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Dungeon Construction Kit

The idea is this: Allow the community to build, decorate, and share detailed dungeon rooms with each other, that are then linked together to spawn amazing underground dungeons. A player places 2 blocks specifying the start and end of a dungeon room. 4 cobblestone walls and a ceiling are automaticall...
by Neuromancer
Thu Jan 14, 2016 08:41
 
Forum: WIP Mods
Topic: Dungeon Construction Kit
Replies: 1
Views: 509

Re: Minetest on Steam

According to Google Trends, interest in Minecraft has peaked now and is slowly waning: https://www.google.com/trends/explore#q=minecraft So by the time MT finally hits 1.0 (and Steam), eight-year-olds worldwide may very well have decided that the whole block-building sandbox game trend is over and ...
by Neuromancer
Wed Jan 13, 2016 00:32
 
Forum: Minetest General
Topic: Minetest on Steam
Replies: 132
Views: 19079

Re: Minetest on Steam

If I am wrong then please explain how it works. If it is easy for players to get mods and updates then I would be for it. Considering the$100 goes to charity then raising the money should be easy Hmm, maybe in the description we could point to the website where the Mods are kept? We could do a gofu...
by Neuromancer
Sun Jan 10, 2016 19:59
 
Forum: Minetest General
Topic: Minetest on Steam
Replies: 132
Views: 19079

Re: Minetest on Steam

Look at the Steam greenlight to see how the process works. The freedom I was referring to is to be able to make changes to the game or mods easily. Also, there is a $100 fee to sign up. Minetest needs an open platform that can easily be updated and can support mods. While I wish Minetest could be o...
by Neuromancer
Sun Jan 10, 2016 18:59
 
Forum: Minetest General
Topic: Minetest on Steam
Replies: 132
Views: 19079

Re: [Mod] Hook V6.1 (and/with rope)

Sometimes it's a pain when parts of the rope disappear too quickly. It might be nice to have a top and a bottom rope node that is a different color or is just darker or lighter shade. Then the rope could just stay there until you punch/ dig an end node and then the rope disappears and goes into your...
by Neuromancer
Sun Jan 10, 2016 14:09
 
Forum: Mod Releases
Topic: [Mod] Hook V9.1 (survive tools) [hook]
Replies: 24
Views: 4893

Re: Crystal Hearts Mod

These are all good ideas, but a little complicated. If anyone wants to help out, you can go to my github. I don't claim any special ownership of this mod, and just really want to be able to have it to play. So if you wind up doing a lot of work you can claim the mod as yours. I'm willing to help as ...
by Neuromancer
Sun Jan 10, 2016 14:05
 
Forum: WIP Mods
Topic: Crystal Hearts Mod
Replies: 6
Views: 1023

Re: How to Increase the number of dungeons generated by mapg

dungeon.jpg If you do make any changes, anything you can do to make them more easily decoratable, say by being able to get the coordinates of the room boundaries would be way cool. That way you could figure out a good place to put anvils, cauldrons, book cases, cobwebs, chandeliers, dead torches, c...
by Neuromancer
Sun Jan 10, 2016 13:58
 
Forum: Modding Discussion
Topic: How to Increase the number of dungeons generated by mapgen
Replies: 5
Views: 682

Anyone on public servers using mumble?

Is anyone on the public Minetest servers using mumble?
by Neuromancer
Sun Jan 10, 2016 01:17
 
Forum: Minetest Servers
Topic: Anyone on public servers using mumble?
Replies: 6
Views: 1229

Re: Crystal Hearts Mod

Does dying effect the max heart level? For example say I find some of these hearts and get more max HP, when I die does it go back to no extra, stay the same or just take away some certain number of hearts? Both scenarios make sense. I'd be willing to try either and see what works the best. But I'v...
by Neuromancer
Sat Jan 09, 2016 21:56
 
Forum: WIP Mods
Topic: Crystal Hearts Mod
Replies: 6
Views: 1023

Re: Allowing to change maximum health/breath for players

Thanks much. I think it might make sense for them to add player:set_max_hp. There already is player:get_hp and player:set_hp
by Neuromancer
Sat Jan 09, 2016 21:50
 
Forum: Minetest Features
Topic: Allowing to change maximum health/breath for players
Replies: 21
Views: 2812

Crystal Hearts Mod

Goal of this mod: To make mining more interesting. Crystal Hearts: Start out with fewer hearts and discover new ones. When you find these bad boys, your max hitpoints gets an extra heart. Current state: Crystal heart node can be found underground rarely. Does nothing. Download: https://github.com/Ne...
by Neuromancer
Sat Jan 09, 2016 19:43
 
Forum: WIP Mods
Topic: Crystal Hearts Mod
Replies: 6
Views: 1023

Re: What's Minetest still missing over Terraria?

I have attached a placeholder crystal heart image that could be used for a crystal hearts mod.
by Neuromancer
Sat Jan 09, 2016 15:08
 
Forum: Minetest General
Topic: What's Minetest still missing over Terraria?
Replies: 24
Views: 3550

How to Increase the number of dungeons generated by mapgen

How can I increase the number of dungeons generated by mapgen? The only reference I found to dungeon in minetest game is in C:\Users\Audoo\Downloads\minetest-0.4.13-win64-msvc\minetest-0.4.13\games\minetest_game\mods\default\mapgen.lua but I couldn't find where I could increase the number of dungeon...
by Neuromancer
Thu Jan 07, 2016 02:47
 
Forum: Modding Discussion
Topic: How to Increase the number of dungeons generated by mapgen
Replies: 5
Views: 682

Re: [Mod] Dungeon Loot [1.0 alpha] [dungeon_loot]

Or another cool idea would be to use the x-decor mod to randomly decorate dungeons with chandeliers, bookcases, cauldrons, tables, chairs, beds anvils etc.
by Neuromancer
Thu Jan 07, 2016 01:59
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5418

Re: [Mod] Dungeon Loot [1.0 alpha] [dungeon_loot]

Loot is incredibly important part of making Minetest fun. This is a huge step forward. What would be cool is to add traps to some chests, so when you open them you lose hit points or get poisoned. But if you open them when you have a lock picks in your hand, then you have a much greater chance of av...
by Neuromancer
Thu Jan 07, 2016 00:35
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5418

Re: What's Minetest still missing over Minecraft?

I think the best way to give a more lively atmosphere Minetest is to add ambient sounds. For example, when you approach a major source of water could be heard a swell , or a river noise closer to liquids moving. Some biomes may have its own atmospheric sounds , such as forests or deserts. They coul...
by Neuromancer
Wed Jan 06, 2016 03:15
 
Forum: Minetest General
Topic: What's Minetest still missing over Minecraft?
Replies: 836
Views: 136055

Re: [Mod] Dungeon Loot [1.0 alpha] [dungeon_loot]

Awesome. Thanks for adding all of this. I wish there were a way of getting things from mods like the gear from these mods:
Night Vision Goggles - Aqua
Hook - UjEdwin
Simple Shooter - Stu
by Neuromancer
Wed Jan 06, 2016 03:09
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5418

Re: [Mod] Dungeon Loot [1.0 alpha] [dungeon_loot]

Thanks for this mod! I got a bit carried away and created a bunch on modifications and additions: The new init.lua and config.lua . I've tested them a bit, and they don't seem to break or crash anything (anymore..). I can push them to github if you want. I looked at the code, what changes did you m...
by Neuromancer
Tue Jan 05, 2016 02:44
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5418

Re: Reconstruct your version of some Roman Baths

swordpaint12 wrote:I'd like to play this roman settlement. Maybe once it's a bit larger you could make a Roman Settlement map thread for it? I'd really like to see it up close, so to speak.

Agreed, this is simply amazing. Would like to have a .zip file for the rest of these.
by Neuromancer
Sun Jan 03, 2016 14:56
 
Forum: Minetest Maps
Topic: Reconstruct your version of some Roman Baths
Replies: 21
Views: 5468

Re: [Modpack] Villages modpack (contains mg_villages)

I was looking at two elk's https://forum.minetest.net/viewtopic.php?f=12&t=12680 roman buildings and am wondering if these could be incorporated into this modpack? These are simply amazing and would really add even more character to the game.
by Neuromancer
Sun Jan 03, 2016 14:44
 
Forum: WIP Mods
Topic: [Modpack] Villages modpack (contains mg_villages)
Replies: 34
Views: 7668

Re: [GAME] EpicNode *RPG/MMORPG* [01/2016]

Looks interesting. I hope you know wath a lot of work this will be. I wish you a lot of endurance ;) I kind of feel the same way, everytime someone has promised a really ambitious project in the past (for example Kenney) and we keep getting screenshots, but no runnable mods, then at some point the ...
by Neuromancer
Wed Dec 30, 2015 16:23
 
Forum: WIP Subgames
Topic: [GAME] EpicNode *RPG/MMORPG* [demo]
Replies: 123
Views: 40773

Re: What's Minetest still missing over Terraria?

I had the same experience - tried it once, didn't get the point. Tried it again, realised how much stuff there was in game, how much variety and replayability. I want this in Minetest, that variety. I'm not very good at art though. If someone could make the art, and make it good, then I'd be willin...
by Neuromancer
Wed Dec 30, 2015 15:56
 
Forum: Minetest General
Topic: What's Minetest still missing over Terraria?
Replies: 24
Views: 3550

Re: What's Minetest still missing over Terraria?

sounds like the worst ideas ever EDIT: (i hate terraria) I'm still not sure you wouldn't get any benefit from this however. Each of the features implemented would be implemented as a separate mod. One good example is the heart crystals mod. If you didn't like the feature, but let's say you like the...
by Neuromancer
Wed Dec 30, 2015 15:52
 
Forum: Minetest General
Topic: What's Minetest still missing over Terraria?
Replies: 24
Views: 3550

Re: What's Minetest still missing over Terraria?

As a game, I prefer Terraria to Minetest. In Terraria, you *really* want to mine because of all the awesome stuff you find down there, despite all the hazards. That made me think of something else Minetest needs, nasty traps. Falling boulders that do terrible damage and pressure plates with arrows ...
by Neuromancer
Tue Dec 29, 2015 17:46
 
Forum: Minetest General
Topic: What's Minetest still missing over Terraria?
Replies: 24
Views: 3550

Re: What's Minetest still missing over Terraria?

I'm thinking there could be multiple underworld mods, one with less objectional creatures, and another where you can smoke stogeys with the devil and hang out with succubi. :)
by Neuromancer
Tue Dec 29, 2015 16:52
 
Forum: Minetest General
Topic: What's Minetest still missing over Terraria?
Replies: 24
Views: 3550

Re: [Mod] Mines [0.3 beta] [mines]

Would be nice if this mod could also work with the boost cart mod and have winding, rising and falling cart tracks underground that users could right click, make a cart appear and hit W to move forward and S to move backward on the track, as sort of a discoverable underground subway system.
by Neuromancer
Tue Dec 29, 2015 13:10
 
Forum: Mod Releases
Topic: [Mod] Mines [0.3 beta] [mines]
Replies: 44
Views: 17186

Re: [Modpack] Villages modpack (contains mg_villages)

Would be nice if this mod could use (depend? on ) x-decor to decorate it's structures to make them even more detailed and varied.
by Neuromancer
Tue Dec 29, 2015 13:03
 
Forum: WIP Mods
Topic: [Modpack] Villages modpack (contains mg_villages)
Replies: 34
Views: 7668

Re: [Mod] Dungeon Loot [1.0 alpha] [dungeon_loot]

It would be awesome if this mod could use (depend? on ) the x-decor mod to do more, and actually decorate the occasional dungeon chamber with chandeleirs, anvils, book cases, cauldrons, and more.
by Neuromancer
Tue Dec 29, 2015 13:00
 
Forum: WIP Mods
Topic: [Mod] Dungeon Loot [1.1 alpha] [dungeon_loot]
Replies: 23
Views: 5418

Re: [Mod] X-Decor [git] [xdecor]

This mod just screams to be added to minetest_game. It is the first mod I install. Its content would be a nice addition to the Villages modpack. one thing I would like to see is the ability to hit chandeleirs and lanterns and turn them on and off. I would also like to see the dungeon loot mod use th...
by Neuromancer
Tue Dec 29, 2015 12:56
 
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 266
Views: 63319
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