Hello there. I recently downloaded your mod and while I haven’t seen all the biomes yet, I’ve really enjoyed it. That said, I’ve noticed some things while playing and looking in the debug.txt file, and I wanted to bring them to your attention, if you were unaware of them.
The badland:bowl recipe (needing 1 item in the wood:group) is the same input as the default minetest recipe for sticks, making sticks unavailable for crafting. As another badlands recipe uses sticks, I assume you don’t want to make them uncraftable. For me, I changed the recipe to require badland_wood instead, and I have seen 2 other mods (farming redo and cropocalypse) create bowls with wood in a three v shape, though you may have other ideas.
Japanese leaves have the wrong colors in their tooltip names. The pink leaves (japanese_leaves_1) are more reddish, the green leaves (japanese_leaves_2) are pink, and the blue leaves (japanese_leaves_3) are yellow.
The three badlands leaves all have the same description of “Badlands Leaves”.
Badlands trees (badland_tree) and bandlands wood (badland_wood) both have their description set as “Badlands Tree”.
There is no recipe for the Pumpkin Lantern, so it can’t be crafted.
There are numerous debug warnings about undeclared global variables being accessed. Below is an example, I can send the whole list if needed.
WARNING: Undeclared global variable "after_place_leaves" accessed at ...inetest-5.6.1-win64\bin\..\mods\biomes\prairie/nodes.lua:30
There’s a debug warning about transparency with the scarecrow’s texture.
WARNING: Texture "badland_scarecrow.png" of badland:scarecrow has transparency, assuming use_texture_alpha = "clip".
WARNING: This warning can be a false-positive if unused pixels in the texture are transparent. However if it is meant to be transparent, you *MUST* update the nodedef and set use_texture_alpha = "clip"! This compatibility code will be removed in a few releases.
(1/2) Hello again. Wasn’t sure where else to put this so I decided to come back here. I found some more potential errors and things to look at, for when you’re able to of course.
All the sapling items in the mods (badland:badland_sapling , japaneseforest:japanese_sapling , bambooforest:bamboo_sapling, frost_land:frost_land_sapling, nightshade:nightshade_sapling) don’t grow. I managed to fix the code to make them grow moving the function called by on_timer to inside the node registration, so instead of on_timer = grow_sapling, it would be on_timer = function(pos){*function goes here*}. The way the modpath was written also had to changed to account for the function’s new location. I can share any code if needed
Related to this, the code for growing the Japanese Saplings seems to be copied from default’s pine tree saplings, as the code takes into account whether there is snow nearby and what mapgen version is used, conditions that other trees don’t use. As it is now, only the yellow leaved tree will grow from a sapling in a non-snowy, non-v6 environment.
Also related, the Japanese trees won’t grow where the sapling was planted, and the Japanese sapling won’t delete itself. I figured out working x and z co-ordinates and made the sapling disappear. Y positions may need some adjustments, but I at least made sure the tree connects to the ground.
Some of the other saplings didn’t grow in the right location either. Frost Land and NightShade for sure.
For some reason you can eat the Japanese sapling, and it is part of the bread group. Is this intentional? No other saplings in the mod are edible.
All nine bamboo schematics are grown at the same time in the same place. I assume you wanted it to be randomized which one would grow?
The bamboo_tree_1 schematic deletes the node underneath. I tried adjusting the y position but couldn’t fix it.
The bamboo sapling code is missing a remove_node for the sapling during the tree growing process.
The sashimi seeds (japaneseforest:sashimi) will only grow when planted in a bamboo forest biome or Japanese forest biome, as those are the only biomes listed in its fertility setting. Not sure if this was intentional or not. Other farming mods, including Minetest’s own farming mod, at least have seeds growable in grassland biomes.
japaneseforest:sashimi is missing its harvest_description in japaneseforest\farm.lua
I haven’t had the chance to test the watermelon seeds, but their fertility is listed exclusively to bamboo forest, so I suspect it might also be ungrowable outside of it.
The crafting.lua file in the prairie folder is a copy of nightshade’s crafting.lua file.
Both terracotta:clay_1 and terracotta:clay_3 have a description of “Clay”. Similarly, terracotta:terracotta_1, terracotta:terracotta_2, and terracotta:terracotta_4 all have a description of “Terracotta”, while terracotta:terracotta_3 and terracotta:terracotta_5 are “Terracotta Brick”.
japaneseforest:truel’s description describes it purpose, but doesn’t mention its name in the description (assuming the name is Truel?).
nightshade_door and nightshade_trapdoor have the NightShade in their description spelled as “nightshade”. The nightshade_sapling has its NightShade spelled as “Nightshade”.
If I find anything else to report, I’ll let you know.
Hello there. I recently downloaded your mod and while I haven’t seen all the biomes yet, I’ve really enjoyed it. That said, I’ve noticed some things while playing and looking in the debug.txt file, and I wanted to bring them to your attention, if you were unaware of them.
WARNING: Undeclared global variable "after_place_leaves" accessed at ...inetest-5.6.1-win64\bin\..\mods\biomes\prairie/nodes.lua:30
WARNING: Texture "badland_scarecrow.png" of badland:scarecrow has transparency, assuming use_texture_alpha = "clip".
WARNING: This warning can be a false-positive if unused pixels in the texture are transparent. However if it is meant to be transparent, you *MUST* update the nodedef and set use_texture_alpha = "clip"! This compatibility code will be removed in a few releases.
Thank you for reading.
I have school and I am punished with pc but when I have it I will focus first on these problems thank you very much
(1/2) Hello again. Wasn’t sure where else to put this so I decided to come back here. I found some more potential errors and things to look at, for when you’re able to of course.
on_timer = grow_sapling
, it would beon_timer = function(pos){*function goes here*}
. The way the modpath was written also had to changed to account for the function’s new location. I can share any code if needed(2/2)
If I find anything else to report, I’ll let you know.
Do you have discord so we can chat :p
Atlante#1952
Sorry for the delayed response, I've been busy over the weekend. I do have discord and I sent you a friend request (Jester).
I just created a pull request on your repo to fix the badlands wooden bowl recipe so you can now craft sticks.