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Re: [Mod] Booty (Another Treasure Chest) [booty]

Problems: None so far Well, it's easy to find them if you found one. Just walk straight north, south... and you find the next. It doesn't work that way on my system. Here's a sample of coffer placement. It's pretty random: coffer at 304,-43,948 coffer at 300,-97,1078 coffer at 407,2,1008 coffer at ...
by duane
Fri Mar 31, 2017 00:51
 
Forum: WIP Mods
Topic: [Mod] Booty (Another Treasure Chest) [booty]
Replies: 15
Views: 7317

Re: [mod] Underworlds [underworlds]

I've investigated the mod a bit in order to see if it could work on my server. It is quite impressive! I was wondering if there's a way to not cut off the caves and veins from the regular mapgen, but have them more integrated into each other? http://i.imgur.com/o21b5iq.png It's not only possible, i...
by duane
Fri Mar 31, 2017 00:30
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 17067

Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]

azekill_DIABLO wrote:so for the moment we have only one man with a mod in the race. WHO WILL WIN?


You should get Chewy to submit his asteroid crystals. It's pretty wierd.
by duane
Mon Mar 27, 2017 03:40
 
Forum: Modding Discussion
Topic: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Replies: 28
Views: 14186

Re: [Mod] Mountain Climbing [handholds]

Nice. It's a different method than Don Batman uses. Probably more efficient.
by duane
Mon Mar 20, 2017 23:56
 
Forum: Mod Releases
Topic: [Mod] Mountain Climbing [handholds]
Replies: 23
Views: 6096

Re: Post your screenshots!

azekill_DIABLO wrote:New TnT testing:

Image


I like it!
by duane
Sat Mar 18, 2017 03:49
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374466

Re: [mod] Underworlds [underworlds]

Depths are measured in map chunks So high_chunk = -12 would be -192 nodes, right? Because i flied around there alot but didn't find anything with just underworlds activated. Did i made miscalculations or are they just so rare? -12 would be 48 + (80 * -12) = -912 on most maps (though chunk size can ...
by duane
Fri Mar 17, 2017 01:17
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 17067

Re: [mod] Underworlds [underworlds]

They have? I only have seen a max depth setting of -31000 but i want to alter the max height setting as well. I mean the whole thing, where to start and stop generating... . The underworld parameters are all in a table in "underworlds/init.lua". "high_chunk" and "low_chunk&...
by duane
Tue Mar 14, 2017 04:51
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 17067

Re: [mod] Underworlds [underworlds]

I have the following problem: I wanna create a world with geomoria, fun_caves, underworlds and caverealms. To balance it, it should be parted into max height _and_ max depth. Didn't see a "simple" option to alter the code of {geomoria, fun_caves, underworlds}. Can u please help me with th...
by duane
Mon Mar 13, 2017 23:12
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 17067

Re: [mod] Underworlds [underworlds]

Diamond knight wrote:I cant find the depth levels in the init.lua


The high_chunk and low_chunk parameters set the top and bottom of the spaces.
by duane
Sun Mar 12, 2017 00:27
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 17067

Re: [mod] Underworlds [underworlds]

texmex wrote:Mod author is obviously on a creativity streak, great stuff duane! Will try it out, possibly on a server.
I wonder how those air particles are made? Where in the code is it built?


Thanks. Those lights come from the flare gun in fun_tools. I use it a lot while exploring.
by duane
Thu Mar 09, 2017 00:53
 
Forum: WIP Mods
Topic: [mod] Underworlds [underworlds]
Replies: 27
Views: 17067

Re: [Mod] Squaresville (Ruins) [squaresville]

This looks a lot like a Fallout type world, a large post-apocalyptic landscape covered by ruins and hostiles. I like it, it adds, in it's own way, more than the Aftermath game. +1 Thanks. At some point in the future, I'm going to break this mod up the way I did fun_caves, separating the actual mapg...
by duane
Tue Mar 07, 2017 00:08
 
Forum: WIP Mods
Topic: [Mod] Squaresville (Ruins) [squaresville]
Replies: 14
Views: 2933

Re: Post your screenshots!

https://forum.minetest.net/download/file.php?mode=view&id=9332&sid=1e669aea83733aab296db7909acbe2b6 https://forum.minetest.net/download/file.php?mode=view&id=9333&sid=1e669aea83733aab296db7909acbe2b6 Pretty! I'll counter with a ziggurat with a cave through it. https://forum.minetest...
by duane
Sat Mar 04, 2017 11:45
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374466

Re: [mod] Ziggurats [zigg]

burli wrote:I think this isn't intended. ;-)

Image


Actually, it is. I deliberately allowed them to be buried. It makes them seem more ancient to me. Nice screenshot though.
by duane
Sat Mar 04, 2017 11:40
 
Forum: WIP Mods
Topic: [mod] Ziggurats [zigg]
Replies: 14
Views: 2577

Re: [mod] Geomoria [geomoria]

Geomoria will no longer write over the entire contents of a chunk with stone, sparing as much damage as possible to caves. The actual rooms and corridors will be surrounded by stone. It makes the crevasses more interesting. https://forum.minetest.net/download/file.php?mode=view&id=9364&sid=d...
by duane
Sat Mar 04, 2017 11:38
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

Almost finished with the entrance plan. Entrances will be spaced in an 800 meter grid, and are fairly unobtrusive, at least in valleys mapgen. https://forum.minetest.net/download/file.php?mode=view&id=9341&sid=40f52c283afe09ee51c9bda9ea25ab48 https://forum.minetest.net/download/file.php?mode...
by duane
Fri Mar 03, 2017 14:59
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

How do you exactly make it so lighten up? The darkness of the underground caves makes it a bit hard to explore :P I set DEBUG on in the mapgen file, which removes all the damage and falsely lights the chunks. The light will disappear as soon as you disturb anything, but it's good for checking my wo...
by duane
Fri Mar 03, 2017 01:15
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

https://forum.minetest.net/download/file.php?mode=view&id=9319&sid=6aba64ba93c5117e3ef2578f6dd6af14 https://forum.minetest.net/download/file.php?mode=view&id=9320&sid=6aba64ba93c5117e3ef2578f6dd6af14 https://forum.minetest.net/download/file.php?mode=view&id=9321&sid=6aba64ba...
by duane
Thu Mar 02, 2017 14:58
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

With a little skin rework I was thinking maybe this could be the Balrog: https://forum.minetest.net/viewtopic.php?f=9&t=15899 https://s12.postimg.org/l2l268hr1/demon3.png Maybe some rotation on the horns, some wings, and fire particles :D That would be cool, but I'm not going to put any specifi...
by duane
Wed Mar 01, 2017 05:23
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

Don't be surprised if you hear the screams of the forgotten prisoners. https://forum.minetest.net/download/file.php?mode=view&id=9282&sid=5e463cab3356ce159b61645de7e5661b https://forum.minetest.net/download/file.php?mode=view&id=9283&sid=5e463cab3356ce159b61645de7e5661b Edit: Be on t...
by duane
Wed Mar 01, 2017 02:08
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

That could be it, i'll have to retry with going deeper. EDIT : That was it indeed, as soon as i went way down, below -200 , i saw this : http://imgur.com/pCMi8gg After browsing, i think then the depths is setup by those in the scripts geomoria_mod.geomoria_depth = -2 (geomoria_depth - 1) * 80 - 32 ...
by duane
Wed Mar 01, 2017 00:06
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

I love how i see progress every time i open up this topic :D I have a question, non mapgen related... why is the cobble and stone on your screenshots in the 32x32 resolution? It seems a bit odd. Why not? "And here we are at the stupendous Moria Underdome waiting for those fighting Balrogs to e...
by duane
Tue Feb 28, 2017 14:23
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

Image
by duane
Tue Feb 28, 2017 05:57
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: Post your screenshots!

Image
by duane
Tue Feb 28, 2017 00:54
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374466

Re: [mod] Geomoria [geomoria]

https://forum.minetest.net/download/file.php?mode=view&id=9262&sid=fc028585cce1e0b124dad81a17857fcd https://forum.minetest.net/download/file.php?mode=view&id=9261&sid=fc028585cce1e0b124dad81a17857fcd https://forum.minetest.net/download/file.php?mode=view&id=9260&sid=fc028585...
by duane
Tue Feb 28, 2017 00:53
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: Post your screenshots!

Might have got a little carried away with this one...

Image
by duane
Mon Feb 27, 2017 14:22
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374466

Re: [mod] Geomoria [geomoria]

I've added fissures and chasms. These are optional, but enabled by default. It's just not as terrifying with cute goblins. https://forum.minetest.net/download/file.php?mode=view&id=9251&sid=17d8820222bea3d3636fb6fdcba5c288 https://forum.minetest.net/download/file.php?mode=view&id=9250&am...
by duane
Mon Feb 27, 2017 06:36
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

I've added stairs, ladders, and false walls (hidden doors), for even more complexity. To test them out, I put in a few hidden passages, upper levels, and a submerged level in the reservoir. Of course, taking full advantage of this means designing each geomorph will take even longer. /sigh https://fo...
by duane
Mon Feb 27, 2017 04:01
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [mod] Geomoria [geomoria]

the_raven_262 wrote:Is there any way to generate ores around these?
Nice work by the way :D


I put in a setting for that. It looks strange to me to have ores spawn in finished walls, so it's not on by default.
by duane
Mon Feb 27, 2017 00:42
 
Forum: WIP Mods
Topic: [mod] Geomoria [geomoria]
Replies: 34
Views: 7573

Re: [Mod] Schematic Saver [schematic_save]

I use this mod to save trees I build. Works fine so far. But is it possible to format the output of data like this? This makes it easier to edit the data. Currently I format this by hand size = { y = 10, x = 9, z = 11 } , data = { ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ai, ...
by duane
Mon Feb 27, 2017 00:40
 
Forum: WIP Mods
Topic: [Mod] Schematic Saver [schematic_save]
Replies: 18
Views: 3368

Re: Post your screenshots!

Image
by duane
Sun Feb 26, 2017 09:21
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1374466
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