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Thanks! Very nice and helpful.
by Sokomine
Tue Sep 18, 2012 01:49
 
Forum: Mod Releases
Topic: [Mod] Home GUI [home_gui] Set and go home using inventory.
Replies: 7
Views: 8190

All the more reason for animals to move slower :-) Keeps them from falling down...

As far as jumping is concerned: Randomly jumping around might even look funny and entertain the player. At least if it's a relatively small animal...jumping cows would be strange.
by Sokomine
Mon Sep 17, 2012 19:14
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822710

Well...farming might be difficult - but deciding when a strawberry is ready to eat usually isn't :-) My strawberries almost died out! Maybe I was too hungry... Almost all my plants have their own torch flying above them. That helps against accidental planting of one seed on top of another plant. It ...
by Sokomine
Mon Sep 17, 2012 18:26
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 316
Views: 208162

Very helpful. Unfortionately it collides with the bag mod. Would it be possible to use both?
by Sokomine
Mon Sep 17, 2012 16:27
 
Forum: Mod Releases
Topic: [Mod] Home GUI [home_gui] Set and go home using inventory.
Replies: 7
Views: 8190

Can you change the pictures for strawberry_3 or strawberry? I have trouble distinguishing them and sometimes pick strawberry_3 :-( Additionally it would be nice if the strawberrys from the nature_pack_controlled could yield the same type of strawberrys (although that might be wild ones instead of cu...
by Sokomine
Mon Sep 17, 2012 16:26
 
Forum: Mod Releases
Topic: [Mod] Farming Plus [farming_plus]
Replies: 316
Views: 208162

That sounds good! It already works better and crashes a lot less. Loading a new area is still quite slow - junglegrass & co spawn as well. One reason why I wanted to turn spawning off (thanks for implementing!) is that I believe animals spawn, wander around randomly, drop down here, drop down there,...
by Sokomine
Mon Sep 17, 2012 14:56
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822710

This is a very small mod that was created after having had a look at 3dforniture (those chairs and tables are a must have for each house). The mod does not always work - do not trust your virtual life to it! Sometimes one can walk through the rail (Bug!), sometimes not. I have no idea why that is th...
by Sokomine
Sat Sep 15, 2012 23:26
 
Forum: WIP Mods
Topic: Mod: Bridges and handrails
Replies: 4
Views: 1613

Mod: Bridges and handrails

Can I post this time? I do get error messages :-(
by Sokomine
Sat Sep 15, 2012 23:24
 
Forum: WIP Mods
Topic: Mod: Bridges and handrails
Replies: 4
Views: 1613

There is one important point you missed: Minetest needs way less ressources than Minecraft and runs on older hardware quite well. If for some reason you do not have an extra grapic card (e.g. notebook), this a huge advantage. Plus it can easily be extended with mods on the server side (no idea how t...
by Sokomine
Sat Sep 15, 2012 22:08
 
Forum: Minetest General
Topic: First time player opinions
Replies: 23
Views: 4902

Well, cheat. Ground-bound animals do not really nead gravity all the time. They might check often enough if they're on ground or in air and - if in air - how high. Higher than they may survive? Bye-bye animal (or just cheat again and let it climb back or beam elsewhere). Not too high? Fine. Simulate...
by Sokomine
Fri Sep 14, 2012 23:40
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822710

Lua was only a consideration because people running Minetest will have it. The mod might check if its image files are there and otherwise extract the texture.png. As far as I understand it the map mod does use an external python program to generate the map and reads only the generated image.
by Sokomine
Thu Sep 13, 2012 15:12
 
Forum: Minetest Features
Topic: [Idea] Texture map for tiles and items
Replies: 9
Views: 2535

The example world I used for testing has not been built exclusively by me so I can't share it. It is a bit difficult to find *tiny* maps (less than 64x64x64 blocks). My own map is not finished yet. I'll see what I can do to get a sufficiently small one I can build on. A conversion tool for a texture...
by Sokomine
Thu Sep 13, 2012 14:12
 
Forum: Minetest Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 12497

Yes, that would be nice, especially if it could be done for individual mods. The whole texture atlas of a game with several mods installed soon grows too large. As long as that doesn't exist: Does anybody know a way to split up Minecraft-like textures.png into individual files more or less automatic...
by Sokomine
Thu Sep 13, 2012 13:58
 
Forum: Minetest Features
Topic: [Idea] Texture map for tiles and items
Replies: 9
Views: 2535

My Minecraft classic converter has the same problem: stairs:slab_stone need another picture. Other nodes change other values of default nodes as well (mostly turn the nodes into passive ones).
by Sokomine
Thu Sep 13, 2012 13:41
 
Forum: Minetest Texture Packs
Topic: Post your texture pack conversion requests here
Replies: 74
Views: 91604

Importing does work to some degree. There are still some unsolved issues: Getting a sufficiently large free flat space on a slower computer is not easy. The no_mapgen and flatland mod help a bit. Still - much ends up in the next hill (which ought not to be there) or high in the sky (at least no hill...
by Sokomine
Wed Sep 12, 2012 21:18
 
Forum: Minetest Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 12497

It does work, especially if both mods are combined. And it will most likely work with further versions of Minetest as well. The drawback is that it is slow and inefficient. All that map data is computed and then discared and replaced by new blocks. If I want to import my maps I really can't afford t...
by Sokomine
Wed Sep 12, 2012 15:46
 
Forum: WIP Mods
Topic: Map generation, empty or flat worlds and world extents.
Replies: 12
Views: 3442

Seems to almost work: can be walked through, can be "climbed", looks like water...however...right now it might be more of a fun item: it makes floor and wall transparent from the water-side. Funny effect. How do I get the first block that isn't water to be drawn? minetest.register_node("mcimport:sta...
by Sokomine
Tue Sep 11, 2012 15:54
 
Forum: WIP Mods
Topic: Non-flowing liquid
Replies: 3
Views: 982

Non-flowing liquid

Is there a way to create water and lava which will just remain where placed and not start to flow around? Mostly they only have to look like water/lava. It would be good if the nodes could be used to "swim" up (elevator/rope/ladder). Some of the maps I'd like to import use water for kitchen sink, as...
by Sokomine
Tue Sep 11, 2012 04:53
 
Forum: WIP Mods
Topic: Non-flowing liquid
Replies: 3
Views: 982

Press F5, then watch the numbers at the top of the screen change. Thanks! That might be helpful in regular gameplay as well :-) @sfan5: Thanks for the link. I found that one already and eventually got to the block ids for classic. The offset where the real data starts in my files is diffrent from t...
by Sokomine
Mon Sep 10, 2012 22:54
 
Forum: Minetest Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 12497

Well, WorldEdits Savefile looks like this: 0 0 0 default:dirt_with_grass 0 0 0 0 1 default:dirt_with_grass 0 0 0 3 1 default:torch 0 0 0 4 0 default:cobble 0 0 0 4 1 default:cobble 0 0 1 0 0 default:dirt_with_grass 0 0 1 0 1 default:dirt_with_grass 0 0 1 4 0 default:cobble 0 0 Ok, I don't know what ...
by Sokomine
Sun Sep 09, 2012 21:04
 
Forum: Minetest Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 12497

Thanks for the fast reply (and the mod itself of course :-) it's very nice to have animals roaming around!) 1) The 100 sheep/cows where just a test how my computer would handle them. Even in singleplayer with randomly spawned animals the animals sometimes behaved strange - in that punching e.g. a sh...
by Sokomine
Sun Sep 09, 2012 20:50
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822710

Excellent! That save file format of yours is easy to read and create. Now I have to find a good description of wom's level.dat format. And...how will my computer behave if it has to insert an area of 512x512x128 blocks? (most of them air but still...). I'll ask a few questions concerning your worlde...
by Sokomine
Sun Sep 09, 2012 19:56
 
Forum: Minetest Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 12497

Converting minecraft classic to minetest?

I'd like to import my buildings/maps from Minecraft classic into Minetest to walk around in them. The maps are up to 512 blocks in width and up to 128 blocks high. They were saved using the World of Minecraft client (called "wom"; generates level.dat files which can be decompressed with gunzip) and ...
by Sokomine
Sun Sep 09, 2012 19:05
 
Forum: Minetest Maps
Topic: Converting minecraft classic to minetest?
Replies: 34
Views: 12497

There are quite a few good mods around. Collecting them all takes some time. Might it be possible to bundle most of them from time to time into a single download and integrate an option into the game itself to turn each mod on and off? A simple textfile like depends.txt in the form worlds/MyWorld/us...
by Sokomine
Sun Sep 09, 2012 18:38
 
Forum: Minetest General
Topic: What is missing in MineTest.....
Replies: 23
Views: 4786

I'd really like to use this mod. Unfortunately my computer isn't the best equipped (only 4GB RAM, four year old onbord grapic card). Minetest itself runs very fine, but if I activate the animals the next crash is only a question of time :-( It seems to work quite well as long as animals don't spawn ...
by Sokomine
Sun Sep 09, 2012 18:10
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 822710
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