I think I muddled my way through the code of mineclonia to figure out the strings of the items that should be used in place of mtg's items. Whenever ContentDB next pulls from the git repo you should have mineclonia support.
I found a couple of problems when using this with Mineclone2. You need to change mcl_dyes to mcl_dye or it won't work at all.
Once you do that you can craft and place the blocks, but its possible to remove the control panel and orphan all the lifters and storage cells attached. I was unable to remove any storage cells or lifters at any point, I had to switch to creative in order to remove them.
Hmm. I guess I didn't test removing the nodes, it looks like the groups from MTG must not be the same in the mineclone* games, I'll have to try and figure out what groups I need to add. Thankfully that shouldn't require any compatibility code as each game will just ignore the groups that aren't used.
The change you mentioned about mcl_dye is that in the craft recipe? I really don't want to have to add another file to have support for both versions of Mineclone. I don't know why one group would have decided to change the name of a mod, but that could make things really annoying for me.
I've pushed changes so as soon as contentDB pulls those changes you should be able to update and hopefully things will work for me.
I had to change mcl_dye in both the init.lua and craft_recipies_mcl.lua to get the recipes to show up in the crafting guide. I don't play mineclonia, its not nearly as stable as Mineclone2. I think Mineclone2 made some changes to dyes awhile back to make them easier to work with that Mineclonia hasn't yet adopted.
Could you make this mod compatible with mineclon2, mineclonia, etc? That would be awesome.
I think I muddled my way through the code of mineclonia to figure out the strings of the items that should be used in place of mtg's items. Whenever ContentDB next pulls from the git repo you should have mineclonia support.
I found a couple of problems when using this with Mineclone2. You need to change mcl_dyes to mcl_dye or it won't work at all. Once you do that you can craft and place the blocks, but its possible to remove the control panel and orphan all the lifters and storage cells attached. I was unable to remove any storage cells or lifters at any point, I had to switch to creative in order to remove them.
Hmm. I guess I didn't test removing the nodes, it looks like the groups from MTG must not be the same in the mineclone* games, I'll have to try and figure out what groups I need to add. Thankfully that shouldn't require any compatibility code as each game will just ignore the groups that aren't used. The change you mentioned about mcl_dye is that in the craft recipe? I really don't want to have to add another file to have support for both versions of Mineclone. I don't know why one group would have decided to change the name of a mod, but that could make things really annoying for me. I've pushed changes so as soon as contentDB pulls those changes you should be able to update and hopefully things will work for me.
I had to change mcl_dye in both the init.lua and craft_recipies_mcl.lua to get the recipes to show up in the crafting guide. I don't play mineclonia, its not nearly as stable as Mineclone2. I think Mineclone2 made some changes to dyes awhile back to make them easier to work with that Mineclonia hasn't yet adopted.