Search found 88 matches
- Fri Jan 09, 2026 23:17
- Forum: Game Discussion
- Topic: rp_mobs: The new Repixture Mobs API (feedback wanted)
- Replies: 8
- Views: 3906
Re: rp_mobs: The new Repixture Mobs API (feedback wanted)
I don't have plans to release it as a standalone mod right now. This is mostly because it just would be an additional maintenance burden for me. Besides, I first need to create more and better mobs in Repixture to "prove" this mod's usefulness. Before that, I'm not even considering a stan...
- Thu Jan 08, 2026 07:42
- Forum: Game Discussion
- Topic: rp_mobs: The new Repixture Mobs API (feedback wanted)
- Replies: 8
- Views: 3906
Re: rp_mobs: The new Repixture Mobs API (feedback wanted)
Hi Wuzzy, are you going to make rp_mods a stand alone mod so it can be used by mobs in other games?
- Tue Dec 16, 2025 03:06
- Forum: WIP Mods
- Topic: [Mod] Flower Beds [2.1] [flowerbeds]
- Replies: 7
- Views: 1770
Re: [Mod] Flower Beds [2.1] [flowerbeds]
Thanks for including my patches. The lower frame between the joined beds is a great change, hopefully that didn't take you too long to make. Here is a screenshot of the new version in Asuna. screenshot_20251216_125434.jpg Looking at that it now occurs to me that the trim would look good in a variety...
- Sat Dec 06, 2025 00:16
- Forum: General Discussion
- Topic: ContentDB discoverability problem
- Replies: 7
- Views: 450
Re: ContentDB discoverability problem
What you could do is have multiple criteria for the "top" lists.
e.g. last week, last 30 days, last 3 months, all time, etc.
Pop a drop down on each of them and default them to something less than "all time".
Perhaps even a user setting to override the default value.
e.g. last week, last 30 days, last 3 months, all time, etc.
Pop a drop down on each of them and default them to something less than "all time".
Perhaps even a user setting to override the default value.
- Mon Dec 01, 2025 00:57
- Forum: WIP Mods
- Topic: [Mod] Codihacks [v0.0.2] [mcla_codihacks]
- Replies: 3
- Views: 915
Re: [Mod] Codihacks [v0.0.1] [mcla_codihacks]
Updated to v0.0.2 with these changes:
- Add option to create slabs and stairs for stripped wood
- Fix tool master hoe
- Update bee farm and apiarist profession to work with new Mineclonia 0.118.0 villages
- Tue Nov 25, 2025 05:25
- Forum: Modding Discussion
- Topic: Making smoke "slide" off things they float in to
- Replies: 2
- Views: 132
Re: Making smoke "slide" off things they float in to
I can force it out one side, looks better, but not great.
- Tue Nov 25, 2025 04:50
- Forum: Modding Discussion
- Topic: Making smoke "slide" off things they float in to
- Replies: 2
- Views: 132
Making smoke "slide" off things they float in to
I'm trying to make it so the chimney mod's [1] roof plate emits particles. The problem is if I put enough x/y movement on them so they escape the top of it they just blow off in the same direction. If I reduce the x/y movement then the smoke builds up under the top. What I'd like is for the particle...
- Tue Nov 25, 2025 01:01
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.118.0]
- Replies: 459
- Views: 188900
Re: [Game] Mineclonia [0.116.1]
I'm trying to use the chimney mod [1] but it doesn't work because the smoke is bigger than it used to be, so it all collects below the first one :( But it looks awesome, so is there a way we could reduce the smoke size or make it so the user can adjust it? Also, if you build a house that's tall enou...
- Thu Nov 06, 2025 09:37
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.118.0]
- Replies: 459
- Views: 188900
Re: [Game] Mineclonia [0.116.1]
Hi there, two quick questions: 1. Are there Bundles in mineclonia? (poor man's shulker boxes) 2. Do soul sand water elevators work in mineclonia? I've tried it and can't get it to working (even when filling every cell with water source), so I'm wondering if I'm doing something incorrectly or is it ...
- Thu Nov 06, 2025 02:22
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.118.0]
- Replies: 459
- Views: 188900
Re: [Game] Mineclonia [0.116.1]
Bah, I misread this. If you currently set it to 0 you will get cores - 2, which is a reasonable default.
We should recommend people set it to 0.
- Wed Nov 05, 2025 04:12
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.118.0]
- Replies: 459
- Views: 188900
Re: [Game] Mineclonia [0.116.1]
i.e. This is an engine bug. Yes, it's #9357 , which it is good to be made aware of. When it comes to changing mapgen settings, it always pays to be careful with what your settings are before launching any new world. What's more important to note is that https://github.com/luanti-org/luanti/pull/166...
- Wed Nov 05, 2025 00:12
- Forum: WIP Games
- Topic: [Game] Mineclonia [0.118.0]
- Replies: 459
- Views: 188900
Re: [Game] Mineclonia [0.116.1]
I see, thanks! (seems like changing the 0 behavior from -2 to /2 saves RAM if I understood that pull request correctly?) One last question (just to make sure i understood everything correctly): after updating Mineclonia, ALL the actions needed by the end-user are (please let me know if I'm missing ...
- Mon Nov 03, 2025 05:01
- Forum: WIP Mods
- Topic: [Mod] Small 3D Plants for Mineclone [v1.0.0][mcl_small_3d_plants]
- Replies: 0
- Views: 176
[Mod] Small 3D Plants for Mineclone [v1.0.0][mcl_small_3d_plants]
This mod is a revival of the mod from Tony996 which used to be on ContentDB https://content.luanti.org/packages/Tony996-source/mcl_small_3d_plants/ it is way to good to lose! This mod changes crops, flowers, mushrooms, etc to 3D versions. ContentDB: https://content.luanti.org/packages/Codiac/mcl_sma...
- Sat Nov 01, 2025 11:00
- Forum: WIP Mods
- Topic: [Mod] Alone [0.2.0] [alone]
- Replies: 10
- Views: 5003
Re: [Mod] Alone [alone]
I have opened an issue for this, any input on how to approach getting this working would be much appreciated.repetitivestrain wrote: ↑Tue Jul 08, 2025 08:18(although it requires adaptations to support my new level generator)
https://codeberg.org/Codiac/alone/issues/3
- Sat Aug 09, 2025 05:35
- Forum: Modding Discussion
- Topic: Post your mod requests/ideas here
- Replies: 2400
- Views: 610045
Re: Post your mod requests/ideas here
You can try https://codeberg.org/cora/default_liteShallowDweller wrote: ↑Fri Aug 08, 2025 01:39Is there a fake "default" mod that is actually a list of aliases to make mods that have "default" as a mandatory dependency work on games that don't have it (like mineclone forks)?
- Thu Aug 07, 2025 21:44
- Forum: WIP Mods
- Topic: [Mod] Codihacks [v0.0.2] [mcla_codihacks]
- Replies: 3
- Views: 915
Re: [Mod] Codihacks [v0.0.1] [mcla_codihacks]
Lapis ore generation updated to more closely match modern MC. It now also generates between -63 to -94 (equivalent to -1 and -32 in MC), and a second pass is done between layers -126 and 2 (equivalent to -64 and 64 in MC). *Probably needs some work on rarity*. I think we would be interested in this...
- Thu Aug 07, 2025 03:16
- Forum: WIP Mods
- Topic: [Mod] Codihacks [v0.0.2] [mcla_codihacks]
- Replies: 3
- Views: 915
[Mod] Codihacks [v0.0.2] [mcla_codihacks]
This is a collection of oddball changes and features for Mineclonia. Most are not suitable for upstream inclusion. ContenDB: https://content.luanti.org/packages/Codiac/mcla_codihacks/ Download: https://codeberg.org/Codiac/mcla_codihacks/archive/main.zip Git repository: https://codeberg.org/Codiac/mc...
- Thu Jul 31, 2025 03:18
- Forum: Modding Discussion
- Topic: Placing a schematic before mapgen decorations generate?
- Replies: 14
- Views: 3431
- Thu Jul 31, 2025 03:16
- Forum: Modding Discussion
- Topic: Placing a schematic before mapgen decorations generate?
- Replies: 14
- Views: 3431
- Wed Jul 30, 2025 23:21
- Forum: Modding Discussion
- Topic: Placing a schematic before mapgen decorations generate?
- Replies: 14
- Views: 3431
Re: Placing a schematic before mapgen decorations generate?
In the mapgen programs I make for myself, I place schematics inside minetest.register_decoration({ deco_type = "schematic".... Then I can control the order just by the order the separate files or registrations load and use force placement if needed. Is there some reason that doesn't work ...
- Wed Jul 23, 2025 23:26
- Forum: Problems
- Topic: [Solved] ContentDB - task failed - Unknown server error
- Replies: 9
- Views: 2009
Re: [Solved] ContentDB - task failed - Unknown server error
Thanks!rubenwardy wrote: ↑Wed Jul 23, 2025 18:46Okay, fixed, ContentDB will now say this:
Edit: updated the message to "Whilst applying .cdb.json: media_license must not be null"
- Wed Jul 23, 2025 11:57
- Forum: Problems
- Topic: [Solved] ContentDB - task failed - Unknown server error
- Replies: 9
- Views: 2009
Re: ContantDB - task failed - Unknown server error
Awesome, thanks.rubenwardy wrote: ↑Wed Jul 23, 2025 09:38It's a bug that ContentDB says "unknown server error" rather than telling you the problem. I'll fix this soon
- Wed Jul 23, 2025 00:09
- Forum: WIP Mods
- Topic: [Mod] Prestibags [v2.0.0] [prestibags]
- Replies: 4
- Views: 1734
- Tue Jul 22, 2025 22:15
- Forum: WIP Mods
- Topic: [Mod] Alone [0.2.0] [alone]
- Replies: 10
- Views: 5003
Re: [Mod] Alone [0.2.0] [alone]
v0.2.0 has bee released with:
- Add POT file for translations.
- Added Predictable spawn positions setting. Issue #1 https://codeberg.org/Codiac/alone/issues/1
- Tue Jul 22, 2025 22:12
- Forum: Problems
- Topic: [Solved] ContentDB - task failed - Unknown server error
- Replies: 9
- Views: 2009
Re: ContantDB - task failed - Unknown server error
D'oh! Thanks.rubenwardy wrote: ↑Tue Jul 22, 2025 11:28media_license is not allowed to be null. You should set it to the same as the code license if there's not media
Is there a tool we can run locally to check these things?
