[Mod] Nether [nether]

vitalie
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Re: [Mod] Nether [nether]

by vitalie » Sun May 08, 2016 08:16

Rihu wrote:It's really good that explanations of naming convetions, but i have no idea to fix the errror of this mod!

TLDR: Rename the mod folder from "nethervoxelmanip" to "nether".
 

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Re: [Mod] Nether [nether]

by Rihu » Sun May 08, 2016 09:18

Thanks vitalie
 

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Re: [Mod] Nether [nether]

by paramat » Sun May 22, 2016 03:22

I'm working on improving this, and moving the use of voxelmanip into the master branch.
Last edited by paramat on Thu May 26, 2016 10:45, edited 1 time in total.
 

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Re: [Mod] Nether [nether]

by benrob0329 » Mon May 23, 2016 00:34

Cool! I can't wait until Nether, moon, space, and caverealms can all be in the same world! (Probably once the realms API is made)
 

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Re: [Mod] Nether [nether]

by paramat » Wed May 25, 2016 03:58

https://github.com/PilzAdam/nether/pull/13

PR to add voxelmanip generation.
 

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Re: [Mod] Nether [nether]

by paramat » Wed Jun 01, 2016 14:03

Image

New compatibility: Minetest / Minetest Game 0.4.14 or later.
If this is a problem let me know i can easily make it 0.4.13 or later.

I added a new mapgen creating large caverns using 3D noise, derived from my subterrain mod.

Nether portals now search for a cavern floor to spawn at, however caves and tunnels created by core mapgen cannot be predicted by the mod, so the portal may occasionally spawn over a fatal drop or a lava lake, if this happens the player will often fall through the portal. So, when teleporting to a new portal it's wise to not take any valuable items.

Currently it is possible for a portal to grief player-built structures, next i will add checks to avoid this.
 

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Re: [Mod] Nether [nether]

by paramat » Fri Jun 03, 2016 19:40

I actually disapprove of this copying of Minecraft, but am working on this as it is good experience for coping with portals to other realms, lower or higher, which obviously interests me.
My own approach to a Minetest hell realm would be something unique and perhaps named after the Finnish underworld 'Tuonela' or some other Scandinavian underworld.
 

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Re: [Mod] Nether [nether]

by maikerumine » Fri Jun 03, 2016 21:12

Hello!

I also have been tweaking on this mod and did some tweaks. If you are interested, I can upload to github, maybe you can merge what you like.

Image

I also have tweaked the quartz and default mod a bit. Added definitions for them in your mod like:
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 c_netherfire = minetest.get_content_id("nether:permanent_flame")
local c_netherdiamond = minetest.get_content_id("nether:rack_with_diamond")
local c_quartz = minetest.get_content_id("quartz:quartz_ore")
Attachments
screenshot_20160603_165812.png
screenshot_20160603_165812.png (787.43 KiB) Viewed 5120 times
 

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Re: [Mod] Nether [nether]

by sofar » Sat Jun 04, 2016 01:24

I like that your nether is a lot lighter, we should likely do something as well. Also, we should consider merging quartz into this mod as well.

As for mobs, I think we should leave it out for now.

Can you make separate PR's for each of the additions that you made? We'd like to consider them one at a time!
 

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Re: [Mod] Nether [nether]

by maikerumine » Sat Jun 04, 2016 18:08

maikerumine's fork
https://github.com/maikerumine/nether

Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.

Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
Image
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Re: [Mod] Nether [nether]

by paramat » Sat Jun 04, 2016 21:18

The ambient light is from making all nether rack and sand light sources, a better way might be to try setting non-zero light levels in the voxelmanip:

vm:set_data(data)
vm:set_lighting({day = 0, night = 0})
vm:calc_lighting()
vm:update_liquids()
vm:write_to_map()
 

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Re: [Mod] Nether [nether]

by sofar » Sun Jun 05, 2016 04:51

Can we replace air with nether air and have it emit light? It would also require node removal to set a different node on removal in the nether...
 

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Re: [Mod] Nether [nether]

by paramat » Sun Jun 05, 2016 11:49

That still means a lot of light sources, which as far as i know makes lighting updates very slow. Also the interior of small unlit areas would be lit.
I would not bother with ambient lighting just add permanent flames and maybe make the textures brighter.
I like it as it is, different from Minecraft. Just accept the darkness there is or add more light sources such as glowing ores or flames.
 

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Re: [Mod] Nether [nether]

by D00Med » Wed Jun 08, 2016 21:03

Image
^This looks really really good! Perhaps it would be easier if nether was above the world, like in moonrealm, but with a differrent sky and time?
Look! I have a signature :]
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Re: [Mod] Nether [nether]

by paramat » Sun Jun 12, 2016 00:45

Mod is updated.

Portals are now placed as schematics instead of being built by code in a voxelmanip, i seem to find this causes more lighting bugs, let us know if this happens for you too.

The portal spawn volume is now checked for nodes that are not 'ground content' (artificial) to avoid griefing player-built structures, chests etc. The portal location moves downwards in 16 node steps until it finds a suitable location. These checks are made in the nether and in the surface world.

Because liquids are not 'ground content' these checks help to keep portals away from liquids, except when the destination is ungenerated.

I now consider the mod safe and usable, and the portal code suitable for use in other mods that involve teleportation to other realms.
 

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Re: [Mod] Nether [nether]

by Minetest Sam » Sun Jun 12, 2016 13:58

Nice job now the nether looks more of what it should.
Just a suggestion, can you make it possible so that portal frames can be resized like 5*5 or 10*10.

Thanks
 

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Re: [Mod] Nether [nether]

by MykieDoesStuff » Fri Jun 24, 2016 16:02

maikerumine wrote:maikerumine's fork
https://github.com/maikerumine/nether

Merged quartz mod into nether --without any alias as nether quartz is it's own block.
Added flint and steel functionality
Added permanent fire node
Added nether diamond -- We need nether to be useful. ;-)
Added sound for teleportation --from rnd's basic machines
Added code to allow all objects to pass through portal, like mobs and dropped items.

Textures are left alone, although I do like Morn76's textures from stampy game for use in nether. This is also why nether is lighter, the textures are brighter, as well as there is nether ambient light.
Image


In your code, how to change where the nether world start and ends?

Like Max is -24000

and end is -31000
For fast response... send me a PM
 

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Re: [Mod] Nether [nether]

by Diamond knight » Wed Jun 29, 2016 17:52

every time i try using this i find not enough lava, it is annoying as the nether is supposed to be firey themed, and btw i am making a fork of this mod that will ad nether air that is igniter (using custom abm as there is no normal air in nether) and has abm to make water dissapear and it will make you drown in it (it is toxic fumes from lava) and i am working on nether crops and a "surface" of the nether (actually a 1000 block "air ore" generating window), i am working on also adding other dimentions like ice realm, some realm beyond time etc, the textures in my fork suggest more of a firey place than a dark place
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Re: [Mod] Nether [nether]

by taikedz » Fri Aug 12, 2016 14:55

maikerumine wrote:Image


I like this :)

However I guess the mobs related to netherworldyness come from a different mod pack?
 

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Re: [Mod] Nether [nether]

by ja NN ik » Sat Sep 17, 2016 17:53

Hello minetesters,

I am currently running Minetest 0.4.13 on lubuntu 16.04.
Trying to use this nether mod causes an error:

[size=85]2016-09-15 20:50:45: ERROR[main]: ========== ERROR FROM LUA ===========
2016-09-15 20:50:45: ERROR[main]: Failed to load and run script from
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
2016-09-15 20:50:45: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-09-15 20:50:45: ERROR[main]: Server: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: ModError: ModError: Failed to load and run /home/jannik/.minetest/mods/nether/init.lua
2016-09-15 20:50:45: ERROR[main]: Error from Lua:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: attempt to call field 'node_sound_gravel_defaults' (a nil value)
2016-09-15 20:50:45: ERROR[main]: stack traceback:
2016-09-15 20:50:45: ERROR[main]: /home/jannik/.minetest/mods/nether/init.lua:430: in main chunk
[/size]


any suggestions?

Thank you in advance.
 

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Re: [Mod] Nether [nether]

by paramat » Sat Sep 17, 2016 18:55

> attempt to call field 'node_sound_gravel_defaults' (a nil value)

You need to use MTGame 0.4.14 stable, which might require MTEngine 0.4.14 stable.
 

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Re: [Mod] Nether [nether]

by azekill_DIABLO » Sun Sep 18, 2016 14:14

you may need to update to 4.14 i got the same error.
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Nether [nether]

by sofar » Mon Sep 19, 2016 23:08

ja NN ik wrote:Hello minetesters,

I am currently running Minetest 0.4.13 on lubuntu 16.04.
Trying to use this nether mod causes an error


most minetest mods require that you get a newer minetest and minetest_game if you install from git.

In this case, that's exactly the problem: your version of minetest_game is "old". You either need to get an older copy of nether, or update minetest and minetest_game.
 

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Re: [Mod] Nether [nether]

by azekill_DIABLO » Tue Sep 20, 2016 17:22

i got the error with this mod in 4.14 :D
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Nether [nether]

by sofar » Tue Sep 20, 2016 21:42

azekill_DIABLO wrote:i got the error with this mod in 4.14 :D


0.4.14 minetest of 0.4.14 minetest_game?

https://github.com/minetest/minetest_ga ... ns.lua#L52

Clearly minetest_game 0.4.14 exports the gravel sound table entry.
 

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Re: [Mod] Nether [nether]

by azekill_DIABLO » Wed Sep 21, 2016 09:48

ah not with mt game, that why.
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Nether [nether]

by amadin » Tue Sep 27, 2016 08:47

Hi. How disable creating a new working portal by a player (or disable teleportation with new portal) while he is underground? Where and what in lua code i need to change? Or maybe somebody add an option for this.
 

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Re: [Mod] Nether [nether]

by Delaroyas » Sat Oct 01, 2016 15:13

Nice mods, looks scary, out of this world.

In the other "block" building game, the under-world the x,z dimensions works differently.

A portal made in the over-world at (x,y,z) would point to a portal in the underworld 8 times closer to the origin (x/8, y z/8) and vice versa.
Building a tunnel in the underworld can then be used as an efficient way to link distant places in the over-world.

Is there any way to add a "inter-world" scaling factor when liking the portals?

Thanks
 

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Re: [Mod] Nether [nether]

by paramat » Sat Oct 01, 2016 16:14

Probably yes.
 

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Re: [Mod] Nether [nether]

by azekill_DIABLO » Thu Oct 06, 2016 12:17

would be glitchy at 'change height'. would need a barrier between worlds, like that there would be no problem. not bedrock, but with not "core shell"
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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