LOTT allows you to cook all tools and armor that take more than one ingot to make, this game is missing all armor as well as the spear, battleaxe, etc.
It's actually not missing the recipes - but they are not in the craft book! Try upgrading your book to the Protection version (surround craft book with iron). But you don't even really need to do that - the recipes for all the basic armors are all "standard" and were not changed.
What we normally do early game is harvest a ton of papyrus, because you're gonna need it for all the books you have to make.
Cooking tools and armor is not something I really think is "realistic". But coal is extremely plentiful once you start mining, or just use wood.
It's actually not missing the recipes - but they are not in the craft book! Try upgrading your book to the Protection version (surround craft book with iron). But you don't even really need to do that - the recipes for all the basic armors are all "standard" and were not changed.
crafting armor/tools from ingots works fine afaik, yeah i know they don't show up in some books.
Cooking tools and armor is not something I really think is "realistic". But coal is extremely plentiful once you start mining, or just use wood.
for some armor types it is extremely realistic, e.g. if you have a high enough temperature to make oak wood start burning (482 °C), you already have a high enough temperature to melt tin (232 °C) and lead (327 °C).
Also when I forked LOTT, it did not have that feature yet - you couldn't smelt armor or tools or weapons. I didn't take the feature out, but have no idea how to add it in without messing with customizations I may have made to other things.
This has been the same problem for a lot of the coding. Every now and then I'll try to update a certain mod and mesh it with the changes, but it's a lot of work. I'm not a professional coder and most of my changes have been cobbling together other mods, with a few ideas of my own.
(you'll want to avoid the pitfall of uploading everything as one zip file, if it's all a bunch of separate files you can easily view them, edit them, look at the changes, etc.)
I checked into both, but I don't support those companies and don't want to sign up. Also I don't think my project is so special that it needs version control and multiple contributors and all.
But I appreciate the offer, and if you want to just change some files and email or even post them here, I'll put them in myself! I have a couple other bugs to fix as well, we find them as we play.
Also interested in your feedback on the mod in general, and all the things/items I've added. Some of them took me forever to do.
Also I don't think my project is so special that it needs version control and multiple contributors and all.
Imo you're missing out, version control is really that useful, I (and the vast majority of programmers) use it on even tiny projects. Here, the main feature that is useful isn't being able to see past versions, but the automatic management of integrating code from other people, so if multiple people work on your project at the same time, it can integrate all the changes, even if we changed the same files. It also has diffs, which can easily show exactly which part of which files were changed and how. It also allows everyone to easily read the code in any web browser without having to download the zip file and extract it.
once you're used to it, it is waay easier than trying to email files back and forth and manually handle things like what happens if you had also changed that file.
Multiple contributors is really pretty simple, it happens whenever your code was not written only by you, so if I sent you code via codeberg, email, posting on a forum, or any other way, and you incorporate it into your code, then it has multiple contributors.
But I appreciate the offer, and if you want to just change some files and email or even post them here, I'll put them in myself! I have a couple other bugs to fix as well, we find them as we play.
ok, I can send you the changed files...
Also interested in your feedback on the mod in general, and all the things/items I've added. Some of them took me forever to do.
I tried this out years ago and was quite happy to see it finally make its way to contentdb!
But I appreciate the offer, and if you want to just change some files and email or even post them here, I'll put them in myself! I have a couple other bugs to fix as well, we find them as we play.
ok, I can send you the changed files...
ok, I added the changes -- now you can cook hoes, helmets, chestplates, leggings, boots, shields, battleaxes, warhammers, spears, elven swords and orc swords. so that's everything I can think of from LOTT as well as hoes. I also adjusted picks and axes to cook into two ingots each.
Sweet, will incorporate these in my next bug fix! I also have to fix Gimli Axe not working on mobs, and straw mats crash the game.
Just so I'm clear, did you take the LOTT ones and post them, or take the TT version and edit them? If the former it might mess up other stuff, because I'm using outdated code everywhere.
Just so I'm clear, did you take the LOTT ones and post them, or take the TT version and edit them?
I manually compared it to the LOTT version and changed it to just add the cooking recipes (except for a file that was rewritten to use a for loop instead of a bunch of individual function calls, it should have identical behavior though).
LOTT allows you to cook all tools and armor that take more than one ingot to make, this game is missing all armor as well as the spear, battleaxe, etc.
It's actually not missing the recipes - but they are not in the craft book! Try upgrading your book to the Protection version (surround craft book with iron). But you don't even really need to do that - the recipes for all the basic armors are all "standard" and were not changed.
What we normally do early game is harvest a ton of papyrus, because you're gonna need it for all the books you have to make.
Cooking tools and armor is not something I really think is "realistic". But coal is extremely plentiful once you start mining, or just use wood.
crafting armor/tools from ingots works fine afaik, yeah i know they don't show up in some books.
for some armor types it is extremely realistic, e.g. if you have a high enough temperature to make oak wood start burning (482 °C), you already have a high enough temperature to melt tin (232 °C) and lead (327 °C).
Also when I forked LOTT, it did not have that feature yet - you couldn't smelt armor or tools or weapons. I didn't take the feature out, but have no idea how to add it in without messing with customizations I may have made to other things.
This has been the same problem for a lot of the coding. Every now and then I'll try to update a certain mod and mesh it with the changes, but it's a lot of work. I'm not a professional coder and most of my changes have been cobbling together other mods, with a few ideas of my own.
well, if you can learn how to use github or gitlab or similar, other people can much more easily help you with writing code. it's not that terribly hard, you can follow https://docs.github.com/en/get-started/start-your-journey/uploading-a-project-to-github
(you'll want to avoid the pitfall of uploading everything as one zip file, if it's all a bunch of separate files you can easily view them, edit them, look at the changes, etc.)
I can add the smelting armor feature if you like.
I checked into both, but I don't support those companies and don't want to sign up. Also I don't think my project is so special that it needs version control and multiple contributors and all.
But I appreciate the offer, and if you want to just change some files and email or even post them here, I'll put them in myself! I have a couple other bugs to fix as well, we find them as we play.
Also interested in your feedback on the mod in general, and all the things/items I've added. Some of them took me forever to do.
there are other options if you want: https://git.minetest.land (used by VoxeLibre), https://codeberg.org (used by Glitch, Mineclonia, Exile), and more. AFAIK, none of those options are run by some giant company that likes to slurp up your data.
Imo you're missing out, version control is really that useful, I (and the vast majority of programmers) use it on even tiny projects. Here, the main feature that is useful isn't being able to see past versions, but the automatic management of integrating code from other people, so if multiple people work on your project at the same time, it can integrate all the changes, even if we changed the same files. It also has diffs, which can easily show exactly which part of which files were changed and how. It also allows everyone to easily read the code in any web browser without having to download the zip file and extract it.
once you're used to it, it is waay easier than trying to email files back and forth and manually handle things like what happens if you had also changed that file.
Multiple contributors is really pretty simple, it happens whenever your code was not written only by you, so if I sent you code via codeberg, email, posting on a forum, or any other way, and you incorporate it into your code, then it has multiple contributors.
ok, I can send you the changed files...
I tried this out years ago and was quite happy to see it finally make its way to contentdb!
ok, I added the changes -- now you can cook hoes, helmets, chestplates, leggings, boots, shields, battleaxes, warhammers, spears, elven swords and orc swords. so that's everything I can think of from LOTT as well as hoes. I also adjusted picks and axes to cook into two ingots each.
You can see the list of changes here: https://github.com/programmerjake/Lord-of-the-Test/commit/7619b8082a248599740988771634b018e8ab4b35
The new files:
mods/default/crafting.lua
mods/farming/init.lua
mods/lottarmor/init.lua
mods/lottarmor/shield.lua
mods/lottores/crafting.lua
mods/lottweapons/crafting.lua
Sweet, will incorporate these in my next bug fix! I also have to fix Gimli Axe not working on mobs, and straw mats crash the game.
Just so I'm clear, did you take the LOTT ones and post them, or take the TT version and edit them? If the former it might mess up other stuff, because I'm using outdated code everywhere.
I manually compared it to the LOTT version and changed it to just add the cooking recipes (except for a file that was rewritten to use a for loop instead of a bunch of individual function calls, it should have identical behavior though).
Nice, I checked and saw my silly notes there too.
If you find other bugs let me know, I've been fixing them for years but sometimes they are over my head.