I think Too Many Ores works as a sort of base for editing ores, useful to someone that needs to make new tools and items because they already have the materials to make them. I do disagree with finding ores basically everywhere.
I have now tried to do so.
Could you please give me feedback once more? (the metals are not changed yet) So deactivate all but colorstone and semiperious stones
Okay, here is some more feedback upon testing the latest version.
I noticed some small issues with the naming of items having weird capitalization, for example "antimony Ore" should be "Antimony Ore." Also "Combined Cristals" should be "Combined Crystals."
The ores are still way too common. When I load a world and go to a random cliff face, it is littered with ores, including ones that are very rare in real life such as silver and bismuth. I recommend that you make the ores much rarer and make them generate deeper underground. Making them rarer makes finding them more rewarding to the player. Make them all about 5x rarer and make them generate deeper underground (there should be no rare ores visible from the surface.)
All of my feedback from the original post still stands, if the ores are useless then there is no reason for the player to seek them out in the first place. Tools and armor don't really give an ore a purpose, since once the player gets the most overpowered tools and armor they won't need to make any from other materials.
i think decorative blocks if your leaning out of the whole 'API thing'. Or different tools for different ores, something to make each ore special in its' own way and is still useful. Maybe crafting certain ores gives you other ores/ forging ingots together to make a better version (that would be really cool!). As always, feedback is only for improvement, I don't intend to complain and list all the bad things of a package. I see many oppurtunities with this mod!
Here are some questions:
1. Should I combine too many ores into one big mod or should I shum up similar ores into only four or five modsin the modpack
2. What should the different metal ores do?
3. Should I add this into the mod: if you combine every metal you will get an ultra stonge metal ingot. with this ultra strong metal ingot you can craft a new very strong armor and tools.
I think that the latter makes the most sense, since it strikes a good balance between allowing the user to select what content they want while not spamming modnames. Only give a material its own namespace if it does something super special and unique that you think people would want to use seperate from the other components. For example, if you had material A with a bunch of super unique and creative uses, and material B with just a block, lump and ore and no other use, material A should be its own mod while material B shouldn't.
One way to start is to look up the Wikipedia pages to see what each metal does it real life. This will give you an idea of where to start. For example, mercury is a liquid that is very poisonous, and lithium and sodium are highly reactive, and tungsten is very heavy and brittle. Unfortunately most metals are relatively boring, and only have a use in some obscure chemical reaction. Some materials that have almost no real world use like bismuth could just be decorative, or you could make up your own use for it such as a magical item.
That would probably fall under the category of "stuff mods." I think the idea of an ultra strong metal ingot is cool, but it should have more use than just tools and armor.
maybe multiple materials that are strong (like silver & tin = {insert name here} and bronze & coppper = {insert name here}, and each have their positives and negatives (armour w/ high fire protection but less durability, or armour w/ high heal but low fire protection, e.t.c). Some research on real metals will do well, especially to determine its texture and use (decorative/player stats). I am willing to help with some small things (block registry, armour), up to you.
For the first question, that is up to you. If you like the API/base idea thing, I would recommend grouping them into some categories. For question 2. do some research on real metal uses, maybe something to do with mesecons (perhaps a fork that has multiple wires out of different metals that do the same thing).
Im planing to include a special craftingtable in this mod. In this crafting you should be able to put more than one item in a slot, so that I can register crafts with for example 3 nickel, 6 germanium and 10 gallium. But Im not able to code such a table. Can someone help me with this?
You need 2 mese crytals, 44 leaves 5 gold and 2 diamonds to make the 'heal orb'.
For wires you can copy from mesecons (mesecon_wire), you can use the same model as well all you need to do is do the textures (which you seem pretty good at). For the crafting table, please please make one that has more than 9 slots (I want to use it for my own game!). Maybe you could call it a forge? or something similar that sounds cool and unique (of course the crafting table should be made with some of the new ores in the mod, to encourage players to use them).
Also would recommend a dependancy of 'too_many_stones', seems to have similar name and usage. just a suggestion, even I'm in the middle of whether or not you should (maybe in a later update). Up to you!
Blocky_Player: I tried registering a craft with multible items in one slot and it didnt work, here is the code for example: minetest.register_craft({
output = 'default:dirt',
recipe = {
{'', '', ''},
{'', 'default:cobble 4', ''},
{'', '', ''},
}
})
AwesomeDragon97: It should be a node with an interface like a crafting table, but with 16 slots and you should be able to register a craft with more than one item in a slot. Look at the example code above.
In your example, what would be the benefit of having all of the cobblestone blocks in the same slot rather than making the recipe a 2x2 square? (which would be possible with the default crafting.)
This mod takes the namespaces for many super generic metals and elements, and doesn't add anything notable.
Minetest game already has a ton of useless ores, we don't need any more.
It is like a worse version of the "stuff" mods (which at least try to be original).
This mod is still salvagable though, here is what I recommend:
well this is what too many ores is for
also if you want only ores with use than just activate only orespremium or delete everything exept the folder 'ores++'
I think Too Many Ores works as a sort of base for editing ores, useful to someone that needs to make new tools and items because they already have the materials to make them. I do disagree with finding ores basically everywhere.
I have now tried to do so. Could you please give me feedback once more? (the metals are not changed yet) So deactivate all but colorstone and semiperious stones
Okay, here is some more feedback upon testing the latest version.
i think decorative blocks if your leaning out of the whole 'API thing'. Or different tools for different ores, something to make each ore special in its' own way and is still useful. Maybe crafting certain ores gives you other ores/ forging ingots together to make a better version (that would be really cool!). As always, feedback is only for improvement, I don't intend to complain and list all the bad things of a package. I see many oppurtunities with this mod!
Here are some questions: 1. Should I combine too many ores into one big mod or should I shum up similar ores into only four or five modsin the modpack 2. What should the different metal ores do? 3. Should I add this into the mod: if you combine every metal you will get an ultra stonge metal ingot. with this ultra strong metal ingot you can craft a new very strong armor and tools.
maybe multiple materials that are strong (like silver & tin = {insert name here} and bronze & coppper = {insert name here}, and each have their positives and negatives (armour w/ high fire protection but less durability, or armour w/ high heal but low fire protection, e.t.c). Some research on real metals will do well, especially to determine its texture and use (decorative/player stats). I am willing to help with some small things (block registry, armour), up to you.
For the first question, that is up to you. If you like the API/base idea thing, I would recommend grouping them into some categories. For question 2. do some research on real metal uses, maybe something to do with mesecons (perhaps a fork that has multiple wires out of different metals that do the same thing).
Im planing to include a special craftingtable in this mod. In this crafting you should be able to put more than one item in a slot, so that I can register crafts with for example 3 nickel, 6 germanium and 10 gallium. But Im not able to code such a table. Can someone help me with this?
I wont be able to code wires either
Could you describe how the table works in more detail? I might be able to code it.
TeufloV: I think you can already make a recipe with multiple items in one slot:
You need 2 mese crytals, 44 leaves 5 gold and 2 diamonds to make the 'heal orb'.
For wires you can copy from mesecons (mesecon_wire), you can use the same model as well all you need to do is do the textures (which you seem pretty good at). For the crafting table, please please make one that has more than 9 slots (I want to use it for my own game!). Maybe you could call it a forge? or something similar that sounds cool and unique (of course the crafting table should be made with some of the new ores in the mod, to encourage players to use them).
Also would recommend a dependancy of 'too_many_stones', seems to have similar name and usage. just a suggestion, even I'm in the middle of whether or not you should (maybe in a later update). Up to you!
Blocky_Player: I tried registering a craft with multible items in one slot and it didnt work, here is the code for example: minetest.register_craft({ output = 'default:dirt', recipe = { {'', '', ''}, {'', 'default:cobble 4', ''}, {'', '', ''}, } }) AwesomeDragon97: It should be a node with an interface like a crafting table, but with 16 slots and you should be able to register a craft with more than one item in a slot. Look at the example code above.
my discord is by the way: 1x1TpUser#6216 (for easier communication)
It's not possible to have several items in one crafting input slot. You'd need to implement your own kind of crafting interface to produce them.
I know. Therefore I am asking who knows how?
In your example, what would be the benefit of having all of the cobblestone blocks in the same slot rather than making the recipe a 2x2 square? (which would be possible with the default crafting.)
This was just an example. Normaly it would be way more than 20 or so.