Hello, thank you for the feedback and I appreciate it. I encourage you to either make a fork or a mod that depends on this one, since I will not be updating it for now due to a conflict with the ContentDB moderators.
I have repeatedly used this mod to make schematics for my mods, and it has been very useful and has saved a lot of time.
Its function is very similar to the Structure Block from Minecraft.
An idea for how it could be improved would be to add a block similar to the Jigsaw Block from Minecraft, which would be useful for making large modular structures.
The whole point of this mod is that it is meant to be an alternative to the pride_flags mod without any politically controversial flags in it by default. It is not meant to be used alongside it as that kind of defeats the purpose.
Making them craftable would make it so that they aren't any different from the wooden chest other than their appearance. I want the stone chests to be a trophy that you can get from dungeons to incentivize visiting them. Also I am planning to add chests for other types of stone, so there is an incentive to visit a dungeon from each biome to collect them all.
The most logical recipe (8 stone in a ring shape) conflicts with the furnace recipe.
Hello, I have noticed that this mod uses code copied and pasted from my mod titled Geodes.
Since the mod is LGPL-3.0, you must provide proper attribution (linking to the Geodes ContentDB page in your description and saying you used code from it is sufficient), and you must license your mod under a compatible license (CC0 is not compatible). Compatible licenses are LGPL-3.0 and GPL-3.0.
I really like that this mod provides a lot of new biomes, trees, and decorations. In addition, the cave decorations are very nice and remind me of the ones in Minecraft. There is also a nice selection of blocks and items to choose from, which is nice for decorating. The only flaw is that as of now it is all or nothing, meaning that you either have all of the content in the mod in your world or none of it. Having more granular control over which content I want to enable such as a modpack or settings would be nice, and would make it more compatable with other mods.
Hello, I have updated this mod to allow for more customization of the geodes, you can now specify the minimum and maximum size of the geode as well as the node that will fill the inner cavity. All of the new parameters are optional so backwards compatibility is preserved.
The node geodes:geode_core is a technical node for the amethyst geode generation, if you want to make your own geodes then you need to make a custom geode core node for each of them. The frequency issue is caused by the fact that I made the generation with the assumption that there would only be one geode type. I will fix this issue in the future by making each individual geode type rarer the more geodes are registered, but in the meantime you can manually increase the clust_scarcity value for each of the register_ore functions.
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.)
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.
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 haven't used Github mainly since I am not very familiar with it and I don't want to make a Microsoft account, and Gitlab has a confusing interface. I haven't ruled out eventually making an account, but for now if you want to give feedback for my mods you can do so through these threads. As for moresnow, I wasn't aware of it until now but it looks really cool so it's a shame that it's broken.
Hello, thank you for the feedback and I appreciate it. I encourage you to either make a fork or a mod that depends on this one, since I will not be updating it for now due to a conflict with the ContentDB moderators.
I have repeatedly used this mod to make schematics for my mods, and it has been very useful and has saved a lot of time.
Its function is very similar to the Structure Block from Minecraft.
An idea for how it could be improved would be to add a block similar to the Jigsaw Block from Minecraft, which would be useful for making large modular structures.
The latest version of the mod now uses LBMs.
I think this pull request for MTG broke it: https://github.com/minetest/minetest_game/pull/3046
Sadly there is nothing I can do about it since the issue is in upstream code.
The whole point of this mod is that it is meant to be an alternative to the pride_flags mod without any politically controversial flags in it by default. It is not meant to be used alongside it as that kind of defeats the purpose.
Thank you for the feedback. I am currently working on a new version which will use LBMs and split the amethyst stuff from the API.
They are uncraftable for two reasons:
Making them craftable would make it so that they aren't any different from the wooden chest other than their appearance. I want the stone chests to be a trophy that you can get from dungeons to incentivize visiting them. Also I am planning to add chests for other types of stone, so there is an incentive to visit a dungeon from each biome to collect them all.
The most logical recipe (8 stone in a ring shape) conflicts with the furnace recipe.
Hello, I have noticed that this mod uses code copied and pasted from my mod titled Geodes.
Since the mod is LGPL-3.0, you must provide proper attribution (linking to the Geodes ContentDB page in your description and saying you used code from it is sufficient), and you must license your mod under a compatible license (CC0 is not compatible). Compatible licenses are LGPL-3.0 and GPL-3.0.
I was thinking that there could be an option to select which biomes to enable or disable, sort of like what Ethereal has.
I really like that this mod provides a lot of new biomes, trees, and decorations. In addition, the cave decorations are very nice and remind me of the ones in Minecraft. There is also a nice selection of blocks and items to choose from, which is nice for decorating. The only flaw is that as of now it is all or nothing, meaning that you either have all of the content in the mod in your world or none of it. Having more granular control over which content I want to enable such as a modpack or settings would be nice, and would make it more compatable with other mods.
Hello, I have updated this mod to allow for more customization of the geodes, you can now specify the minimum and maximum size of the geode as well as the node that will fill the inner cavity. All of the new parameters are optional so backwards compatibility is preserved.
Okay, I released a new version with the following changes.
New API syntax with the geode core parameter removed:
example usage:
geodes.register_geode("geodes:basalt", "geodes:calcite", "geodes:amethyst_block", "geodes:amethyst_crystal")
Now you no longer have to register your own geode cores.
This has the side effect of solving the frequency issue, as they now are all generated from the same geode core which the mod provides.
The node
geodes:geode_core
is a technical node for the amethyst geode generation, if you want to make your own geodes then you need to make a custom geode core node for each of them. The frequency issue is caused by the fact that I made the generation with the assumption that there would only be one geode type. I will fix this issue in the future by making each individual geode type rarer the more geodes are registered, but in the meantime you can manually increase theclust_scarcity
value for each of theregister_ore
functions.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.)
Could you describe how the table works in more detail? I might be able to code it.
Okay, here is some more feedback upon testing the latest version.
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:
I haven't used Github mainly since I am not very familiar with it and I don't want to make a Microsoft account, and Gitlab has a confusing interface. I haven't ruled out eventually making an account, but for now if you want to give feedback for my mods you can do so through these threads. As for moresnow, I wasn't aware of it until now but it looks really cool so it's a shame that it's broken.
I updated it to depend on wool and removed the if statement.
I am currently developing an updated version, which I will try to make it compatible with tnt_revamped.
Version 1.2
Fixed bug with not all flags showing.
Made it so that you can now disable the default flags and change the crafting material.
Version 1.0
Initial release
Version 1.1
Fixed a few issues with the models for the flagpole and the flag.
Added new color flags for all of the dye colors (in future releases you will be able to craft them and disable them if desired).
The flags no longer have a pole included, and instead should be placed on a pole that is at least two segments tall.
The recipe for the flag is now only wool and doesn't use any flagpoles.
Rebalanced the recipe for the flag poles to account for the change (recipe now makes 3 poles instead of 6).
This also makes more sense since how is it possible for 3 chunks of iron to make 6 giant flagpoles.
Pink flag changed to match the dye color.