[Game] Dwarves [dwarves] [github]

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Mito551
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[Game] Dwarves [dwarves] [github]

by Mito551 » Sun Sep 09, 2012 18:48

A while ago, I ran into a bit of incomfort with MT, so i decided to change MT to look the way it supposed to look and to be. And this isn't supposed to be MT at all... Dwarves should do it.

Did I ever tell you that you are invited to MadHatter's tea party?

[img=1268x192]http://i.imgur.com/MirMUcv.png[/img]

Dwarves 0.8 (initiate!) (not sure this link works :D)
Dwarves 0.9 (mithrilling)
Dwarves 0.9.1
Dwarves 0.9.2
Dwarves 0.9.3
Dwarves 0.9.4 (honeymoon)
Dwarves 0.9.6 (cold update!)
Dwarves 0.9.6.1 (fixy thingy)
Dwarves 0.9.7 (need4spd)
Dwarves 0.9.8 (shrinking potion)
Dwarves 0.9.whatever (yes, this was latest)
Dwarves 0.9.(9) (46 things to see)
Dwarves 0.9.9.1(9)
Dwarves Latest (gitty hubby)


Installation



You download dwarves_game-master from github and place it in the games folder.
When updating, installing a newer version, you delete the old version and make fresh install.

Changes:


default changes:
Sounds
Textures (most of the default)
expanded steel/iron stuff. now iron is received from ore, steel is crafted or found.
MESE (as Military Enveloped Special Equipment) gives you by chance from 1 to 4 ingots:
- Gold (moreores)
- Silver (moreores)
- Lead (moreores, instead of mithril)
- Copper (moreores)
- Ebony (dwarves)
- Steel (dwarves)
- Pobe (dwarves)
- Mithril (dwarves)
- Iron (default)
Leaves drop apples.
Torch, Papyrus, Cacti fall.
Cacti do damage.
dwarves mod:
Beer (dwarf is not a dwarf, if he can't drink beer!) and cider brewing. (in a boxy barrel! :D fixed) currently is infinite and a bit cheating, but in future i plan to code a way of water running out and refilling the barrel.
Charcoal.
Glass Lamp.
Daggers of two kinds: Ebony and Steel
Ores:
Ebony
Obsidian (as an ore, yes.)
Diamond
Ruby
Sapphire
Emerald
Mithril
Alloys: (Allonsy!)
Steel (iron+coal)
Pobe (http://en.wikipedia.org/wiki/Pobedit) (steel+coal) only axe, sword and something else, which will remain a secret for now.
Brass (iron+copper)
Cast iron (iron+charcoal in an interesting way...)
Adamntium
Little pieces of silver and gold, for jewelery, wip as well...

Ebony is like other ores (e. g. Iron) — you get a lump, you cook it, you make stuff.
Obsidian a bit another way — you get chunks, which you combine and get a block. Then, you use it for crafting and building.
Steel, Pobe and brass are like usual ingots. Steel and pobe are used for crafting tools. Brass is not at the moment.
Cast Iron is a block. VERY(and i'm thinking of making it stronger) strong one.

license:
CC-BY-SA

0.9 changes:


Durin's axe (http://screenshot.su/img/e4/a0/46/e4a04662635ce684be8740eac1b5e5ad.jpg)
Mithril (ore, only armor)
Adamantium (alloy = pobe + mithril + diamond + steel, best tools in the game, a bit slower than original mese)
ore generation reduced, hopefully
weed (farming mod) + dirt = dirt with grass

future changes will be as just new posts.

And screenshots, of course ;)
64x Pack
Image
Image
Image
16x pack
Image
Image
Image

more screenshots(16px): http://forum.minetest.net/viewtopic.php?id=4402

i put this in the end, so hopefully all will see :)

I want to say thank you to certain people:



Eka-deilume (aka Eka) - friend of mine, an artist, who drew most of the items for me.
Terrasim - also a friend of mine, an artist, who drew a couple of item textures.
Cornernote - wiki creator :)
jordan4ibanez - code contribution!
Last edited by Mito551 on Sat Jul 20, 2013 12:12, edited 1 time in total.
 

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by PilzAdam » Mon Sep 10, 2012 15:01

+1 for longest post in the forum.
 

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Mito551
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by Mito551 » Mon Sep 10, 2012 16:18

i don't how to respond to that... it's not that big!! or you mean the text? then it could be. but is it relevant at all? how's the idea? how's the texturepack?
but +1 for the first and only response. -_-
 

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by GloopMaster » Mon Sep 10, 2012 17:39

seems good. however the existance of animals on that list puts me off a bit.
Meow.

That is all.
 

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Mito551
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by Mito551 » Mon Sep 10, 2012 18:04

why would it? + you can easily delete it.
 

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by InfinityProject » Tue Sep 11, 2012 01:14

That's a large list of mods. How well does it run?
 

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Mito551
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by Mito551 » Tue Sep 11, 2012 04:20

general peformance? it's the same as the default one. or at least i haven't noticed a change.
 

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xyz
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by xyz » Tue Sep 11, 2012 13:50

You shouldn't use xdoors and xdoors2 at the same time.
 

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Mito551
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by Mito551 » Tue Sep 11, 2012 16:08

uhmm, thanks! trying to delete first one, see how that affects the stuff^^

So far so good ;) no new textures, sadly. but i fixed chests and dealt with compatability issue about iron. tnt and nuke added, technic, xdoors and doors deleted.

another update.

new textures, yay. picks, shovels, hoes.
ore generation finally works properly.
cornernote mods added: armor, bags, home ui, particles etc. (have i missed smth?)
cobble is lighter now.
barrel is now round, as it should be.
Last edited by Mito551 on Fri Sep 21, 2012 14:41, edited 1 time in total.
 

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by Mito551 » Sat Sep 22, 2012 20:26

0.8 released!
 

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by babe223 » Sun Sep 23, 2012 01:53

Bem vindos Brasileiros,eu sou primeiro brasileiro daqui do forum, espero que tragam bastante mods

[MOD] torch http://minetest.net/forum/viewtopic.php?id=3021
[MOD]HATCHE:http://minetest.net/forum/viewtopic.php?id=3458
 

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by Mito551 » Sun Sep 23, 2012 06:10

babe223 wrote:add the 3D mod torch http://minetest.net/forum/viewtopic.php?id=3021


it doesn't make sense, to my mind. and download link is broken. i'll consider that suggestion, though. i like the idea of animated torches, but there should be a variety: standing torch, wallmounted torch. and as far as i see it, 3df doesn't really manage to do it.
however you have lighten up an idea in my mind, thanks :)
 

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by Mito551 » Tue Sep 25, 2012 15:44

0.9 update with mithril!

0.9 changes:
Durin's axe (http://screenshot.su/img/e4/a0/46/e4a04662635ce684be8740eac1b5e5ad.jpg)
Mithril (ore, only armor)
Adamantium (alloy - http://screenshot.su/img/ee/b5/7c/eeb57c1ca4ffa070dd5c052bcc97351d.jpg, best tools in the game, a bit slower than original mese)
ore generation reduced, hopefully
weed (farming mod) + dirt = dirt with grass
 

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by Neuromancer » Wed Sep 26, 2012 03:30

Where did you get the raft mod from?
 

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by jordan4ibanez » Wed Sep 26, 2012 03:38

go into the irc (english:freenode) i want to help you with this
If you can think it, you can make it.
 

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by Mito551 » Wed Sep 26, 2012 05:48

Neuromancer wrote:Where did you get the raft mod from?


darkrose's github. i liked the mod, because it provide vehicle-ish thing:)

jordan4ibanez wrote:go into the irc (english:freenode) i want to help you with this


how and where? maybe skype would be better?
Last edited by Mito551 on Wed Sep 26, 2012 06:03, edited 1 time in total.
 

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by cornernote » Wed Sep 26, 2012 07:24

really cool game, looks like you spent a lot of time tweaking everything.

I made a gamewiki so I could see what to make, etc. Thought I would make it public here:
http://cornernote.net/minetest/gamewiki/dwarves/

If you want to host it yourself let me know and I'll send over the files.
Last edited by cornernote on Wed Sep 26, 2012 07:50, edited 1 time in total.
 

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by Mito551 » Wed Sep 26, 2012 08:17

cornernote wrote:really cool game, looks like you spent a lot of time tweaking everything.

I made a gamewiki so I could see what to make, etc. Thought I would make it public here:
http://cornernote.net/minetest/gamewiki/dwarves/

If you want to host it yourself let me know and I'll send over the files.



OMG, thank you SO much! i'm very much honored!


well, if you could continue hosting, that'll be great! i really consider that to be a great honor and am, in fact, very grateful! though, i'm not sure i'll be able to also hold a wiki. thanks!
 

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by jordan4ibanez » Wed Sep 26, 2012 16:49

this is what i wanted minetest fancy to be like, but since you've done everything i wanted to do and MORE! (:D) i will help you with this, so pm me please

ps, you should put in craft guide, but have it have to be powered by a lever to work!

and if you want some faster growing cactus and papyrus use this in place of the growing mod's init.lua
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
GROUND_LIST_PAP={
    'default:dirt',
    'default:dirt_with_grass',
    'default:sand',
    'default:desert_sand',
}
GROUND_LIST_CAC={
    'default:desert_sand',
    'default:sand',
}

minetest.register_abm({
    nodenames = {"default:papyrus"},
    interval = 50,
    chance = 20,
    action = function(pos, node)
        pos.y = pos.y-1
        local name = minetest.env:get_node(pos).name
        if name == "default:dirt" or name == "default:dirt_with_grass" or name == "default:sand" or name == "default:desert_sand" then
            if minetest.env:find_node_near(pos, 3, {"default:water_source", "default:water_flowing"}) == nil then
                return
            end
            pos.y = pos.y+1
            local height = 0
            while minetest.env:get_node(pos).name == "default:papyrus" do
                height = height+1
                pos.y = pos.y+1
            end
            if height < 4 then
                if minetest.env:get_node(pos).name == "air" then
                    minetest.env:set_node(pos, node)
                end
            end
        end
    end
})
minetest.register_abm({
    nodenames = {"default:cacti"},
    interval = 50,
    chance = 20,
    action = function(pos, node)
        pos.y = pos.y-1
        local name = minetest.env:get_node(pos).name
        if name == "default:desert_sand" or name == "default:sand" then
            if minetest.env:find_node_near(pos, 3, {"default:water_source", "default:water_flowing"}) == nil then
                return
            end
            pos.y = pos.y+1
            local height = 0
            while minetest.env:get_node(pos).name == "default:papyrus" do
                height = height+1
                pos.y = pos.y+1
            end
            if height < 4 then
                if minetest.env:get_node(pos).name == "air" then
                    minetest.env:set_node(pos, node)
                end
            end
        end
    end
})

local table_containts = function(t, v)
    for _, i in ipairs(t) do
        if i==v then
            return true
        end
    end
    return false
end

minetest.register_abm({
    nodenames = {'default:papyrus'},
    interval = 0.5,
    chance = 1.0,
    action = function(pos, node, active_object_count, active_object_count_wider)
        if table_containts(GROUND_LIST_PAP, minetest.env:get_node({x = pos.x, y = pos.y-1, z = pos.z}).name) then return end
        for i = -1, 1 do
            for k = -1, 1 do
                if minetest.env:get_node({x = pos.x+i, y = pos.y-1, z = pos.z+k}).name == 'default:papyrus' then return end
            end
        end
        minetest.env:add_item(pos, "default:papyrus")
        minetest.env:add_node(pos, {name="air"})
    end,
})

minetest.register_abm({
    nodenames = {'default:papyrus'},
    interval = 0.5,
    chance = 1.0,
    action = function(pos, node, active_object_count, active_object_count_wider)
        if table_containts(GROUND_LIST_PAP, minetest.env:get_node({x = pos.x, y = pos.y-1, z = pos.z}).name) then return end
        for i = -1, 1 do
            for k = -1, 1 do
                if minetest.env:get_node({x = pos.x+i, y = pos.y-1, z = pos.z+k}).name == 'default:papyrus' then return end
            end
        end
        minetest.env:add_item(pos, "default:papyrus")
        minetest.env:add_node(pos, {name="air"})
    end,
})
Last edited by jordan4ibanez on Thu Sep 27, 2012 01:56, edited 1 time in total.
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by jordan4ibanez » Thu Sep 27, 2012 17:24

and also you should tweak the shears to use iron not steel
If you can think it, you can make it.
 

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by Mito551 » Thu Sep 27, 2012 18:00

jordan4ibanez wrote:and also you should tweak the shears to use iron not steel


i consider this to be a feature which deals with compatability issue.
btw, thank you a lot for the code!

i pm'd you already. waiting patiently for the answer :)

and an update. a little one. minor fixes and changes, a couple of new mods.
Last edited by Mito551 on Thu Sep 27, 2012 18:18, edited 1 time in total.
 

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by jordan4ibanez » Thu Sep 27, 2012 18:35

Mito551 wrote:
jordan4ibanez wrote:and also you should tweak the shears to use iron not steel


i consider this to be a feature which deals with compatability issue.
btw, thank you a lot for the code!

i pm'd you already. waiting patiently for the answer :)

and an update. a little one. minor fixes and changes, a couple of new mods.

i have pmed you
If you can think it, you can make it.
 

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by jordan4ibanez » Thu Sep 27, 2012 23:49

here add this into the farming mod's pumpkin.lua

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
minetest.register_craft({
    type = "shapeless",
    output = "farming:pumpkin_face",
    recipe = {"farming:pumpkin", "default:stick"}
})

It makes it so you can craft an unlit jack-o-lantern from a pumpkin and a stick
If you can think it, you can make it.
 

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by Mito551 » Fri Sep 28, 2012 18:10

jordan4ibanez wrote:here add this into the farming mod's pumpkin.lua

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
minetest.register_craft({
    type = "shapeless",
    output = "farming:pumpkin_face",
    recipe = {"farming:pumpkin", "default:stick"}
})

It makes it so you can craft an unlit jack-o-lantern from a pumpkin and a stick



why would it be shapeless?
 

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by Mito551 » Sat Sep 29, 2012 20:32

update 0.9.2!

minor fixes and tweaks here and there with help of jordan4ibanez
axe balance improved (pobe ←→ adamantium)
walk the waterlily :D
changed cast iron texture
hardened the process of creating mese.
...and flint! with influence on jordan4ibanez's torch_plus mod. you get it from gravel, stone, sand(both desert and not) and sandstone(both desert and not).
mods added (hopefully i remember them :D):
torch_plus
paintings (with custom paintings from wokste)
craft_guide (oh guys, you'll be needing this...)

hives and bees are on their way...
Last edited by Mito551 on Sat Sep 29, 2012 21:20, edited 1 time in total.
 

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by Feorth » Sat Sep 29, 2012 22:09

I really think animals should be taken off... Or at least try combining the non aggressive mobs from mobf with the aggressive ones from simple mobs.
Also i don't think there's a need for having TNT and Nuke mods on the same pack.
This is a really great game mode :) runs pretty smooth and loads fast enough. Keep up the good job and thanks ;)

Edit: The download link appears to be broken.
Last edited by Feorth on Sat Sep 29, 2012 22:11, edited 1 time in total.
 

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by jordan4ibanez » Sun Sep 30, 2012 00:22

0.9.2's link gives me an error
If you can think it, you can make it.
 

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by Mito551 » Sun Sep 30, 2012 08:16

link fixed! sorry :)

Feorth wrote:I really think animals should be taken off... Or at least try combining the non aggressive mobs from mobf with the aggressive ones from simple mobs.
Also i don't think there's a need for having TNT and Nuke mods on the same pack.
This is a really great game mode :) runs pretty smooth and loads fast enough. Keep up the good job and thanks ;)

Edit: The download link appears to be broken.


hmm, i'll think about mobs.
yes, i agree on that. next release will be without tnt.
thank you, i appreciate that! :)
Last edited by Mito551 on Sun Sep 30, 2012 08:22, edited 1 time in total.
 

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by Mito551 » Thu Oct 04, 2012 18:06

0.9.3t!
major texture update, so there are screenshots. farming is changed greatly. mostly these are ovo's textures.
(including animated lava and finally animated water.)
also, flint and steel
and switching to simple mobs (partially, my own tex)
 

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by DrB » Fri Oct 05, 2012 01:42

how and where do i install this in linux?
/$HOME/UserName/.minetest?
or get root and drop the whole thing into the /usr/share/minetest?
 

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