For all you guys that are wondering how to get element exchange to actually register other mods, I think I found out how.
In the mod.conf file, you should see
depends=default
optional_depends=moreswords
As you should know, depends means the mod simply won't run without it. Optional_depends means the mod looks for these mods specifically, in addition to its depends. Simply add on the mods you want it to see, and then you could edit the energy file for the items you want values for, and viola! It will now give those items the values.
I love the green wisps, but I have also noticed the lag capabilities of the wisps. Perhaps consider making it so that whenever the world quits, despawn all wisps not in jars, like:
local function freewispwipe()
mod_storage:set_string("wisps", "")
mod_storage:set_string("jars", minetest.serialize(data.jars))
end
So, running, in this example, freewispwipe instead of save in:
minetest.register_on_shutdown(freewispwipe)
Also, it gets annoying trying to chase down the wisps when they get too high or too low. Would it be possible to make the wisps first try to flee if a player is too close (which it already does), then, if no player is nearby, start trying to approach nodes from group:tree? It would make sense for them to approach the source of their creation when they are left alone.
I don't know how to code that, sorry. I tried, but each time I tried it seems to have trouble as soon as the wisp stopped being too close to you, the game crashed.
As I said, I do love this mod. I love how super glow glass can be super efficient torches, (changing 3 glass and 6 torches into 24 super glass microblocks). However, I am wondering why the super glow slabs (if you craft them from microblocks) no longer shine. Anyways, thank you for the mod.
Correction: Your version works fine. Which leaves the error on mine. It does the kill on load for mine, when damage is enabled and not yours. And it was as long as I remember. So, I will need to find out which mod I added or changed that made such happen.
I am curious, is dying every time you load the game an integral part of it? I have damage enabled, and it seems that every time I load the game, I die, and leave no bones (which probably is also why I have no inventory per death.) Also, it doesn't like you loading the game on a short node, in that the object you spawn on, disappears.
Actually, thinking on it, it seems to be based on whether damage mode is on. But, is it really necessary to tax the player for every time they enter the game, with damage mode?
Perhaps this is only in single player mode. I don't know. I only know that I work around those, but it still leaves me curious.
As a first foray into sorting/automation, this hopper mod is excellent. I definitely wanted hoppers from Minecraft in Minetest. However, I also remember the "wooden hopper" mod, and was sad that this didn't have a comparable one. I looked into the coding of it, and I am unsure whether or not I could make one, so I am wondering. Would it be okay to ask if you could also make wooden hoppers? Even if it were logs (instead of planks) instead of iron ingots, and even if it wasn't anywhere near as good (even one storage slot would be okay, or perhaps exclude the option to make it eject items, or slower, or some combination of all three), I would really appreciate the wooden varieties in Skyblock/ Skyfactory playthroughs, where iron is scarce until mid/end game.
Or perhaps you could teach me how to make wooden hoppers? I'm not very good at images, but I do have some that are passable, maybe for wooden hoppers. All I need is to know how.
The previous person complained that this is all retro, and not a good retro. Perhaps. However, from the viewpoint of wanting to use as a base for both chest nodes and inventory item nodes, it being small is an advantage. As for the images, sure they kind of clash with minetest asthetic, but really, again, excellent starting point. If you don't like the pictures, give it different ones.
Things to note: The folder is best with tools, since you can only take one item away at a time.
Also, you tried changing the inventory size, without changing the GUI size the same way. Therefore, the inventory probably has been changed, but the user can't tell, not without testing. So, if you want to change the size of the inventory, this is everything you need to change (#, being the numbers specifically, I recommend you changing, when you want to change).
"size [#,#] --I recommend this to be [The larger of inventorysize first # or 8, inventorysize second # +5]
"list[nodemeta:" .. spos .. ";main;0,0.3;#,#;] --I recommend this to be [inventorysize first #, inventorysize second #]
"list[current_player;main;0,#;8,1;]" .. --I recommend this to be [inventorysize second # +.85.] This one specifically, is the hotbar.
"list[current_player;main;0,#;8,3;8]" .. --I recommend this to be [inventorysize second # +2.08] - This is the top of non-hotbar inventory
default.get_hotbar_bg(0,#)) --I recommend this to be [inventorysize second # +.85.] --Hotbar also.
inv:set_size("main", #*#) --And of course, the dimensions of the slots you actually want it to have.
Also note, that it generates the inventory slots of the object on place, which means, if you want to check to see that the GUI matches what it should have as inventory slots, you will need to place it down after each check, as the ones already placed down will not be refreshed until they are picked up and placed.
For all you guys that are wondering how to get element exchange to actually register other mods, I think I found out how. In the mod.conf file, you should see
As you should know, depends means the mod simply won't run without it. Optional_depends means the mod looks for these mods specifically, in addition to its depends. Simply add on the mods you want it to see, and then you could edit the energy file for the items you want values for, and viola! It will now give those items the values.
So, something like:
I love the green wisps, but I have also noticed the lag capabilities of the wisps. Perhaps consider making it so that whenever the world quits, despawn all wisps not in jars, like:
So, running, in this example, freewispwipe instead of save in: minetest.register_on_shutdown(freewispwipe)
Also, it gets annoying trying to chase down the wisps when they get too high or too low. Would it be possible to make the wisps first try to flee if a player is too close (which it already does), then, if no player is nearby, start trying to approach nodes from group:tree? It would make sense for them to approach the source of their creation when they are left alone.
I don't know how to code that, sorry. I tried, but each time I tried it seems to have trouble as soon as the wisp stopped being too close to you, the game crashed.
As I said, I do love this mod. I love how super glow glass can be super efficient torches, (changing 3 glass and 6 torches into 24 super glass microblocks). However, I am wondering why the super glow slabs (if you craft them from microblocks) no longer shine. Anyways, thank you for the mod.
Correction: Your version works fine. Which leaves the error on mine. It does the kill on load for mine, when damage is enabled and not yours. And it was as long as I remember. So, I will need to find out which mod I added or changed that made such happen.
Sorry. Fey-Yell
I am curious, is dying every time you load the game an integral part of it? I have damage enabled, and it seems that every time I load the game, I die, and leave no bones (which probably is also why I have no inventory per death.) Also, it doesn't like you loading the game on a short node, in that the object you spawn on, disappears.
Actually, thinking on it, it seems to be based on whether damage mode is on. But, is it really necessary to tax the player for every time they enter the game, with damage mode?
Perhaps this is only in single player mode. I don't know. I only know that I work around those, but it still leaves me curious.
Fey-Yell.
As a first foray into sorting/automation, this hopper mod is excellent. I definitely wanted hoppers from Minecraft in Minetest. However, I also remember the "wooden hopper" mod, and was sad that this didn't have a comparable one. I looked into the coding of it, and I am unsure whether or not I could make one, so I am wondering. Would it be okay to ask if you could also make wooden hoppers? Even if it were logs (instead of planks) instead of iron ingots, and even if it wasn't anywhere near as good (even one storage slot would be okay, or perhaps exclude the option to make it eject items, or slower, or some combination of all three), I would really appreciate the wooden varieties in Skyblock/ Skyfactory playthroughs, where iron is scarce until mid/end game.
Or perhaps you could teach me how to make wooden hoppers? I'm not very good at images, but I do have some that are passable, maybe for wooden hoppers. All I need is to know how.
Fey-Yell.
The previous person complained that this is all retro, and not a good retro. Perhaps. However, from the viewpoint of wanting to use as a base for both chest nodes and inventory item nodes, it being small is an advantage. As for the images, sure they kind of clash with minetest asthetic, but really, again, excellent starting point. If you don't like the pictures, give it different ones.
Things to note: The folder is best with tools, since you can only take one item away at a time.
Also, you tried changing the inventory size, without changing the GUI size the same way. Therefore, the inventory probably has been changed, but the user can't tell, not without testing. So, if you want to change the size of the inventory, this is everything you need to change (#, being the numbers specifically, I recommend you changing, when you want to change).
Also note, that it generates the inventory slots of the object on place, which means, if you want to check to see that the GUI matches what it should have as inventory slots, you will need to place it down after each check, as the ones already placed down will not be refreshed until they are picked up and placed.
Fey-Yell.