Post your mod requests/ideas here

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MirceaKitsune
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Re: Post your mod requests/ideas here

by MirceaKitsune » Post

I imagine the idea I posted recently is worth sharing here as well:

viewtopic.php?p=443788
MirceaKitsune wrote:
Wed Apr 02, 2025 16:17
I've always liked creature capture games like Pokemon / Digimon: Only got to play Pokemon Emerald on GBA emulator years ago but saw others play various titles. 3 days ago I decided to get Palworld on Steam, a rare exception to my rule of not using the platform or touching commercial games, and can say I'm absolutely loving it: PW did a fantastic job showing us how well something like Pokemon can mix with an interactive world like Minecraft, not only making exploration and facing challenges more fun but making it enjoyable to build and level up a base filled with lovely creatures that help you along the way!

It begs the question whether a similar concept was ever attempted in Minetest / Luanti. The thought occurred to me that this could be a promising idea for a game / mod that would work well with our engine and its capabilities. It would be easy to start from a new mob mod or fork of / module to an existing one like Mobs Redo: The base functionality for things like mob navigation or projectile attacks is already there, it only needs to be repurposed by adding extra components.

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MatyasP
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Re: Post your mod requests/ideas here

by MatyasP » Post

My new proposal for new mod: in-game forum with simple structure

DiGiTaLNoOb87
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Re: Post your mod requests/ideas here

by DiGiTaLNoOb87 » Post

FiltPick

Filter what you pick up.
Minecraft has this. You can open a form and put/remove items that you whitelist/blacklist from picking up.
It was a great way to avoid clutter pick ups

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bosapara
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⛏️: Post your mod requests/ideas here 💎

by bosapara » Post

DiGiTaLNoOb87 wrote:
Wed May 28, 2025 05:08
FiltPick
Thank you for the idea. I implemented it for Mineclone/VoxeLibre server.

Works in the same way like in MC: blacklist, whitelist or nolist

Image

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Re: ⛏️: Post your mod requests/ideas here 💎

by DiGiTaLNoOb87 » Post

bosapara wrote:
Sat May 31, 2025 23:50

Thank you for the idea. I implemented it for Mineclone/VoxeLibre server.

Works in the same way like in MC: blacklist, whitelist or nolist

Looks great :) thats exactly what I meant. Mind to share or is it for 1 server only? :)

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bosapara
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Re: Post your mod requests/ideas here

by bosapara » Post

>Looks great :)

Agree (:

Yes, this mod I made for "Terra Nova" server.

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Re: Post your mod requests/ideas here

by DiGiTaLNoOb87 » Post

Haha nicely done. Looks like the original 1:) i understand btw. :)

Rabbithunter
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Re: Post your mod requests/ideas here

by Rabbithunter » Post

I have a request:

A police mod with

A. No dependencies (so I can run it on Mineclonia).
B. Handcuffs and Taser

Thanks. Rabbithunter

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Melkor
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Re: Post your mod requests/ideas here

by Melkor » Post

Rabbithunter wrote:
Tue Jun 10, 2025 08:07
I have a request:

A police mod with

A. No dependencies (so I can run it on Mineclonia).
B. Handcuffs and Taser

Thanks. Rabbithunter
no
is a joke, right?
still a no

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Re: Post your mod requests/ideas here

by MirceaKitsune » Post

Rabbithunter wrote:
Tue Jun 10, 2025 08:07
I have a request:

A police mod with

A. No dependencies (so I can run it on Mineclonia).
B. Handcuffs and Taser

Thanks. Rabbithunter
Well if it is a legit request, I don't know of such a thing, but it's probably something you can get done with a villager mod or mob framework: You should be able to slap a police uniform as an overlay, make a villager mob using the player model, and use custom functions to have them chase the player based on a wanted level or something.

Handcuffs is a bit hairy: Not sure if there's a function to restrict running or using items. Kinda wanted one for other reasons, like a skill system that can offset the speed at which all items are used.

Taser... there's a weapon mod or two; You can probably add custom functionality to a projectile to incapacitate the player for a while. Don't think falling over is a thing, closest I can think of is beds and how they change the player animation and camera position so that might work.

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Re: Post your mod requests/ideas here

by DiGiTaLNoOb87 » Post

bosapara wrote:
Sun Jun 01, 2025 21:41
>Looks great :)

Agree (:

Yes, this mod I made for "Terra Nova" server.
It is not as nice maybe as yours but I have now 1 for everyone :)

viewtopic.php?t=31750

bgstack15
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Re: Post your mod requests/ideas here

by bgstack15 » Post

Bosapara, would you please share the code for your Luanti FiltPick mod?
cdb_5ea39b4225fd

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ShallowDweller
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Re: Post your mod requests/ideas here

by ShallowDweller » Post

Is 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)?

If not, is making one as simple as spamming the register alias code on init.lua for every node and item called by the desired mod? or are there other nuances (like sounds and textures)?

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Re: Post your mod requests/ideas here

by Josselin2 » Post

If not, is making one as simple as spamming the register alias code on init.lua for every node and item called by the desired mod? or are there other nuances (like sounds and textures)?
No, because there is an API that is frequently called by other mods. As you say, sounds and (especially) textures are frequently re-used by other mods, and nodes/craftitems/tools are frequently overridden by other mods.

See here for my version of minetest_game, stripped down to its bare essentials so that other mods will still work: https://github.com/axcore/unigame

Codiac
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Re: Post your mod requests/ideas here

by Codiac » Post

ShallowDweller wrote:
Fri Aug 08, 2025 01:39
Is 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)?
You can try https://codeberg.org/cora/default_lite

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ShallowDweller
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Re: Post your mod requests/ideas here

by ShallowDweller » Post

Josselin2 wrote:
Sat Aug 09, 2025 04:56
If not, is making one as simple as spamming the register alias code on init.lua for every node and item called by the desired mod? or are there other nuances (like sounds and textures)?
No, because there is an API that is frequently called by other mods. As you say, sounds and (especially) textures are frequently re-used by other mods, and nodes/craftitems/tools are frequently overridden by other mods.

See here for my version of minetest_game, stripped down to its bare essentials so that other mods will still work: https://github.com/axcore/unigame
I see... I should have imagined it wouldn't be as simple as I thought... So it would be easier to re-make the mod using the specific game's "things" than to make a compatibility bridge?

I have to remember to take a better look at your game next time I try to make a minetest mod soup. I like the sound of this remix thing you've implemented. Would you mind if I mention your game in this question/suggestion thread I made about having mod lists that behave like mod packs? I didn't know about your game when I made that thread and it sounds like your remixes are what I wanted (a list of mods to enable in a single click without having to create several duplicates for different games/situations).
Codiac wrote:
Sat Aug 09, 2025 05:35
ShallowDweller wrote:
Fri Aug 08, 2025 01:39
Is 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)?
You can try https://codeberg.org/cora/default_lite
Interesting. This seems to be exactly what I'm looking for.
Mod description wrote:Passive version of the default mod to be used as a compatibility layer to be able to use mods depending on default with games that do not provide it.
Thanks!

EDIT: this mod isn't as passive as the description suggests. If you want it for the same reasons as I do, it'll need tweaking... digtron still requires mese instead of redstone, for example, and I had to use register alias to convert moreores' tin back into what it was (became an unknown node when I removed "default").
NOT a bad mod, just bigger than what I wanted. (cora did a great job)

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Re: Post your mod requests/ideas here

by Miniontoby » Post

Here's a crazy idea that I would love to see:

Controllable stage lights:
  • Simple RGB pars
  • 'fixed' Spotlights (fixed, but can be positioned by hand on the fixture itself)
  • Moving Head (can move, of course)
  • Moving Wash (als can move, of course)
  • Controllable:
    • over digilines
    • OR over an DMX-like protocol/wire
LED panels are not needed, as the existing digiscreen mod already fits the requirements for that.
But maybe some kind of integration so you can also control it over that same protocol, like DMX or Artnet.


As this is a huge project/mod idea, I don't really think anyone will make it, but if you do, please DM me.
Working on mtctl ---- Check my mod "Doorbell" -- Stay safe

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Re: Post your mod requests/ideas here

by Blockhead » Post

Miniontoby wrote:
Thu Sep 11, 2025 18:40
Here's a crazy idea that I would love to see:

Controllable stage lights:
  • Simple RGB pars
...
I have to say, without coloured lighting capability in the engine, the project doesn't seem nearly as impressive...
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Users teleport to each other

by raymondkn » Post

Not sure how some of this works under the hood.
I do not want to give teleport privileges to my users, but If there was a way to request to teleport to a friend and the friend can answer yes or no and the teleport can happen.

My students play and are constantly asking me to teleport someone to someone else, and although we have the tpad mod and a couple other ways of them getting around, a direct way to request and the person they want to go to can decline or accept would really be nice.

Also one more:
I run my server on a VM and just found out the latest version won't even load the menu to select mods or make configure changes in the gui because of opengl issues, is there any way an app for loading and enabling mods or even just the menu can work without the need for the GPU graphics since the game isn't loaded at that point? I know this might be a huge deal for coding, just wondering.

Thanks everyone

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Re: Users teleport to each other

by Nathan.S » Post

raymondkn wrote:
Fri Sep 12, 2025 20:59
Not sure how some of this works under the hood.
I do not want to give teleport privileges to my users, but If there was a way to request to teleport to a friend and the friend can answer yes or no and the teleport can happen.

My students play and are constantly asking me to teleport someone to someone else, and although we have the tpad mod and a couple other ways of them getting around, a direct way to request and the person they want to go to can decline or accept would really be nice.

Also one more:
I run my server on a VM and just found out the latest version won't even load the menu to select mods or make configure changes in the gui because of opengl issues, is there any way an app for loading and enabling mods or even just the menu can work without the need for the GPU graphics since the game isn't loaded at that point? I know this might be a huge deal for coding, just wondering.

Thanks everyone
There are several teleport request mods, I found one on the content database here; https://content.luanti.org/packages/Traxie21/tpr/

As far as selecting mods on your server you can edit the world.mt file and change what mods are loaded or not.
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Re: Post your mod requests/ideas here

by raymondkn » Post

wow, I didn't know that tp mod was available and it does exactly what i was thinking and more. Thanks

I did see the fact that I could edit the world.mt file, maybe I just need to look at that closer, I was used to the gui and tried a few things to get it to run, the vm is more than capable of running the server but just won't load the gui because of open gl 2 or something.

Thanks for the feed back, I should have searched more :)

SolrakBestialis
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Re: Post your mod requests/ideas here

by SolrakBestialis » Post

A simple underground layers, like deepslate, having the ability to add more than one layer, like 3 or 4, would be really cool, but it would be necessary to make it accessible to everyone without an overly restrictive license, like the one from MIT.

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Re: Post your mod requests/ideas here

by Blockhead » Post

Mod that rescales Advtrains wagons to a new visual_size so they look correct in games with different scales than 1 metre = 1 node.
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Don
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Re: Post your mod requests/ideas here

by Don » Post

SolrakBestialis wrote:
Mon Nov 17, 2025 00:58
A simple underground layers, like deepslate, having the ability to add more than one layer, like 3 or 4, would be really cool, but it would be necessary to make it accessible to everyone without an overly restrictive license, like the one from MIT.
What is so restrictive with MIT?
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Re: Post your mod requests/ideas here

by Mystahaya » Post

will there ever be a twilight forest? Also, how about a mod where u can equip 2 weapons at once, or a torch in your offhand where the shield slot is

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