[Mod] Moon realm [0.9.2] [moonrealm]

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Doriphore
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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Mon Apr 13, 2015 09:22

paramat wrote:A feature, the spacesuit is worn by having it in your inventory, it provides an endless amount of air to allow you to explore and mine. If you remove it from your inventory you will suffocate.


OK, nice. I'll go explore freely then !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Fri Apr 17, 2015 12:52

I've been playing around with this mod with great pleasure.

Here are screenshots of my little moonbase (WIP)

Image
Image
Image

I tweaked the mod a little :
  • I added a "dustbrick", made from moonrealm:dust (It is brighter than the moonstone brick)
  • I changed the behaviour of the stoneslab (I changed the property "buildable_to" which was true to false - By the way, is there was a particular reason for this behaviour, that seemed very stange to me ?)

I'm not skilled enough to do more, or I would have tried to add crops to grow on moonsoil... Growing trees is a little borin, and wool would make a nice addition to decorate my moonbase...
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Fri Apr 17, 2015 19:29

That looks good. Sorry about the persisting air leak bubbles, you could make the air nodes have drawtype = "airlike" to make them invisible. I will be improving the air spread methods so that air bubbles don't exist in vacuum around air leaks.
For other crops, add 'soil = 1' to the groups of moonsoil, that might work.

EDIT
I'll change the slabs, buildable-to makes it to easy to lose slabs by replacing them.
I like the dustbrick idea, will add my own, to make it compatible with your map i'll name it moonrealm:dustbrick. It will be the same brightness as yours, and crafted by compressing several dust nodes in the crafting grid.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Sat Apr 18, 2015 13:34

So I tried to grow cotton, but at first it didn't work.

But after a few tries...
Tadaa !
Image

I consulted the farming mode code, and concluded that not only you need to add "soil=3" but also "grassland=1" (for wheat) and "grassland=1" or "desert=1" (this is in oder to activate the "fertility" property of the seed -I'm not sure my words are the right ones, but...)
Anyway, you can see it's working.

What's funny, though, is that plants are growing not only in moonrealm:air but alls in vacuum. (Farming mod never thought that some environments lacks air...)

paramat wrote:I'll change the slabs, buildable-to makes it to easy to lose slabs by replacing them.


Actually, that what annoyed me (even if stone is everywhere on the moon... so it's really easy to get stoneslabs)

paramat wrote:I like the dustbrick idea, will add my own, to make it compatible with your map i'll name it moonrealm:dustbrick. It will be the same brightness as yours, and crafted by compressing several dust nodes in the crafting grid.

Actually, my idea exactly, I thought about a behaviour similar to sand giving sandstone.
I can provide the images I used for my dustbricks, but feel no obligation to use them (I'm not very good at drawing)
moonrealm_dustbrick_png.zip
Dust brick images
(887 Bytes) Downloaded 132 times


paramat wrote:Sorry about the persisting air leak bubbles, you could make the air nodes have drawtype = "airlike" to make them invisible

My bad in the first place ! My buildings were not airtight... I'm not a really clever builder...

Thanks for this mod, I really have fun with it !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sat Apr 18, 2015 21:19

I might add moon cotton that detects air. I'll also add moon flowers, which drop seeds for more flowers, then we can dye our wool for carpets and curtains etc. some much needed colour.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Sokomine » Sun Apr 19, 2015 00:22

To my knowledge, plants require far less air pressure than animals or human beeings. Growing in vacuum might be stretching it a bit far, but there are already those moon trees growing there...so I guess there's some air around. Just not enough for a traveller to walk around without spacesuit.
A list of my mods can be found here.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Don » Mon Apr 20, 2015 03:05

You just need alien plants. Make up some plants that don't exist
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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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Mon Apr 20, 2015 06:24

paramat wrote:I'll also add moon flowers, which drop seeds for more flowers, then we can dye our wool for carpets and curtains etc. some much needed colour.


Good ! I was trying to create dye from existing materials from the world (dark green from leaves, red from apples, ...) but I had no idea how to get blue...

Can't wait to see what you've engineered !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by jabalijoan » Sat Apr 25, 2015 09:51

Hi paramat, hi all:

a) When I start a game, I find a lot of unknown items in a cube (see attachment).
What is it? I don't have error messages.

b)
Doriphore wrote:I think I might have found a bug.

When you are outside with your spacesuit, the bubbles that indicates there is no air never decrease. This meaning you can stay outside forever.
So is this a bug or a feature ? ;-)


paramat wrote:A feature, the spacesuit is worn by having it in your inventory, it provides an endless amount of air to allow you to explore and mine. If you remove it from your inventory you will suffocate.


I think that spacesuit behavior should be like a tool (health bar), not infinite air :-D and can recharge in the air generator. What do you thing? Its possible?

c) Air leaks =:-] Is a problem, because if I dig the air generator, air don't decrease, and I can not repair. IMO, the behavior should be like the tree leaves. If I cut the wood, the leaves go down. If I remove the air generator, the air should decrease.

d) Man at the moon whit pickaxes? :-DDDD I have enable technic (laser, drills, solar power, etc). Is more realistic... I need a "rocket-bag" too! Technic can provide very items that fit well with moonrealm.

Maybe I've written several nonsense, helped by googletranslator.

Greetings.
Attachments
Screenshotmoon.png
Screenshotmoon.png (216.12 KiB) Viewed 4575 times
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sat Apr 25, 2015 18:46

The cube of unknown nodes is a bug that was common in Minetest 0.4.11, are you using 0.4.11?
Rechargeable spacesuit air would be better, i just don't yet know how to do that.
The way air and vacuum spread will be changed soon and improved.
This mod is very simple and could be developed much further.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by jabalijoan » Mon Apr 27, 2015 16:41

Hi paramat,

yes, I use 4.11 It's not a big problem for me :-)

I like this mods, really!!!

Greetings.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Tue Apr 28, 2015 19:20

paramat wrote:I'll also add moon flowers

What i mean is not plants that grow in vacuum but just mod versions of normal flowers but with seeds.
I think moontest has vacuum plants but this mod is very different and closer to a (dare i say it) 'realistic' space colony.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Achilles » Sun May 10, 2015 21:06

Great Mod.
+1.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Murdoc » Thu Jun 25, 2015 02:45

First of all, great mod! I've been enjoying it a lot. I love bouncing around the moon and exploring the very different topology. Exploring those crevices is certainly a challenge.

Second, a couple of minor things: 1) I have not found how to make cotton, how do you do that, or where do I find that info? 2) Are mese the only source of energy? I get that energy is likely more scarce on the moon than on Earth (coal), but it does hamper a lot of things like smelting (I'd love to make large glass structures like Doriphore, but...(Doriphore, how'd you do it?)). And making lights for exploring too. If there are no other minerals to use for energy, perhaps adding solar power of some sort would be cool?

Lastly, I thought you might like this, either for ideas or just interest's sake: https://soylentnews.org/article.pl?sid=15/06/23/000256

In any case, thanks a lot for all you've done!
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Thu Jun 25, 2015 07:29

For cotton see previous posts, there's no support for that yet, i need to add flowers with seeds too. This mod is very basic and unfinished, i want to add solar power as a power source, also special solar-powered furnaces that can process moon dust into silicon (for solar panels), air and glass (based on real life technology).
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by cd2 » Thu Jun 25, 2015 11:59

+1
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Murdoc » Mon Jun 29, 2015 01:48

paramat wrote:For cotton see previous posts, there's no support for that yet, i need to add flowers with seeds too. This mod is very basic and unfinished, i want to add solar power as a power source, also special solar-powered furnaces that can process moon dust into silicon (for solar panels), air and glass (based on real life technology).


Ah, ok. Cool. Looking forward to it. :)
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by Doriphore » Mon Jun 29, 2015 07:21

Murdoc wrote:Second, a couple of minor things: 1) I have not found how to make cotton, how do you do that, or where do I find that info?


I wrote a personal addition to the mod, but there is no public release for that.

Murdoc wrote: 2) Are mese the only source of energy? I get that energy is likely more scarce on the moon than on Earth (coal), but it does hamper a lot of things like smelting (I'd love to make large glass structures like Doriphore, but...(Doriphore, how'd you do it?)). And making lights for exploring too. If there are no other minerals to use for energy, perhaps adding solar power of some sort would be cool?


I grow trees, and I use wood in furnaces...

Have fun !
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by TheMCPenguin » Thu Jul 30, 2015 14:44

You way/ may not know of this, but your mod fixes the crash when using Direct3D9!!!! Usually, when you use Direct, you can't look up without it crashing. But when I used your mod, with no clouds, IT DIDN'T!!! I believe it may have something to do with the fact that it has no sky (except for the earth and sun directly above, which I just saw :D) But anyways, great mod!
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by dany dany » Sun Feb 21, 2016 09:24

Can i use the code to make a mars relam?
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Mon May 09, 2016 03:49

dany dany yes.

benrob made a livestream video featuring this mod (thanks for doing that), which has inspired me to update and improve this. As you know i have been distracted by core dev work.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Fri May 13, 2016 03:00

Now working on this again, many improvements and more to come.
Most noticeable is a spacesuit skin applied to the player when the spacesuit is in inventory.
Terrain has changed slightly and may change further, just a warning for those with existing worlds.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by benrob0329 » Fri May 13, 2016 03:05

Cool! I guess there's no reason for me to try to make a subgame based off of it then.

paramat wrote:(thanks for doing that)


No prob, thank you for making the mod!
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Fri May 13, 2016 03:24

You can if you want, even if i also make a subgame 2 versions are fine.
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by paramat » Sun May 22, 2016 04:48

benrob0329's video of this mod with an excellent start https://www.youtube.com/watch?v=O_-ItuuVO8Q&feature=youtu.be&t=1696
 

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Re: [Mod] Moon realm [0.9.2] [moonrealm]

by benrob0329 » Mon May 23, 2016 00:31

I think that "excellent" might be pushing it a little XD
 

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