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Re: [Mod]Horror mod

Thanks!
sorry I don't get the reference.
by D00Med
Sat Nov 14, 2015 20:13
 
Forum: WIP Mods
Topic: [Mod]Horror mod
Replies: 61
Views: 9367

Re: [Mod]Horror mod

Image
here is another screenshot.
The fire is not part of the mod.
by D00Med
Mon Nov 02, 2015 22:40
 
Forum: WIP Mods
Topic: [Mod]Horror mod
Replies: 61
Views: 9367

[Mod]Horror mod

I have been working on a mod that adds some horror themed stuff to minetest. The mod includes: >flowing blood >animated nodes >decorative objects(such as a radio and telephone) >spikes and a spiky fence >particle spawning nodes >a meat cleaver >edible cockroaches >dead trees and prickly pear >a funn...
by D00Med
Tue Aug 04, 2015 07:47
 
Forum: WIP Mods
Topic: [Mod]Horror mod
Replies: 61
Views: 9367

[Mod] scifi-nodes

http://s20.postimg.org/sb0vpuqvx/screenshot.png A mod that adds some nodes for building futuristic/sci-fi themed constructions. Updates: 23/11/16: >added hanging trap plant >added "Alien" themed nodes >Capitalised slope names >changed infotext on the crate and box >added builder node, whi...
by D00Med
Tue Apr 07, 2015 01:49
 
Forum: WIP Mods
Topic: [Mod] scifi-nodes
Replies: 54
Views: 8546

Re: [Mod] Mushrooms [Mushrooms]

ok, thanks.
Do i just write the name of the liscence I would like to use? or do I have to contact the author of the liscence?
please forgive my ignorance, I rarely post anything online.
by D00Med
Fri Mar 06, 2015 00:59
 
Forum: WIP Mods
Topic: [Mod] doomshrooms
Replies: 9
Views: 1893

Re: Mushrooms (--

ok, thanks.
could someone please explain both modding guidelines and licenses?
I assume the license has to be included with a readme or something?
by D00Med
Mon Mar 02, 2015 23:07
 
Forum: WIP Mods
Topic: [Mod] doomshrooms
Replies: 9
Views: 1893

[Mod] doomshrooms

I've made a few different types of mushrooms. the mod includes: >small mushrooms(glowing and non-glowing) >medium mushrooms >nodes for building large mushrooms(glowing and non-glowing) >a mushroom pick(a copy of the default wooden pickaxe) I fixed up a few things recently, and it is now a single mod...
by D00Med
Mon Mar 02, 2015 02:56
 
Forum: WIP Mods
Topic: [Mod] doomshrooms
Replies: 9
Views: 1893

Re: [MODPACK] QuestTest [QuestTest] [v1.1.0]

I tried this mod with the calinou-carbone sub-game, but it crashed.
Would anyone know why it does this?
I couldn't find anything in the debug file.
by D00Med
Fri Feb 13, 2015 02:33
 
Forum: WIP Mods
Topic: [MODPACK] QuestTest [QuestTest] [v1.2.0]
Replies: 42
Views: 12409

Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

How do you make the textures so that they match up?
by D00Med
Fri Feb 13, 2015 01:09
 
Forum: Mod Releases
Topic: [Modpack] Future Pack [1.1]
Replies: 32
Views: 8123

Re: scifi-like nodes mod

Ok, Thanks.
I will endeavor to make some new textures.
by D00Med
Mon Feb 09, 2015 22:51
 
Forum: WIP Mods
Topic: scifi-like nodes mod
Replies: 6
Views: 1350

Re: scifi-like nodes mod

I cant seem to find any contact details for any of the authors.
Would it be ok if i was to re-draw the textures so that they were very similar?
by D00Med
Mon Feb 09, 2015 00:33
 
Forum: WIP Mods
Topic: scifi-like nodes mod
Replies: 6
Views: 1350

scifi-like nodes mod

I'm new to the forum, and I'd like to post my first mod. Its a modpack with nodes that can be used to build sci-fi themed creations. Before I post it though I was wondering, is it ok to use edited textures from another game? I copied textures from sauerbraten(cube2) and edited them so that they are ...
by D00Med
Sat Feb 07, 2015 23:06
 
Forum: WIP Mods
Topic: scifi-like nodes mod
Replies: 6
Views: 1350
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