

Place buildings on mapgen using schemlib. Misc compatibility fixes to get mods working together in whynot game
#PLACING MODS MINETEST UPDATE#
I plan still run the update scripts and look on proposed changes Minetest game in minetest mods collection style Minetest modpack for mods around player_api enhancements in minetest/minetest_game#2122 Should be replaced by skinsdb5 in player_api_modpack Use wuzzy's doc_items reveal system for minetest-mods/craftguide Like minetest-mods/woodcutting, but for oresĭoc_items enhancement - Reveal all items in a chest on open Use sneak key in minetest to faster collect ores. You can also manually control the precipitation using. It randomly starts and stops raining / snowing.

Snow will pile up if you uncomment a section in a where it says only for faster PCs.
#PLACING MODS MINETEST MOD#
Per-player spawnpoint for singlenode worldsĪ framework mod for easy nodes definitions Introducing: The weather mod (WIP) At the moment it contains rain and snow. Minetest inventory with focus on very much items (smarfs based) Implemented rare vegetables gifts, useable in singlenode survival worldĪ library to handle Minetest Schematics dataĪ building chest for schemlib - load and place buildingsīuilder NPC that works together and can build own or townchest buildings Small bugfix, but upstream seems to be dead Spawn random houses on flat places on the mapĮxperimental perlin like village placement logic Transfer to minetest-mods rejected because of no licenseĭifferent adjustments to be more compatible with minetest game and whynot game Minetest smart sfinv inventory enhancements - Modpack with different tweak modsįorks with changes not accepted by upstream name My leave is not a hard break, I still read the notification mails and maybe write some lua lines, but no own initiative. I do not like to trow away or leave unmaintained all my coding so I ask in this "Issue" what of them could be transferred to minetest-mods. Now my both childs gets lost the interest on the game too so I lost my "tester" and the last reason to stay with minetest. Since I realized I can change all in modding I do not see the ingame world, but nodes, abm's entities, timers. Thank you to all who supported me and was patient with my sometimes ill-conceived Ideas and improvements. I had a lot of fun playing and hacking the minetest, and learned a new language "lua". So start the minteset and then enable the mode for specific world you are going to play.All good things have an end sometime. Since your mod is already under ~/.minetest/mods you don't have to do anything else to be loaded. order of tiles while defining node in case you want the block to look different each side.Īt this point our mod is ready to be used. At this point my folder structure looks like this Then added it under the folder called textures. I created a 16x16 pixel art and then exported into 100px X 100px png image. I created the image using an online tool called piskelapp. To keep it simple, I have used the same image on all sides. A block has six sides and hence one has to define six images in the tiles. That's it, the block is ready to be used.īlockBut wait we have used minetest_block.png in our tiles set. Then we are defining images for the tiles. Here as you can see we are defining an item 4 for the mod thej and name of it is squares.

For this we will create a and define our block there. The contents of mod.conf will look like thisĭescriptions = Thej own mod add a new brink called squares Our module is dependent only on 'default' mod. mod.conf is a simple key value configuration file. We will create a new mod called 'thej', so start with creating a folder called 'thej' under mods folder, i.e ~/.minetest/mods/thej and then create a mod.conf file to define our mod. With that let's start our first mod which is just an introduction of a new block type into the game. You can try this 15 mins tutorial if you are short on time.
#PLACING MODS MINETEST CODE#
Usually installing mod means copying the mod code to this folder. The mods are stored inside the mod folder i.e ~/.minetest/mods/ each mod will have its own folder under mods. On Ubuntu, Minetest configurations are stored under users home folder - ~/.minetest. You can restart by selecting the same world. At any point you can exit by pressing ESC key.
