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Re: [Game] Farlands

That's interesting, I haven't had many problems with lag, but I always have the viewing range at 50.
I will try reducing the spawn rate for the birds.
Could it be the abm's from the machines?
by D00Med
Fri Mar 17, 2017 09:01
 
Forum: WIP Subgames
Topic: [Game] Farlands
Replies: 33
Views: 13007

Re: [help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]

I just realised, there's no license file in the entities mod *hint hint* ;)
by D00Med
Thu Mar 16, 2017 03:36
 
Forum: WIP Mods
Topic: [help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]
Replies: 87
Views: 9434

Re: [Game] Farlands

Those are all good ideas, thanks :)
And you are right about the structures, I just haven't got around to adding them
by D00Med
Wed Mar 15, 2017 22:22
 
Forum: WIP Subgames
Topic: [Game] Farlands
Replies: 33
Views: 13007

Re: [Mod] Advanced (yet simple) HUD Library [0.1] [hudlib]

This sounds really interesting, but I think I agree with Wuzzy.
by D00Med
Wed Mar 15, 2017 09:05
 
Forum: WIP Mods
Topic: [Mod] Advanced (yet simple) HUD Library [0.1] [hudlib]
Replies: 6
Views: 1594

Re: [Game] LegendofMinetest [v2]

Thankyou :) toby109tt did a lot of work with the models and textures too.
by D00Med
Sun Mar 12, 2017 20:59
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 42009

Re: [mod] Trample path [wip][trample_path]

Cool, nice mod
by D00Med
Sun Mar 12, 2017 10:19
 
Forum: Mod Releases
Topic: [mod] Trample path [trample_path]
Replies: 19
Views: 3610

Re: Post your screenshots!

Thanks!
Those would be a good thing to add to the swamps.
Actually, I've been meaning to add cave crystals as a fuel/magic source.
by D00Med
Sun Mar 12, 2017 05:17
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1379842

Re: Post your screenshots!

That's a cool idea for a furnace!
Testing new machines in farlands:
Image
by D00Med
Sun Mar 12, 2017 03:39
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1379842

Re: [Game] LegendofMinetest [v2]

Ok, thanks :)
by D00Med
Fri Mar 10, 2017 20:42
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 42009

Re: [Game] LegendofMinetest [v2]

Update: the weather has been improved, it wont work through slabs/stairs(apart from dust), and the skybox won't be suddenly removed.
If anyone has any ideas on how the performance of the game could be improved, let me know.
by D00Med
Fri Mar 10, 2017 09:43
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 42009

Re: Post your modding questions here

Is there a way to make a particular biome flat in v7 mapgen? or valleys?
by D00Med
Thu Mar 09, 2017 20:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [Game] Farlands

It's great to see that you guys are interested.
by D00Med
Thu Mar 09, 2017 19:57
 
Forum: WIP Subgames
Topic: [Game] Farlands
Replies: 33
Views: 13007

Re: Post your screenshots!

nice cake
by D00Med
Thu Mar 09, 2017 19:55
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1379842

[Game] Farlands

Toby109tt and I have been working on another subgame, this time it's steampunk/prehistoric themed. The game has a very long way to go, but it'd be good to have some feedback on the game in its current state. There are three main aspects we are working on: 1. Steampunk(sort of) machinery. Eventually ...
by D00Med
Wed Mar 08, 2017 21:43
 
Forum: WIP Subgames
Topic: [Game] Farlands
Replies: 33
Views: 13007

Re: [Mod] lib_node_shapes [lib_node_shapes]

Well this looks cool :D
I will try it out.
by D00Med
Wed Mar 08, 2017 20:39
 
Forum: WIP Mods
Topic: [Mod] lib_node_shapes [lib_node_shapes]
Replies: 14
Views: 2880

Re: [mod] Vehicles [vehicles]

Thanks guys :D
I fixed it so that it destroys the last stage of wheat instead of the fifth.
by D00Med
Wed Mar 08, 2017 20:36
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33711

Re: [mod] Vehicles [vehicles]

The tractor is done :D It can destroy wheat(stage 5 only), but you will still need to pick up the seeds and wheat. Also, nodes destroyed by vehicles will now be dropped. https://s30.postimg.org/hw6c25okh/tractor.png Edit: also vehicle sounds are now only played to the driver, with the exception of t...
by D00Med
Wed Mar 08, 2017 08:16
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33711

Re: [64px 32px] Schone Welt [W.I.P.]

It's looking really nice
by D00Med
Tue Mar 07, 2017 20:01
 
Forum: Minetest Texture Packs
Topic: [64px 32px 16px] Schone Welt [W.I.P.]
Replies: 46
Views: 16622

Re: [Mod] scifi-nodes

I've made some progress with the node builder.
Soon almost all the nodes should be able to be either built using the builder node, or crafted(thanks to tanmayameher crafting recipes have already been added, but they may be removed).
by D00Med
Tue Mar 07, 2017 04:52
 
Forum: WIP Mods
Topic: [Mod] scifi-nodes
Replies: 54
Views: 8546

Re: Post your modding questions here

Ok...I should probably learn how then...
by D00Med
Mon Mar 06, 2017 07:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

speaking of which I've been intending to finish support for this game.
I noticed that there's no icon for the trash, that would be helpful
edit: also are items supposed to be kept after dying?
by D00Med
Mon Mar 06, 2017 07:26
 
Forum: WIP Subgames
Topic: [game]Voxellar:Anvil of Death...[1.7 Debugged]
Replies: 188
Views: 40810

Re: Post your modding questions here

Yeah. Everything
by D00Med
Mon Mar 06, 2017 07:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: Post your modding questions here

Would it be possible to make a copy of the mapgen at a different height without an expensive function?
(I already tried just copying dirt with grass using register_on_generated but it was really slow)
by D00Med
Mon Mar 06, 2017 07:11
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628272

Re: [mod] nodebox_trees [nodebox_trees]

I've tried to add that, hasn't worked so far.
I've been meaning to get around to that.
by D00Med
Sun Mar 05, 2017 10:49
 
Forum: WIP Mods
Topic: [mod] nodebox_trees [nodebox_trees]
Replies: 71
Views: 12441

Re: [mod] nodebox_trees [nodebox_trees]

burli wrote:I would like to use some parts of your mod in my subgame, but I don't want to use the whole mod. Do I have your permission for that? I want to use the tree schematics and the leaf object

Yes you can do that, as long as you give credit.
Thanks for letting me know about the leafdecay
by D00Med
Sat Mar 04, 2017 20:45
 
Forum: WIP Mods
Topic: [mod] nodebox_trees [nodebox_trees]
Replies: 71
Views: 12441

Re: [Mod] Mobs Redo [1.34] [mobs]

Is there a way to make mobs go to a specific place? (like the inside of a building if it is night-time)
by D00Med
Fri Mar 03, 2017 21:00
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 242059

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

There's a plant growing on trees, the description is 'moss'.
You're welcome
by D00Med
Fri Mar 03, 2017 20:12
 
Forum: WIP Subgames
Topic: [game]Voxellar:Anvil of Death...[1.7 Debugged]
Replies: 188
Views: 40810

Re: [game]Voxellar:Anvil of Death...[1.7 Debugged]

I played the game a little, it's good so far :) Some things I noticed though... Moss can only be placed horizontally, ie: it doesn't seem to be wallmounted. It's hard to drop items, I fixed this problem in my subgame by changing the time before an item is picked up(if I remember correctly). The digg...
by D00Med
Thu Mar 02, 2017 20:48
 
Forum: WIP Subgames
Topic: [game]Voxellar:Anvil of Death...[1.7 Debugged]
Replies: 188
Views: 40810

Re: [Game] LegendofMinetest [v2]

Ok, I will try to fix that problem with stairs/slabs.
Thanks for your interest :)
Yes that would be very helpful. I actually do have an idea of how to improve it.
by D00Med
Wed Mar 01, 2017 20:34
 
Forum: Subgame Releases
Topic: [Game] LegendofMinetest [v2]
Replies: 109
Views: 42009
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