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New download has been put up. It now has taint crystal ore that drops 1 taint shard that can be used to craft a taint block. The craft is just 9 shards in the crafting table. The ore spawns under -1500 and is fairly rare. This taint while spreading on ores should create tainted resourses, which can ...
by scifiboi
Wed Mar 12, 2014 18:34
 
Forum: WIP Mods
Topic: [Mod] Taint [1.1] [taint]
Replies: 16
Views: 4452

I had tried to make something like this, but due to my impaired coding skills, I couldn't. Great job! Some ideas are a pure block that spreads only on tainted blocks. and a temple/structure that might randomly spawn somewhere on the tainted block. In the temple, which might be made out of something...
by scifiboi
Fri Mar 07, 2014 02:19
 
Forum: WIP Mods
Topic: [Mod] Taint [1.1] [taint]
Replies: 16
Views: 4452

Aha! I knew I forgot something in the first post! :)
by scifiboi
Fri Mar 07, 2014 01:17
 
Forum: WIP Mods
Topic: [Mod] Taint [1.1] [taint]
Replies: 16
Views: 4452

[Mod] Taint [1.1] [taint]

Taint is a mod based on the taint from Thaumcraft 2. It starts when someone places a taint block (currently only available in creative). When someone places a taint block, it starts spreading rather slowly, but as more blocks become tainted, it spreads at a more rapid pace. Taint affects dirt, grass...
by scifiboi
Thu Mar 06, 2014 20:11
 
Forum: WIP Mods
Topic: [Mod] Taint [1.1] [taint]
Replies: 16
Views: 4452

New download up. Can't remember what I added. I'll start making a changelog.
by scifiboi
Thu Feb 20, 2014 20:13
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I've started working on this mod again. New download is up, mod has been redesigned from scratch (aside from the textures), and still nothing to do in survival. Yipee.
by scifiboi
Fri Feb 14, 2014 20:10
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

It doesnt crash for me. I dunno why it isn't. If I comment out this code, it runs fine. :/ More informations! Used platform, version… phase of the moon. Windows Vista, MT 0.4.9, waning crescent ;) You could try minetest --trace . minetest --trace? EDIT: Wait, I just now got what you mean and I feel...
by scifiboi
Fri Jan 24, 2014 19:32
 
Forum: WIP Mods
Topic: Why can't I do particles?
Replies: 3
Views: 767

Why can't I do particles?

When I execute this code, Minetest crashes without error. minetest.register_abm({ nodenames = {"thaumtest:nitor"}, interval = 0.5, chance = 1, action = function(pos) minetest.add_particle({ pos = pos, velocity = {x = 0, y = .5, z = 0}, acceleration = {x = 0, y = 0, z = 0}, expirationtime = 1, textur...
by scifiboi
Thu Jan 23, 2014 20:10
 
Forum: WIP Mods
Topic: Why can't I do particles?
Replies: 3
Views: 767

Thank you a lot! I thought for sure that by the way you first replied, I asked a REALLY simple question. haha. But thanks for showing me this. It looks really interesting and I will definitely have a look at it.
by scifiboi
Wed Jul 24, 2013 23:39
 
Forum: WIP Mods
Topic: How do I get a list of all positions in a chunk on generation?
Replies: 5
Views: 893

But can I use that function to get a list of ALL the nodes in a chunk some how? As far as I can see, you have to specify which nodes you want it to search for in the third argument of that function.
by scifiboi
Wed Jul 24, 2013 00:06
 
Forum: WIP Mods
Topic: How do I get a list of all positions in a chunk on generation?
Replies: 5
Views: 893

How do I get a list of all positions in a chunk on generation?

I'm trying to get a list of every node position in a chunk including the air nodes. How can I do this? I tried doing minetest.env:find_nodes_in_area(minp, maxp, {}). The problem is, as far as I know, you can't get a list of EVERY position in that chunk with that function. Does anybody know how to do...
by scifiboi
Tue Jul 23, 2013 18:02
 
Forum: WIP Mods
Topic: How do I get a list of all positions in a chunk on generation?
Replies: 5
Views: 893

Actually, my Linux box crashed (who ever heard of Linux crashing, right?) and I lost all of the latest source. It wasn't a whole lot, but I haven't gotten around to downloading the source from my dropbox and installing Minetest again. I will today and see what I can come up with and remake all of th...
by scifiboi
Sun Jun 02, 2013 17:39
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

How do I make a node change when right-clicked with a bucket?

I've been trying to get a "cauldron" to change into a "cauldron_filled" by right-clicking it with a "bucket:bucket_water" in hand. I have tried several times and failed at each attempt. How would I go about this? Thanks in advanced.
by scifiboi
Thu May 23, 2013 20:11
 
Forum: WIP Mods
Topic: How do I make a node change when right-clicked with a bucket?
Replies: 12
Views: 1603

Actually, that's just unfinished code for the tree generation. It will be a full tree when finished.

EDITT: I am not adding potions to Thaumtest.
by scifiboi
Wed May 22, 2013 19:06
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

0.4.6 makes the machine run even slower than 0.4.4 does. That and it crashes a lot more even WITHOUT my mod on it. Idk if it's just my machine, or if it's bugs with the game, but 0.4.4 is the best choice for this computer. EDIT: Also, if you would like to try out the latest version, here is the link...
by scifiboi
Thu May 16, 2013 19:20
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

Maybe one day it will, but hopefully not anytime in this stage. Honestly, other than adding a few blocks and items, the mod serves no purpose at the moment. Now when research is finally implemented and I can make golems (possibly), new furnaces, and metal transmutation, then it would have a reason t...
by scifiboi
Wed May 15, 2013 21:09
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

Do you think these look good for hypermatter? They will definitely change later, but for now? Crystal: http://img839.imageshack.us/img839/3960/hypermattercrystal.png Ore: http://img811.imageshack.us/img811/5088/hypermatterore.png And heres a screenie of them in-game: http://img27.imageshack.us/img27...
by scifiboi
Wed May 15, 2013 19:49
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I'm kind of leaning towards hypermatter. I'm thinking the ore should be black and sort of shiny. The crystal could be black with a white middle to give the illusion of a black transparent crystal with a glowing white core. I could make hypermatter blocks. If transparency works with nodeboxes, I can...
by scifiboi
Wed May 15, 2013 02:47
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I'm kind of leaning towards hypermatter. I'm thinking the ore should be black and sort of shiny. The crystal could be black with a white middle to give the illusion of a black transparent crystal with a glowing white core. I could make hypermatter blocks. If transparency works with nodeboxes, I can ...
by scifiboi
Tue May 14, 2013 03:48
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

Alright, I'll start working on a texture for it when I get home using that as the design. I think we need a name for the new ore more than we need a textire for it at the moment, though.
by scifiboi
Mon May 13, 2013 16:29
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

Creating original textures for this mod can make it stand out more and give the Minetest community a better image. It can also be fun to create textures. My idea for the custom ore would be some sort of mysterious material that is from a higher dimension. It's blocks could have the design in the im...
by scifiboi
Mon May 13, 2013 12:22
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

Hey, if you need custom nodeboxes, I can make some for you if you want. :D That would be great! Actually, there are three that I could use at the moment. Could you make one that looks like the tables in Thaumcraft 3, one that looks like cauldrons from Vanilla MC (with the legs), and one for a doubl...
by scifiboi
Mon May 13, 2013 02:57
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

You coming along nicely with those textures? I haven't been able to work on the mod for a few days because my Linux box has been screwing up and not allowing me to run Minetest for some reason. It's fixed now, however, and I will continue to work on it.
by scifiboi
Sun May 12, 2013 23:01
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I've PM'd you the link to the download.
by scifiboi
Thu May 09, 2013 23:18
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I don't know cpp that well. :P But I'll have a look at your mod and see what I can figure out. Thanks! :)
EDIT: I'm having trouble finding code for any trees at all. In your post, you said something about rubber trees, but in the zip, I can't find anything to do with trees.
by scifiboi
Thu May 09, 2013 22:46
 
Forum: WIP Mods
Topic: How to randomly generate trees?
Replies: 8
Views: 1827

How to randomly generate trees?

One of the main troubles I am having while programming my mod is making trees generate. I have an idea on how on how to make the trees generate without randomizing the leaves, but that takes a MASSIVE amount of repetitious code. How does minetest generate trees like it does? I have searched through ...
by scifiboi
Thu May 09, 2013 22:11
 
Forum: WIP Mods
Topic: How to randomly generate trees?
Replies: 8
Views: 1827

This image shows the latest content in Thaumtest. I can send you the link to it so you can start working on the textures if you want to, windmere. http://img838.imageshack.us/img838/8987/screenshot2336183606.png Also, do you have any ideas for a new ore that we can put in Thaumtest? I don't want it ...
by scifiboi
Thu May 09, 2013 21:50
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I've update the first post after a few tweaks to your design. Check it out and see if you like it.
by scifiboi
Wed May 08, 2013 19:33
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

Yeah go for it. And if you could, fit that big square logo in there some how. lol I couldn't find a way to make it fit. haha
by scifiboi
Wed May 08, 2013 01:00
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915

I've update the first post with it at the bottom. I am working on the crucible. I just wonder if there is a way to make bubble particles come from the center to make the water look as if it is boiling.
by scifiboi
Wed May 08, 2013 00:45
 
Forum: Mod Releases
Topic: [Mod] Thaumtest [2.1] [thaumtest]
Replies: 102
Views: 33915
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