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[game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 13, 2017 17:15
by azekill_DIABLO
Here is a modding contest!
You must create a mod which follows those rules:- Must be done alone.
- Must be written from scratch, except for some small code part.
- Must be new, original and unique.
- Must not be a fork.
- Must be purposed with screenshots (if possible) and download link.
- Only one mod per user.
You have the right to:- Create a topic related to it.
- Post multiple times about it.
- Do mutiple versions of it.
[it = your mod]Good luck!
The contest ends the 13 of May! The winner won't receive anything but glory!
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 13, 2017 17:51
by DS-minetest
Nice idea to change your subscription for this.
You wrote, only one mod per user, but can you choose another mod after you already have chosen one to be it? Uh, why do I ask, you can edit forum posts.
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 13, 2017 21:41
by D00Med
Nice idea
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 13, 2017 22:35
by bell07
Is usage of external frameworks allowed? (like smartfs, mobs_redo, npcf)?
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 13, 2017 23:49
by Sires
Does the mod needs to be really really weird ?
And why is there "nyancat" on the title
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Tue Mar 14, 2017 15:42
by azekill_DIABLO
bell07 wrote:Is usage of external frameworks allowed? (like smartfs, mobs_redo, npcf)?
of course you can use a frmework adn dependicies or support
Sires wrote:Does the mod needs to be really really weird ?
And why is there "nyancat" on the title
no the mod just needs to be original and new!
becuz' i like them (i was waiting for someone to ask me)
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Wed Mar 15, 2017 19:28
by MineYoshi
So we have to do some weird mod?
What is weirdness to you?
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Wed Mar 15, 2017 23:45
by zm78
flood light mod!
adds a flood light!
screenshots:
download:
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Thu Mar 16, 2017 15:57
by DS-minetest
Are clientmods allowed?
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Thu Mar 16, 2017 17:01
by azekill_DIABLO
nope, sorry. maybe another contest called hack your Minetest (till it collapse)
> zm78 nice! but is it original?
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Thu Mar 16, 2017 19:11
by mr_dean
Is it okay to use code partially generated by Rubenwardy's NodeBox editor?
(I just want to be sure...)
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Thu Mar 16, 2017 20:34
by zm78
> zm78 nice! but is it original?
hmm... searching... yup!
[EDIT]
there are some light mods out there but this is an original light/decoration light
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Fri Mar 17, 2017 14:36
by azekill_DIABLO
ok then :)
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sat Mar 18, 2017 17:34
by bigfoot547
azekill_DIABLO wrote:nope, sorry. maybe another contest called hack your Minetest (till it collapse)
I'd win that, I have already made a hacked client with fast, fly, noclip, reach, and drawing all light levels fully bright.
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sat Mar 25, 2017 20:59
by MineYoshi
bigfoot547 wrote:azekill_DIABLO wrote:nope, sorry. maybe another contest called hack your Minetest (till it collapse)
I'd win that, I have already made a hacked client with fast, fly, noclip, reach, and drawing all light levels fully bright.
>:D Hackers ftw!
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Mar 26, 2017 00:07
by bigfoot547
>:D
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Mar 26, 2017 14:13
by azekill_DIABLO
so for the moment we have only one man with a mod in the race. WHO WILL WIN?
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 27, 2017 03:40
by duane
azekill_DIABLO wrote:so for the moment we have only one man with a mod in the race. WHO WILL WIN?
You should get Chewy to submit his
asteroid crystals. It's pretty wierd.
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 27, 2017 09:53
by azekill_DIABLO
sure it would be a great submission! and you duane? your mods are great please submit something!
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Mon Mar 27, 2017 15:47
by DS-minetest
I would use my
mheser mod here, it makes pretty weird sounds, but
azekill_DIABLO wrote:Must be new
and it's from Wed, 08.03.2017, so 5 days before the contest started. @azekill_DIABLO: How
new has the mod to be?
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Tue Mar 28, 2017 11:36
by azekill_DIABLO
oh no it must ne new to minetest community! you can post it :)
[Mod] Mese Phaser [mheser]
Posted:
Tue Mar 28, 2017 13:38
by DS-minetest
azekill_DIABLO wrote:oh no it must ne new to minetest community! you can post it :)
Ok.
This mods adds a Mheser.
License: CC0
githubDownload
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 00:09
by FaceDeer
I'm told my
sounding line mod is "weird". :) It's a block you can place that, when clicked on, will tell you how far down the next solid and liquid surfaces are (or in the case of lava, just the liquid surface - the sounding line isn't magma-safe).
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 07:31
by Krock
New! The fancy cobble house for your needs!
Sauce: (CC0)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
-- Created with Node Box Editor
minetest.register_node("test:cobblehouse", {
tiles = {"default_cobble.png"},
groups = {cracky = 1},
drawtype = "nodebox",
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}, -- NodeBox1
{-0.4375, -0.5, -0.3125, 0.4375, 0, -0.25}, -- NodeBox2
{-0.4375, -0.5, -0.25, -0.375, 0, 0.25}, -- NodeBox3
{-0.4375, -0.5, 0.25, 0.4375, 0, 0.3125}, -- NodeBox4
{0.375, -0.5, -0.0625, 0.4375, 0, 0.25}, -- NodeBox5
{0.375, -0.1875, -0.25, 0.4375, 0, -0.0625}, -- NodeBox7
{-0.5, 0, -0.4375, 0.5, 0.0625, 0.4375}, -- NodeBox8
{-0.5, 0.0625, -0.375, 0.5, 0.125, 0.375}, -- NodeBox9
{-0.5, 0.125, -0.25, 0.5, 0.1875, 0.25}, -- NodeBox10
}
},
selection_box = {
type = "fixed",
fixed = {
{-0.5,-0.5,-0.5,0.5,0.5,0.5},
}
},
})
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 09:07
by azekill_DIABLO
just awesome :) i'm a bit too tall to enter :P
@FaceDeer: your mod is not weird, but it's original !
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 15:13
by Hybrid Dog
ere's my mod:
Just place default:wood and look what happens.
It depends on my function_delayer mod
https://github.com/HybridDog/function_delayer.
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
---------------------- Config --------------------------------------------------
-- rmin has to be >= zinz * 4 - 2
local rmin = 23
local rmax = 39
local zinz = 3
local roomheight = 5
----------------------- Helpers ------------------------------------------------
local blocklen = 4 * zinz - 2
local set = minetest.set_node
local get = minetest.get_node
local poshash = minetest.hash_node_position
local function hash2(x, y)
return y * 0x10000 + x
end
vector.from_number = vector.from_number or function(z)
return {x=z, y=z, z=z}
end
------------------------- Build funcs ------------------------------------------
-- returns a perlin chunk field of positions
local default_nparams = {
offset = 0,
scale = 1,
seed = 3337,
octaves = 6,
persist = 0.6
}
local function get_perlin_field(rmin, rmax, nparams)
local r = math.ceil(rmax)
nparams = nparams or {}
for i,v in pairs(default_nparams) do
nparams[i] = nparams[i] or v
end
nparams.spread = nparams.spread or vector.from_number(r*5)
local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000)}
local map = minetest.get_perlin_map(
nparams,
vector.from_number(r+r+1)
):get2dMap_flat(pos)
local id = 1
local bare_maxdist = rmax*rmax
local bare_mindist = rmin*rmin
local mindist = math.sqrt(bare_mindist)
local dist_diff = math.sqrt(bare_maxdist)-mindist
mindist = mindist/dist_diff
local pval_min, pval_max
local tab, n = {}, 1
for z=-r,r do
local bare_dist = z*z
for x=-r,r do
local bare_dist = bare_dist+x*x
local add = bare_dist < bare_mindist
local pval, distdiv
if not add
and bare_dist <= bare_maxdist then
distdiv = math.sqrt(bare_dist)/dist_diff-mindist
pval = math.abs(map[id]) -- fix values > 1
if not pval_min then
pval_min = pval
pval_max = pval
else
pval_min = math.min(pval, pval_min)
pval_max = math.max(pval, pval_max)
end
add = true--distdiv < 1-math.abs(map[id])
end
if add then
tab[n] = {x,z, pval, distdiv}
n = n+1
end
id = id+1
end
end
-- change strange values
local pval_diff = pval_max - pval_min
pval_min = pval_min/pval_diff
for n,i in pairs(tab) do
if i[3] then
local new_pval = math.abs(i[3]/pval_diff - pval_min)
if i[4] < new_pval then
tab[n] = {i[1], i[2]}
else
tab[n] = nil
end
end
end
return tab
end
-- tests whether enough space is available for the block to fit in
local function block_fits(x,z, xzarea_h)
for z = z, z + blocklen-1 do
for x = x, x + blocklen-1 do
if not xzarea_h[hash2(x, z)] then
return false
end
end
end
return true
end
-- returns the block xz corners relative to pos
local boffs = {{0, -blocklen}, {-blocklen, 0}, {blocklen, 0}, {0, blocklen}}
local function get_block_xzs(xzarea_h)
local blocks = {}
local todo = {{math.random(blocklen) - 2, math.random(blocklen) - 2}}
local avoid = {}
local sp = 1
while sp > 0 do
local x,z = todo[sp][1],todo[sp][2]
sp = sp-1
for i = 1,#boffs do
local x = x + boffs[i][1]
local z = z + boffs[i][2]
local h = hash2(x, z)
if not avoid[h] then
avoid[h] = true
if block_fits(x,z, xzarea_h) then
local p = {x, z}
sp = sp+1
todo[sp] = p
blocks[#blocks+1] = p
end
end
end
end
return blocks
end
-- finds the minimum y top of a block
local function block_minh(pos, x,z)
local leasth = pos.y + 10 - 50
for z = z, z + blocklen-1 do
for x = x, x + blocklen-1 do
local h
local ystart = pos.y + 10
-- search up
for y = math.max(ystart, leasth+1), ystart + 13 do
if get{x=pos.x+x, y=pos.y+y, z=pos.z+z}.name == "air" then
break
end
h = y
end
if h then
leasth = h
else
-- search down
for y = ystart-1, leasth+1, -1 do
if get{x=pos.x+x, y=pos.y+y, z=pos.z+z}.name ~= "air" then
leasth = y
break
end
end
end
end
end
return leasth
end
-- gives top heights to blocks
local function get_least_heights(block_xzs, pos)
local height_offset = math.random(roomheight)-1
local least_heights = {}
for i = 1,#block_xzs do
local x,z = unpack(block_xzs[i])
local h = block_minh(pos, x,z)
h = math.ceil((h + height_offset) / roomheight) * roomheight
least_heights[hash2(x,z)] = h
end
return least_heights
end
-- tests whether a block can be added to x,y,z
local function is_block(y, block_xzs_h, tops, bottom, h)
return y >= bottom
and block_xzs_h[h]
and y <= tops[h]
end
-- makes blocks 3d
local boffs3d = {
{0, 0, -blocklen}, {-blocklen, 0, 0}, {blocklen, 0, 0}, {0, 0, blocklen},
{0, -roomheight, 0}, {0, roomheight, 0},
}
local function get_blocks_3d(block_xzs, block_xzs_h, tops, bottom)
local blocks = {}
local x,z = unpack(block_xzs[1])
local y = bottom
local todo = {{x,y,z}}
local avoid = {}
local sp = 1
while sp > 0 do
local prev_block = todo[sp]
local x,y,z = unpack(prev_block)
sp = sp-1
for i = 1,#boffs3d do
local x = x + boffs3d[i][1]
local y = y + boffs3d[i][2]
local z = z + boffs3d[i][3]
local h = poshash{x=x, y=y, z=z}
if not avoid[h] then
avoid[h] = true
local xzh = hash2(x, z)
if is_block(y, block_xzs_h, tops, bottom, xzh) then
local p = {x, y, z, prev_block, y == tops[xzh]}
sp = sp+1
todo[sp] = p
blocks[#blocks+1] = p
end
end
end
end
return blocks
end
-- gets the building's blocks with their connections
local function get_blocks(xzarea_h, pos)
local block_xzs = get_block_xzs(xzarea_h)
local tops = get_least_heights(block_xzs, pos)
local lowest_top
for _,h in pairs(tops) do
lowest_top = lowest_top and math.min(lowest_top, h) or h
end
local bottom = lowest_top - 2 * roomheight
local block_xzs_h = {}
for i = 1,#block_xzs do
block_xzs_h[hash2(block_xzs[i][1], block_xzs[i][2])] = true
end
return get_blocks_3d(block_xzs, block_xzs_h, tops, bottom)
end
-- builds it
local function set_blocks(pos, blocks)
local connections = {}
for i = 1,#blocks do
local x,y,z, toconnect, top = unpack(blocks[i])
if toconnect then
connections[#connections+1] = {blocks[i], toconnect}
end
-- set walls
for y = y, y + roomheight-1 do
for i = -1,1,2 do
for x = x, x + blocklen-1 do
local p = {x=pos.x+x, y=y, z=pos.z+z}
if i == 1 then
p.z = p.z + blocklen-1
end
set(p, {name="default:cobble"})
end
for z = z, z + blocklen-1 do
local p = {x=pos.x+x, y=y, z=pos.z+z}
if i == 1 then
p.x = p.x + blocklen-1
end
set(p, {name="default:cobble"})
end
end
end
if top then
-- battlements
local o = 0
for _ = 1,zinz do
for i = 0,1 do
local p = {x=pos.x+x+o+i, y=y+roomheight, z=pos.z+z}
set(p, {name="default:cobble"})
p.z = p.z + blocklen-1
set(p, {name="default:cobble"})
p = {x=pos.x+x, y=y+roomheight, z=pos.z+z+o+i}
set(p, {name="default:cobble"})
p.x = p.x + blocklen-1
set(p, {name="default:cobble"})
end
o = o + 4
end
end
-- set floor
for z = z+1, z + blocklen-2 do
for x = x+1, x + blocklen-2 do
local p = {x=pos.x+x, y=y, z=pos.z+z}
set(p, {name="default:stone"})
end
end
-- set ceiling
for z = z+1, z + blocklen-2 do
for x = x+1, x + blocklen-2 do
local p = {x=pos.x+x, y=y + roomheight-1, z=pos.z+z}
set(p, {name = top and "default:dirt" or "default:meselamp"})
end
end
-- set room air
for z = z+1, z + blocklen-2 do
for y = y+1, y + roomheight-2 do
for x = x+1, x + blocklen-2 do
local p = {x=pos.x+x, y=y, z=pos.z+z}
set(p, {name="air"})
end
end
end
end
for i = 1,#connections do
local x1,y1,z1 = unpack(connections[i][1])
local x2,y2,z2 = unpack(connections[i][2])
if x1 ~= x2 then
-- hole in the xwalls
local x = math.max(x1, x2)
for yo = 1,2 do
local p = {x=pos.x+x, y=y1+yo, z=pos.z+z1+blocklen/2}
set(p, {name="air"})
p.x = p.x-1
set(p, {name="air"})
end
elseif z1 ~= z2 then
-- hole in zwalls
local z = math.max(z1, z2)
for yo = 1,2 do
local p = {z=pos.z+z, y=y1+yo, x=pos.x+x1+blocklen/2}
set(p, {name="air"})
p.z = p.z-1
set(p, {name="air"})
end
else
-- ladder for climbing to the other room
local y = y1 > y2 and y2 or y1
for y = y+1, y+1 + roomheight do
local p = {z=pos.z+z1+1, y=y, x=pos.x+x1+1}
set(p, {name="default:ladder", param2=5})
end
end
end
end
-- makes the building
local function burgr(pos)
local xzarea = get_perlin_field(rmin, rmax)
local xzarea_h = {}
for i,v in pairs(xzarea) do
xzarea_h[hash2(v[1], v[2])] = i
end
local blocks = get_blocks(xzarea_h, pos)
set_blocks(pos, blocks)
end
----------------------- -------------------------------------------------------
local d = {}
local d2
local function vmst(manip, pos)
minetest.delay_function(1000, minetest.after, 0, function(manip, pos)
vmst(manip, pos)
d,d2 = d2,d
manip:set_data(d)
manip:write_to_map()
burgr(pos)
pos.z = pos.z + blocklen
end, manip, pos)
end
local function cft(pos)
burgr(pos)
local manip = minetest.get_voxel_manip()
local e1, e2 = manip:read_from_map(pos, pos)
d2 = manip:get_data()
vmst(manip, pos)
end
minetest.override_item("default:wood", {
on_construct = cft
})
here's the screenshot:
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 15:27
by azekill_DIABLO
Maze? Epic! i have another thing like this i'll post it :)
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 17:26
by AiTechEye
another contribution:
minetest NightmareSpawns sand and jumping mobs in air.,
the screen is flashing in randomly colors,
the time changes randomly,
and remaking blocks textures to animated + sky
the world will be griefed, do not use with sensitive worlds
Re: [game][fun][modding]W€!RD M0D C0NT€$T[contest][nyan cat]
Posted:
Sun Apr 02, 2017 18:26
by Hybrid Dog