Search found 2539 matches

by TumeniNodes
Fri Aug 14, 2026 02:57
Forum: WIP Mods
Topic: [Mod] Build Pack 01 [buildpack_01] (Ver. 0.1)
Replies: 1
Views: 253

Re: [Mod] Build Pack 01 [0.1] [build_pack_01]

Added portcullis
Lightly animated, Heavy Duty craftsmanship.. Nothing is getting through these..
If someone is much better at editing audio, and they'd like to donate some better sounds ?
Created the perfect sounds using my Great Grandmother's cedar chest..


portcullis.jpg


https://youtu.be/xe ...
by TumeniNodes
Wed Aug 12, 2026 03:01
Forum: Mod Releases
Topic: [Mod] Tamper Paths [1.0] [tamper_paths]
Replies: 8
Views: 523

Re: [Mod] Tamper Paths [1.0] [tamper_paths]

Update:
Added undergate.lua This adds two new 3D mesh nodes for the "pass" and "single" path nodes. This allows you to now place a gate over a path (because it looks nice, and makes sense)
Added Dry Dirt to the paths, and a Dry Dirt Tamping Tool.

Screenshot underpaths.jpg
Screenshot underpaths.jpg (433.15 KiB) Viewed 77 times
by TumeniNodes
Mon Aug 10, 2026 17:52
Forum: WIP Mods
Topic: [Mod]Pickets [Ver. 0.1.0] [pickets]
Replies: 6
Views: 288

Re: [Mod]Pickets [Ver. 0.1.0] [pickets]

The Picket and Build_Pack_01 mods play very nice together.. ( I'm just sayin' )

A Lovely Mods Combination.jpg
A Lovely Mods Combination.jpg (398.25 KiB) Viewed 81 times
by TumeniNodes
Mon Aug 10, 2026 17:15
Forum: WIP Mods
Topic: [Mod]Pickets [Ver. 0.1.0] [pickets]
Replies: 6
Views: 288

Re: [Mod]Pickets [Ver. 0.1.0] [pickets]

Added a sort of tutorial for the Flowerboxes to the README file,
Added a couple of missing textures, which I had forgot to do before the initial commit.
Updated the code to use those two new textures properly.
by TumeniNodes
Mon Aug 10, 2026 11:50
Forum: WIP Mods
Topic: [Mod]Pickets [Ver. 0.1.0] [pickets]
Replies: 6
Views: 288

Re: [Mod]Pickets [Ver. 0.1.0] [pickets]


Hi Tumeni, this looks like a really lovely mod.

I just wanted to add 2c to say that you don't need to include your attachments as img tags in your posts the way you're doing it, since you're ending up with all of them twice. If you want them inline, use the "place inline button" after uploading ...
by TumeniNodes
Mon Aug 10, 2026 05:02
Forum: WIP Mods
Topic: [Mod]Pickets [Ver. 0.1.0] [pickets]
Replies: 6
Views: 288

Re: [Mod]Pickets [Ver. 0.1.0] [pickets]

Added Flowerboxes today.. I'm good at making textures I want, ..but I am just not very good at doing tools.
The garden shovel was for digging out the dirt and dead flowers in the original version I was making, which i removed the need for it, so now I am wondering why I forgot to removed it..
Oh ...
by TumeniNodes
Sun Aug 09, 2026 07:41
Forum: WIP Mods
Topic: [Mod]Pickets [Ver. 0.1.0] [pickets]
Replies: 6
Views: 288

[Mod]Pickets [Ver. 0.1.0] [pickets]

Just a mod which adds decorative pickets, fancy pickets, picket gates, and flowerboxes to Minetest Game.
These are for creative mode only folks, I don't feel like adding a bunch of new trees, and saplings code to mapgen and then all of the work to add all of the wood types, and leaf decay, and ...
by TumeniNodes
Sat Aug 08, 2026 19:45
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]

Well, ..you knew this was coming..
Balustrade Gates !!
.. yep

https://www.youtube.com/watch?v=qGHuOdtDz34

https://forum.luanti.org/download/file.php?mode=view&id=31719

They are fully customizable within the init.lua file: you can make any combination you want, choose whichever materials you ...
by TumeniNodes
Sat Aug 08, 2026 19:37
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]

apercy wrote:
Sat Aug 08, 2026 07:00
screenshot_20260808_035712.jpg
Looks nice, I'm glad you like them.
by TumeniNodes
Sat Aug 08, 2026 00:50
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]

..more coming soon (via a different mod, but this looks nice)

Image
by TumeniNodes
Sat Aug 08, 2026 00:36
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]

Apparently there are some minor UV issues with the upper & lower models which I'll have to address, probably tomorrow.. nevermind.. with the TP I use, I couldn't tell I had two different materials in a run
by TumeniNodes
Sat Aug 08, 2026 00:16
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]


A node-based method would be doable, it could be placed alongside the stairs, and could have some or all of the nodebox shifted over into the neighboring node, to attach to the balustrade up top.


I just bit the dog and made models for the new nodes.. and also replaced the straight-line ...
by TumeniNodes
Sat Aug 08, 2026 00:14
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]

apercy wrote:
Fri Aug 07, 2026 17:47
Any plan to add banisters?
As requested apercy.. The CDB download probably won't be updated until tomorrow as I have it set for autopilot so I don't mess anything up over there.

[img][download/file.php?mode=view&id=31713/img]
by TumeniNodes
Fri Aug 07, 2026 18:17
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

Re: [Mod]Balustrades [Ver. 0.1.0] [balustrades]


Nice addition, I liked it, it's on my server now.
Any plan to add banisters?

Awesome, thank you.
I was attempting to do banisters but, was having a bit of a difficult time with it.
I'll have a look at how others accomplished them (though I believe they use mesh models ?) and that method may ...
by TumeniNodes
Thu Aug 06, 2026 21:46
Forum: WIP Mods
Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
Replies: 11
Views: 487

[Mod]Balustrades [Ver. 0.1.0] [balustrades]

Balustrades for Minetest Game (because it is just the base I use for all of my mods)
Adds nice looking, detailed, decorative, connected architectural balustrades, posts, railings, & gates using the default materials (just the stones and woods / no blocks, bricks, or metals, or diamonds, or obsidian ...
by TumeniNodes
Thu Aug 06, 2026 21:03
Forum: General Discussion
Topic: Post your screenshots! (2026 edition)
Replies: 123
Views: 28768

Re: Post your screenshots! (2026 edition)

Monolith..

Image
by TumeniNodes
Tue Aug 04, 2026 15:49
Forum: Mod Releases
Topic: [Mod] Tamper Paths [1.0] [tamper_paths]
Replies: 8
Views: 523

Re: [Mod] Tamper Paths [1.0] [tamper_paths]

Update: No major change.. just added the 2 - 4 desert cobble textures which were forgotten (they're just quick temps), and brought back the ability to right-click cycle through texture variants to get the look you want.

https://github.com/TumeniNodes/tamper_paths/commit ...
by TumeniNodes
Mon Aug 03, 2026 23:28
Forum: Mod Releases
Topic: [Mod] Tamper Paths [1.0] [tamper_paths]
Replies: 8
Views: 523

Re: [Mod] Tamper Paths [0.1] [tamper_paths]

A new companion mod added today.. "overgrowth"
Now, after you've spent all day in the humidity tamping down nice paths, you look back and realize how fast the grass has overgrown your nice edges.. (or did someone put them there ??)
Overgrown.lua within the mod makes it so you can set any type of ...
by TumeniNodes
Mon Aug 03, 2026 23:22
Forum: Problems
Topic: More Glass(?) glow glass doesn't display correctly
Replies: 9
Views: 380

Re: More Glass(?) glow glass doesn't display correctly


Hi,
it's definitely a conflict between mods: with a new world and only this one enabled, it works perfectly.... I should look into it and find who's creating this conflict, maybe enabling mods little by little until I find the guilty combination....

https://i.imgur.com/5ohOXhp.jpeg

In a new ...
by TumeniNodes
Sun Aug 02, 2026 18:34
Forum: Problems
Topic: More Glass(?) glow glass doesn't display correctly
Replies: 9
Views: 380

Re: More Glass(?) glow glass doesn't display correctly

It looks as though, someone changed from drawtype = nodebox to mesh somewhere in some code.. or something.
Can you use F5 and point the crosshair at it and at least get the modname/subname ? Even though your screenshot shows, it would be nice to see the actual debug info for the node.
It is not ...
by TumeniNodes
Sat Aug 01, 2026 19:20
Forum: Mod Releases
Topic: [Mod] Tamper Paths [1.0] [tamper_paths]
Replies: 8
Views: 523

Re: [Mod] Tamper Paths [0.1] [tamper_paths]

Update: (Ver 0.9) adds a setting to turn off/on random textures for the nodes (not stone_block).
dirt, and gravel textures use the texture rotation modifiers, while brick, and cobble use actual derivatives of the original textures, and just cycles through them randomly.
If toggled off, it leaves ...
by TumeniNodes
Sat Aug 01, 2026 19:16
Forum: Mod Releases
Topic: [Mod] Tamper Paths [1.0] [tamper_paths]
Replies: 8
Views: 523

Re: [Mod] Tamper Paths [0.1] [tamper_paths]


You are quite right to complain about the bureaucracy involved. The main difference between the forums and ContentDB is that ContentDB actually hosts the files and checks copyright. Laying the forum thread out is really quite a basic checklist.
But thank you for staying involved even through the ...
by TumeniNodes
Fri Jul 31, 2026 19:30
Forum: Mod Releases
Topic: [Mod] Tamper Paths [1.0] [tamper_paths]
Replies: 8
Views: 523

Re: [Mod] Tamper Paths [0.1] [tamper_paths]

I feel like this process should automatically be an approval for CDB as well, otherwise the entire mod making process is overly redundant, which I am sure drains the motivation of some mod/content creators.
You add all this info in your local mod as you build/create it,
then you have to add it on ...
by TumeniNodes
Fri Jul 31, 2026 07:17
Forum: General Discussion
Topic: Post your screenshots! (2026 edition)
Replies: 123
Views: 28768

Re: Post your screenshots! (2026 edition)

what a nice spawn location;
what a nice spawn location.png
what a nice spawn location.png (223.81 KiB) Viewed 637 times
by TumeniNodes
Fri Jul 31, 2026 07:09
Forum: Modding Discussion
Topic: [Important Questions] The absolute STATE of B3D
Replies: 16
Views: 4087

Re: [Important Questions] The absolute STATE of B3D

If/When this breaking change occurs, it is going to break A LOT of years worth of work and contributions from various people over years.. and that's just not cool.
Going to have to figure out a way to make that change while keeping backward compatibility for existing mods (like being grandfathered ...