. The vines are more often in the way. Beeing able to craft the ropebox from i.e. string (gained from cotton plants from the farming mod which is also in default) might help. Vines could be optional then.
Sokomine wrote:A lightweight nature modpack would be very very welcome :-) One that concentrates on speed, while still looking nice and adding more nature to the default game.
neko259 wrote:It's no problem to concentrate on speed. I just don't understand well what the mod should do. All that I wanted seems to be in the plantlife already, except tree growing and moss (don't know if it is not in plantlife yet).
Obviously moss, blossom and growing should stay in the mod. Bushes and vines can be removed. What else?
neko259 wrote:I'm looking to making fungus stone blocks in the dark caves that could give some nature light into the caves and corridors. For this I need 3 or 4 fungus texture I will overlay on the stone texture. The difference will be the fungus "level": the more it is grown the more light it will give. Could anyone please make the textures?
Esteban wrote:I can give a try!
What type of fungus you want? the classic view of fungus? moss looking?
neko259 wrote:Esteban wrote:I can give a try!
What type of fungus you want? the classic view of fungus? moss looking?
I want a moss looking fungus cause it will act similar to moss. It will appear in the dark caves instead of the stone blocks and will "grow" (less bright fungus blocks will become brighter), and it will turn back to stone if the cave becomes too light (e.g. you put torches in there).

Esteban wrote:Would you like this texture? Or a different one?
neko259 wrote:Esteban wrote:Would you like this texture? Or a different one?
Could you make it in blue or violet colors? In my imagination the illuminating fungus is more bright, and blue is a "dark light" color. Does this sound reasonable?
neko259 wrote:
Hmm, maybe we need less overlay and more half-tones? I mean like in the coal texture next to it. There are only several black coal lines, they do not cover the whole stone block like in your one.


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