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Re: [Mod] roll up curtains [curtain]

A bar or something like that on top of the topmost curtain could be helpful to distinguish it from plain wool. Other than that: Nice idea.
by Sokomine
Sat Apr 30, 2016 17:33
 
Forum: Mod Releases
Topic: [Mod] roll up curtains [curtain]
Replies: 5
Views: 1186

Re: [mod] more plants [moreplants]

Nice new plants. It's good to have more of them around! Though they might not fit well into a dryplants/dreambuilder game as those have more realistic-looking textures somehow. But these textures are fine as well.
by Sokomine
Sat Apr 30, 2016 17:08
 
Forum: WIP Mods
Topic: [mod] more plants [moreplants]
Replies: 20
Views: 2891

Re: [Mod] Ores Plus [git] [oresplus]

Emerald and glowstone both in stone and as blocks look very nice. Maybe the emerald could get a torch inside and emit some glow? The texture looks like it might fit well.
by Sokomine
Sat Apr 30, 2016 15:00
 
Forum: Mod Releases
Topic: [Mod] Ores Plus [oresplus]
Replies: 2
Views: 2321

Re: place_schematic+mapgen = problem

A schematic with a side-length in all directions of 170 nodes is very big and may cause some load due to memory requirements. It will extend over three mapchunks in each direction. May I ask why it has to be that big? Using voxelmanip is far more flexible in that regard. Also take a look at my mg_vi...
by Sokomine
Sat Apr 30, 2016 14:14
 
Forum: Modding Discussion
Topic: place_schematic+mapgen = problem
Replies: 8
Views: 1090

Re: Try to understand how mapgens work

The general description of how mapgen works is correct. However, as duane already pointed out, there are further effects. One of them is the overlapping with neighbouring mapchunks that has already been described. It is a 16 node wide "shell" around the actual mapblock and allows such stru...
by Sokomine
Sat Apr 30, 2016 13:53
 
Forum: Minetest General
Topic: Try to understand how mapgens work
Replies: 13
Views: 1139

Re: OldCoder Lord of the Test

Part of my dwarfen city fell prey to griefers/thieves. Ought to have protected all of it and not just the more important part. Anyway...here comes a backup :-)
by Sokomine
Sat Apr 23, 2016 21:39
 
Forum: Minetest Servers
Topic: OldCoder Lord of the Test
Replies: 28
Views: 9679

Re: [Mod] Peaceful NPC [1.8.5.2] [peaceful_npc]

hi! really nice mod! I would like to try to make NPC's to manage state, you know, talk to the user when clicked instead of the default behaviour of receiving damage. Wonder if there are some guidelines around that, perhaps a forked version of this mod? The esmobs tell the player their name and inte...
by Sokomine
Fri Apr 22, 2016 20:45
 
Forum: Mod Releases
Topic: [Mod] Peaceful NPC [1.8.5.2] [peaceful_npc]
Replies: 234
Views: 71304

Re: [Mod] ArtDeco [1.0] [artdeco]

Directly displaying the screenshots in the first post would be good. Many people go by screenshots alone and hardly read what's written and thus will fail to notice this mod.

The buiding in the screenshots looks very good. Reminds me a bit of Mauvebics mods and builds in style.
by Sokomine
Fri Apr 22, 2016 18:22
 
Forum: Mod Releases
Topic: [Mod] ArtDeco [1.1] [artdeco]
Replies: 23
Views: 4255

Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

The movie was a very impressive one, and so is the mod. Combining it with the space world (moontest based) on one of OldCoders servers like Inocudom suggested sounds like a very good idea.

duane wrote:Schematics are troublesome, as always, so I'll have to figure out some work-around.

In how far?
by Sokomine
Fri Apr 22, 2016 16:31
 
Forum: WIP Mods
Topic: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Replies: 36
Views: 4253

Re: [Mod] Schematic Saver [schematic_save]

TumeniNodes wrote:So this means I could take a building from one world I built, and transfer it to another world I'd like it to be in?

For that, you might also want to take a look at the build chest from my handle_schematics mod. It makes loading buildings a lot more convenient than with plain WorldEdit.
by Sokomine
Fri Apr 22, 2016 16:14
 
Forum: WIP Mods
Topic: [Mod] Schematic Saver [schematic_save]
Replies: 18
Views: 3500

Re: [Mod] dmobs(D00Med mobs)

Very cute mobs! Hope to meet them somewhere soon :-)
by Sokomine
Fri Apr 22, 2016 16:09
 
Forum: WIP Mods
Topic: [Mod] D00Med mobs [dmobs]
Replies: 188
Views: 31778

Re: More shadow under trees

Biome_lib/undergrowth adds nodes that look more like dirt than grass below trees. That also turns forrests and trees into a more impressive sight, regardless of the actual lighting.
by Sokomine
Fri Apr 22, 2016 16:06
 
Forum: Minetest General
Topic: More shadow under trees
Replies: 8
Views: 821

Re: [Map] Karsthafen - Diskussionsthread

Welcher Teil würde Euch da am meisten Interessieren? Königsdorf - die möglichst realistische Stadt, Weltenrennen - der Parkour-Rundkurs oder das Straßennetz welches noch ein paar Orte miteinander verbinden sollte? Königsdorf. Ein Parkour gibt relativ wenig her und kann auch gut von weniger fähigen ...
by Sokomine
Fri Apr 22, 2016 16:04
 
Forum: Deutsch
Topic: [Map] Karsthafen - Diskussionsthread
Replies: 126
Views: 54901

Re: Mesecon vs. Redstone

Die basic_machines von rnd sind für solche Bauvorhaben auch ganz gut geeignet. Man erspart sich dabei das Leitungen ziehen.
by Sokomine
Fri Apr 22, 2016 14:42
 
Forum: Deutsch
Topic: Mesecon vs. Redstone
Replies: 14
Views: 2940

Re: [Mod] compost [wip][git][compost]

Finally! Some way of recycling organic material. I'm sure it'll look very decorative in gardens and be useful there. However, getting dirt is only of limited use - most worlds contain so much of it already. Fertilizer that speeds up plant (or tree!) growth might be quite welcome in those worlds whic...
by Sokomine
Fri Apr 22, 2016 14:33
 
Forum: Mod Releases
Topic: [Mod] compost [git][compost]
Replies: 25
Views: 5074

Re: [Mod] Spray Booth / Color Machine [colormachine]

Added support for myfences.
by Sokomine
Fri Apr 22, 2016 14:19
 
Forum: Mod Releases
Topic: [Mod] Spray Booth / Color Machine [colormachine]
Replies: 42
Views: 18772

Re: [Mod]myfences[myfences]

Nice fences. They're covered by my colormachine now as well. Hope I didn't forget any of those my*-mods :-)
by Sokomine
Fri Apr 22, 2016 14:18
 
Forum: WIP Mods
Topic: [Mod]myfences[myfences]
Replies: 5
Views: 934

Re: [Mod]mydefaultlights[mydefaultlights]

The diamond lamp looks particulary nice. The receipe just seems to be a bit expensive. Some cheap glass ought to do as well :-)
by Sokomine
Fri Apr 22, 2016 10:05
 
Forum: WIP Mods
Topic: [Mod]mydefaultlights[mydefaultlights]
Replies: 9
Views: 1191

Re: [Mod] Torches [3.0.1] [torches]

I've created a new version of this mod with the intent of maintaining it aggressively, as well as perhaps merging it into minetest_game if possible. But please without that annoying damage torches deal out! And...having diffrent torches is also less nice as it makes conversion back to normal torche...
by Sokomine
Fri Apr 22, 2016 10:00
 
Forum: Mod Releases
Topic: [Mod] Torches [3.0.1] [torches]
Replies: 84
Views: 60083

Re: Desert Painted Strata mapgen

Looks very nice. The clay found in some biomes of such type is also useful.
by Sokomine
Mon Apr 18, 2016 08:57
 
Forum: Minetest General
Topic: Desert Painted Strata mapgen
Replies: 3
Views: 945

Re: Convert MC resource/texture packs to Minetest!

sofar wrote:Unlike other converters, this converter can handle doors, grass colors and biome coloring, and leaves!

I'm intrested in how you did that. My mccompat mod doesn't handle grass and biome colors well and needs improvements in that regard.
by Sokomine
Fri Apr 15, 2016 06:06
 
Forum: Minetest Texture Packs
Topic: Convert MC resource/texture packs to Minetest!
Replies: 44
Views: 25684

Re: [Mod]Tracks[tracks]

Following mobs is usually not a problem in the game. They head straight for you once they want to kill you and otherwise go about their business. There's not much following around involved. Perhaps your trails could be manure trails instead? At the end of the trail, a mob might await you.
by Sokomine
Fri Apr 15, 2016 05:56
 
Forum: WIP Mods
Topic: [Mod]Tracks[tracks]
Replies: 8
Views: 1999

Re: [Mod] mypaint [mypaint]

Maybe even just regular wood could be painted for the houses? I think that would be easier than the usual of using wool and hopefully look more natural. You know those huge statues people make in MC with wool to look like pixel art? I was thinking perhaps this would be an easier alternative and hel...
by Sokomine
Fri Apr 15, 2016 05:33
 
Forum: Mod Releases
Topic: [Mod] mypaint [mypaint]
Replies: 17
Views: 4102

Re: More dungeon stuff

You might want to have a look at the Minetest mod search page [url="http://krock-works.16mb.com/MTstuff/modSearch.php?st=0&at=0&q=dungeon"]searching for dungeon[/url]. Some of them focus entirely on dungeon generation and skip the rest of the world. There are also mods with treasur...
by Sokomine
Fri Apr 15, 2016 05:24
 
Forum: Modding Discussion
Topic: More dungeon stuff
Replies: 2
Views: 307

Re: [0.4.13-dev] Craig's Server

Spawn is filled by buildings of users that have been inactive for a long time, that not even file of their last login exists. I think that the server would benefit from clearing some of them for new players to build, since one thing that discourages new players is the difficulty of finding a place ...
by Sokomine
Fri Apr 15, 2016 04:48
 
Forum: Minetest Servers
Topic: Craig's Server
Replies: 406
Views: 82177

Re: Unsichtbarer Block, kann nicht anvisiert werden

Der Chatbefehl alleine als Code gepastet wird vermutlich kaum jemanden interessieren. Pack es auf Github und poste einen Download-Link :-)

Allerdings gibt es auch andere Mods, die bei der Identifikation und/oder dem Entfernen seltsamer Blöcke helfen. WorldEdit ist da wirklich sehr nützlich.
by Sokomine
Fri Apr 15, 2016 04:46
 
Forum: Deutsch
Topic: Unsichtbarer Block, kann nicht anvisiert werden
Replies: 8
Views: 2146

Re: RealBadAngel

It is difficult to find words in such a situation. I don't know if he knew me further, and I can't claim to have known him closely. Our areas seldom intersected, with him knowing so much about graphics and me so few. Yet we sometimes talked on IRC, and it was a pleasure. Each time we talked, he was ...
by Sokomine
Wed Mar 30, 2016 23:25
 
Forum: Minetest General
Topic: RealBadAngel
Replies: 76
Views: 20747

Re: basic_layout

The road layout looks good. In order to work well, the roads will need houses. And there it gets complicated. Duanes small skyscrapers seem to work fine, while larger houses are more difficult to place. I'm also looking for a good way to do roads large-scale. Paramats path mapgen is fine, but the pa...
by Sokomine
Mon Mar 21, 2016 16:21
 
Forum: WIP Mods
Topic: basic_layout
Replies: 4
Views: 802

Re: Ist Minetest zu einfach?

Ah. Das "zu einfach" bezieht sich also auf den Survival-Aspekt (Mapgens finde ich z.B. gar nicht einfach - oder pathfinding für NPC :)). Wenn Du ein herausforderndes Survival-Spiel suchst, probier es mit Adventuretest. Dort befindet sich zwar sogar noch mehr Nahrung in den Kisten in den Dö...
by Sokomine
Mon Mar 21, 2016 16:14
 
Forum: Deutsch
Topic: Ist Minetest zu einfach?
Replies: 16
Views: 2771

Re: Benutzung des WorldEdit

Im Prinzip tippt man
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
//p set
im Chat ein, haut auf auf zwei gegenüberliegende Blöcke, die den Bereich markieren, den man bearbeiten möchte, und gibt dann im Chat einen Befehl ein, der sich auf diesen markierten Bereich bezieht, z.B:
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
//replace default:dirt_with_grass default:sandstone
by Sokomine
Mon Mar 21, 2016 15:52
 
Forum: Deutsch
Topic: Benutzung des WorldEdit
Replies: 12
Views: 2188
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