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 ...
Search found 2539 matches
- Fri Aug 14, 2026 02:57
- Forum: WIP Mods
- Topic: [Mod] Build Pack 01 [buildpack_01] (Ver. 0.1)
- Replies: 1
- Views: 253
- 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.
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.
- 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' )
- 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.
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.
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- Sat Aug 08, 2026 19:37
- Forum: WIP Mods
- Topic: [Mod]Balustrades [Ver. 0.1.0] [balustrades]
- Replies: 11
- Views: 487
- 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)

- 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
- 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 ...
- 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]
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]
- 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 ...
- 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 ...
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 ...
- 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..

- 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 ...
https://github.com/TumeniNodes/tamper_paths/commit ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
You add all this info in your local mod as you build/create it,
then you have to add it on ...
- 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;
- 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 ...
Going to have to figure out a way to make that change while keeping backward compatibility for existing mods (like being grandfathered ...