Hello, I've wanted to talk about some potential improvements to the mod:
When I was testing this out on my snoop phone, which runs minetest blazingly slow, I realised that I could still see the original ore block for a second before it becomes 3d. It turns out that this mod actually tries to detect them and then turn them into its 3d blocks when they're nearby. I don't think this is a good approach, since it probably requires something running in the background, is affected by lag, makes code longer, defines extra blocks and turns the ores into unknown nodes upon mod removal. I recommend you take the approach of the 3d apples mod instead, which overrides the block. Its init.lua script is here.
If the reason you did this is because of the ores would be visible through xray, then consider adding a setting to toggle this 2d to 3d ore 'deamon' and also improving it by making it use raycasting or something similiar to detect which ores are actually around the player if you haven't already and if it's possible, because else they may still use xray glitches (placing a block so you appear in its corner) to find closer ores inside blocks, and ones farther away (e.g. in a mountain) might look silly.
2 I don't think the 'pure' and 'ocd' blocks should be included, as that's not the goal of the mod, and only loads extra nodes and textures that are never gonna be used. Consider removing them.
3 As I said earlier under a review, you should create a git repository, so users can report issues and look at the code easily. Avoid malware such as Github, Gitlab, Bitbucket and other propietary/nonfree platforms (e.g. Github more like Gitspy serves you advertising and 'social media' cookies, and every piece of code is being ingested by snooposoft's "copilot AI" bullcrap generator at this moment with little care about its license) and opt for free as in freedom platforms such as Codeberg or Nongnu Savannah instead.
the original plan was to simply override the nodes, like the 3d apples mod, but i realized that the game loading so many meshes can create some serious lag, so i went with the smarter approach, if you can think of another way, i would be happy to consider it :)
They can cause lag? I didn't think that would be possible if they're supposed to not be rendered and behind stone...
If you didn't do the 3d apples method just because of a thought, then you should check if you were right by trying it out anyway.
If it is then laggy, then you could also try lowering the amount of voxels the meshes have to the lowest amount possible if you accidently made it unnecessarily huge.
i am terrable at explaining things, i meant that the nodes just being overriden mesh ores, for all of the ores. (kinda like 3d apples) may be a more simple approach, but it can cause a lot of lag. the rendering part does not create any lag, that is why i went with it. what do you think?
No problem, so overriding the nodes itself lags, I didn't know about that earlier at all. Now, I just tested placing a huge amount of apples using worldedit in mobile minetest, and when activating 3d apples, it lagged only when looking at them or a block covering them. Once again, if it's just a thought or similar about the lag, then you could test out the 3d apples method.
If you are absolutely sure however that it will lag, then my last idea is that you could provide a setting to change the range so e.g. people exploring big caves with enough resources can benefit. You could also consider my remaining suggestions (2,3).
i love the idea for a setting! i wil get on that very soon! also i am deleting the pure ocd nodes, as they are just a joke for the screenshot. thank you :)
Hello, I've wanted to talk about some potential improvements to the mod:
When I was testing this out on my snoop phone, which runs minetest blazingly slow, I realised that I could still see the original ore block for a second before it becomes 3d. It turns out that this mod actually tries to detect them and then turn them into its 3d blocks when they're nearby. I don't think this is a good approach, since it probably requires something running in the background, is affected by lag, makes code longer, defines extra blocks and turns the ores into unknown nodes upon mod removal. I recommend you take the approach of the 3d apples mod instead, which overrides the block. Its init.lua script is here.
If the reason you did this is because of the ores would be visible through xray, then consider adding a setting to toggle this 2d to 3d ore 'deamon' and also improving it by making it use raycasting or something similiar to detect which ores are actually around the player if you haven't already and if it's possible, because else they may still use xray glitches (placing a block so you appear in its corner) to find closer ores inside blocks, and ones farther away (e.g. in a mountain) might look silly.
2 I don't think the 'pure' and 'ocd' blocks should be included, as that's not the goal of the mod, and only loads extra nodes and textures that are never gonna be used. Consider removing them.
3 As I said earlier under a review, you should create a git repository, so users can report issues and look at the code easily. Avoid malware such as Github, Gitlab, Bitbucket and other propietary/nonfree platforms (e.g. Github more like Gitspy serves you advertising and 'social media' cookies, and every piece of code is being ingested by snooposoft's "copilot AI" bullcrap generator at this moment with little care about its license) and opt for free as in freedom platforms such as Codeberg or Nongnu Savannah instead.
Thank you!
the original plan was to simply override the nodes, like the 3d apples mod, but i realized that the game loading so many meshes can create some serious lag, so i went with the smarter approach, if you can think of another way, i would be happy to consider it :)
They can cause lag? I didn't think that would be possible if they're supposed to not be rendered and behind stone...
If you didn't do the 3d apples method just because of a thought, then you should check if you were right by trying it out anyway.
If it is then laggy, then you could also try lowering the amount of voxels the meshes have to the lowest amount possible if you accidently made it unnecessarily huge.
i am terrable at explaining things, i meant that the nodes just being overriden mesh ores, for all of the ores. (kinda like 3d apples) may be a more simple approach, but it can cause a lot of lag. the rendering part does not create any lag, that is why i went with it. what do you think?
No problem, so overriding the nodes itself lags, I didn't know about that earlier at all. Now, I just tested placing a huge amount of apples using worldedit in mobile minetest, and when activating 3d apples, it lagged only when looking at them or a block covering them. Once again, if it's just a thought or similar about the lag, then you could test out the 3d apples method.
If you are absolutely sure however that it will lag, then my last idea is that you could provide a setting to change the range so e.g. people exploring big caves with enough resources can benefit. You could also consider my remaining suggestions (2,3).
i love the idea for a setting! i wil get on that very soon! also i am deleting the pure ocd nodes, as they are just a joke for the screenshot. thank you :)
Thank you!