Search found 2845 matches

Return to advanced search

Re: [Mod] flower pots [git][flower_pot]

Looks very decorative, like a nice clay flower pot, while still keeping to the boxy style of MT. The flowers will love it :-)
by Sokomine
Fri Jul 15, 2016 03:33
 
Forum: Mod Releases
Topic: [Mod] flower pots [git][flower_pot]
Replies: 8
Views: 1791

Re: [Mod] Simple Arcs [pkarcs]

Very nice! And the sample building is also quite impressive. Thanks for the mod! And it would be great to have it supported by the circular saw and similar mods.
by Sokomine
Fri Jul 15, 2016 03:13
 
Forum: Mod Releases
Topic: [Mod] Simple Arcs [pkarcs]
Replies: 21
Views: 7063

Re: [Mod] connected bridge node [viaduct]

The rope bridge is a very nice idea.
by Sokomine
Fri Jul 15, 2016 02:26
 
Forum: Mod Releases
Topic: [Mod] connected bridge node [viaduct]
Replies: 6
Views: 2061

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

Once you find a good way to place a surface entrance, please tell me. I've an older mindes mod lying around that could use some help in that direction. It comes with vertical shafts but doesn't have any useful code yet as to where to place the mines. Maybe I ought to open a thread and see if anyone ...
by Sokomine
Fri Jul 15, 2016 02:25
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8396

Re: Nore's personal TODO list

Write a MC clone - or at least, a clone of MC 1.0, so that all pre-1.0 maps can be converted to MT and played within, as if there was no difference. And yes, this objective is here partly because of the former MC player that remains in me, and that want to continue to play with his old maps, and pa...
by Sokomine
Fri Jul 15, 2016 02:07
 
Forum: Minetest Engine
Topic: Nore's personal TODO list
Replies: 28
Views: 14656

Re: Lua optimization tipps

On my system it takes between 30 and 40ms to receive and send VoxelManip data. Every millisecond I can shave off the rest of the code counts and it can be very noticeable especially in a complex on_generated function. The last time I did some basic benchmarking on mg_villages, quite a lot of time w...
by Sokomine
Fri Jul 15, 2016 01:32
 
Forum: Modding Discussion
Topic: Lua optimization tipps
Replies: 39
Views: 5757

Re: Release TP as mod?

Sounds to me as if you might do both? Release the textures as a texture pack - and those nodes that are new/need special handling as seperate mod.
by Sokomine
Fri Jul 15, 2016 01:20
 
Forum: Modding Discussion
Topic: Release TP as mod?
Replies: 12
Views: 954

Re: How can mods add support for gennotify?

If I want to write a mod for dungeons or caves, how can I add support for gennotify? And is it possible to add new structures like buildings? And is it possible to add more informations like the size of a dungeon room? Mapgen already provides information about each dungeon room it creates. I also t...
by Sokomine
Fri Jul 15, 2016 01:02
 
Forum: Modding Discussion
Topic: How can mods add support for gennotify?
Replies: 8
Views: 582

Re: [Mod] angle of repose [repose]

Tired of noobie house made of dirt or cobble. This mod makes dirt houses fall and cobble harder to acquire. Stone tools can be made out of gravel. Stone drops gravel. Cobble is made out of gravel and clay lump. Sand and dirt can be reinforced with paper. Sounds very tempting. I'm just afraid that i...
by Sokomine
Fri Jul 15, 2016 01:00
 
Forum: WIP Mods
Topic: [Mod] angle of repose [repose]
Replies: 7
Views: 838

Re: [Mod] Nudger [git][nudger]

The blocks with the letters are a nice way to practice rotation.
by Sokomine
Sun Jun 26, 2016 02:18
 
Forum: WIP Mods
Topic: [Mod] Nudger [git][nudger]
Replies: 4
Views: 1230

Re: banner mod [WIP]

Nice model for the loom. The third screenshot reminded me a bit of clothes hanging in the sun to get dry. It's always good to have more than one use fo a mod :-)
by Sokomine
Sat Jun 25, 2016 02:51
 
Forum: WIP Mods
Topic: banner mod [WIP]
Replies: 11
Views: 20926

Re: [Mod] Furniture [ts_furniture]

It may be a small mod, but the chairs and tables (back then from the 3dfurniture mod) surprised me when starting the game - and they are still something very useful. It would be great to have chairs and tables in minetest_game (though not all shapes).
by Sokomine
Sat Jun 25, 2016 02:35
 
Forum: Mod Releases
Topic: [Mod] Furniture [ts_furniture]
Replies: 25
Views: 5920

Re: [Mod] Villages for Minetest [mg_villages]

It might help if i knew what the letters stood for in hdb and nbu. And which page to find the download. I take nbu stands for nodebox utility, but what does hdb stand for. Is this all some sort of secret or something? I don't know either. Those mods where created by Mauvebic. He is no longer partic...
by Sokomine
Sat May 21, 2016 01:33
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 24316

Re: [Mod] Villages for Minetest [mg_villages]

ERROR[Main]: mod "village_canadian" has unsatisfied dependencies: "hdb" "nbu" I have scoured google trying to find these mods. I can find nbu at viewtopic.php?f=13&t=2750 Problem is there is no mod to download on the page. And i couldn't find anything at all on hdb...
by Sokomine
Fri May 20, 2016 19:56
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 24316

Re: [Mod] Technic Tweak collection [tech_tweak]

As fun as it is to make a huge cascade out of Technic/Pipeworks, I found it to be more tedious and computationally expensive than was worthwhile. That's a basic conflict with technic, yes. On one hand, it's fun and challenging to build a technic/pipeworks chain. But once it's been built, it will co...
by Sokomine
Fri May 20, 2016 13:54
 
Forum: WIP Mods
Topic: [Mod] Technic Tweak collection [tech_tweak]
Replies: 12
Views: 2422

Re: [Mod] Aquarium_glass [aquarium_glass]

That's fine. Hope there'll be some fishes swimming outside :-) And, of course, it ought to appear on servers so that it can be used.
by Sokomine
Fri May 20, 2016 13:37
 
Forum: Mod Releases
Topic: [Mod] Aquarium_glass [aquarium_glass]
Replies: 10
Views: 2789

Re: [Mod] Biome system experiment [30-biomes]

Real lumberjacks just climb to the top and take the whole thing down. I clear whole groves of redwoods when I get bored. : ) Ought to have had you with me when I attacked all those trees that grew on the hill that was calling for a castle. Seemed to take ages to cut it all down. And it wasn't even ...
by Sokomine
Fri May 20, 2016 13:35
 
Forum: WIP Mods
Topic: [Mod] Biome system experiment [30-biomes]
Replies: 37
Views: 4273

Re: Reducing Server lag

A player that hasn't visited in over a year isn't much of a player - delete them! There are quite a lot of servers I havn't visited for a year, but which I still value highly and where I even have larger buildings standing around. On servers that use the areas mod, it ought to be easy to figure out...
by Sokomine
Fri May 20, 2016 13:33
 
Forum: Minetest General
Topic: Reducing Server lag
Replies: 20
Views: 3460

Re: [mod]BigPixelZombie

Yes, it's nice and simple. I personally prefer diffrent kind of mobs, but then, I'm not a kid anymore. There may be worlds where such mobs would fit in very nicely. There are those cubic mods (pigs, cows, even ores) - it would fit well there.
by Sokomine
Mon May 02, 2016 17:07
 
Forum: WIP Mods
Topic: [mod]BigPixelZombie
Replies: 26
Views: 3732

Re: [mod]Azewheel:a car mod[azewheel][WIP]

The bus looks very nice as well. Can the "drivers" be seen inside the cars?
by Sokomine
Mon May 02, 2016 16:58
 
Forum: WIP Mods
Topic: [mod]Azewheel:a car mod[azewheel][WIP]
Replies: 58
Views: 7846

Re: Minetest-mapper

You can pass parameters on to minetest mapper so that it only draws a section of the map. I don't remember them offhand, but --help might be a good parameter to start with.
by Sokomine
Mon May 02, 2016 16:55
 
Forum: Minetest Problems
Topic: Minetest-mapper
Replies: 1
Views: 537

Re: [Mod] Australia 0.2

Very nice biomes! Apart from the decorative red dirt, there's also a multitude of nice plants and new tree types. I wonder what kind of villages might be found there :-) After all medieval villages wouldn't fit in. There are also some minor problems: The boab tree has one trunk floating over it, and...
by Sokomine
Mon May 02, 2016 16:37
 
Forum: WIP Mods
Topic: [Mod] Australia 0.4
Replies: 54
Views: 8733

Re: [Mod] Skyblock [skyblock]

What would be interesting to see if support for different Skyblock challenges would be added, for more difficult scenarios. Or does that already exist? Take a look at my posting in this very same thread . You can find more and more challenging levels in my fork. It is based on Cornernotes' old skyb...
by Sokomine
Mon May 02, 2016 14:03
 
Forum: Mod Releases
Topic: [Mod] Skyblock [skyblock]
Replies: 184
Views: 55962

Re: basic_games

rnd wrote:update: added minesweeper. to use place games:minesweeper and read ingame instructions.

Sounds dangerous :-) Perhaps it could even be 3d in MT. Although that might be very challenging for the player.
by Sokomine
Mon May 02, 2016 13:44
 
Forum: WIP Mods
Topic: [Mod]basic_games [basic_games]
Replies: 9
Views: 1893

Re: Try to understand how mapgens work

In which order the mg generates the map? Terrain first, then plants and caves last? Because some cavegens generate some ugly bugs like flying plants or strange water flows if they cut the surface Usually terrain first, plants last (afaik). The screenshot looks as if a cave ate through the already g...
by Sokomine
Mon May 02, 2016 13:42
 
Forum: Minetest General
Topic: Try to understand how mapgens work
Replies: 13
Views: 1107

Re: place_schematic+mapgen = problem

only using 2 massive schematics, 1 the moon (does not mather if caves is generated in it) and 1 to make planets. the planet builded with "sky blocks", wood, "space stone" junglewood, Planets - admittedly much larger than whatever can be spawned in MT - are usually spheres due to...
by Sokomine
Mon May 02, 2016 13:39
 
Forum: Modding Discussion
Topic: place_schematic+mapgen = problem
Replies: 8
Views: 952

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

not sure what Mauvebics is though He was a player who created some very intresting mods (i.e. 4seasons) and did build impressive skyscrapers. But I also know there are a lot of hobby-builders like me so figured I'd share new items I create as I am building. I'm hoping eventually I start seeing some...
by Sokomine
Sat Apr 30, 2016 18:04
 
Forum: Mod Releases
Topic: [Mod] ArtDeco [1.1] [artdeco]
Replies: 23
Views: 3925

Re: [Modpack] 3D Armor [0.4.5] [minetest-3d_armor]

The armor stand is very decorative.
by Sokomine
Sat Apr 30, 2016 17:48
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 266240

Re: [Mod] mydoors [mydoors]

The new doors look good - in particular the right, blueish one. Does it slide to the side when opened? It does look like a door found on a space station or spaceship.
by Sokomine
Sat Apr 30, 2016 17:42
 
Forum: Mod Releases
Topic: [Mod] mydoors [mydoors]
Replies: 121
Views: 20594

Re: [Mod] Biome system experiment [30-biomes]

That's the goal. But adding trees is not easy because I need new schematics and I don't know how to make it easily. The way the trees are built can remain mostly the same as long as the textures change. That can cover a lot of diffrent tree types already. The old standard trees/apple trees (not the...
by Sokomine
Sat Apr 30, 2016 17:37
 
Forum: WIP Mods
Topic: [Mod] Biome system experiment [30-biomes]
Replies: 37
Views: 4273
PreviousNext

Return to advanced search