I only desire that the enchanting table be able to put multiple enchantments on each tool, including effects like reduced fall damage, repairing when not in use, weapons that lower armor's deflection chance, renaming tools and armor, or binding a tool to an account so its not dropped on death, where the enchanting number is based off of and utilizing the number of bookshelves around it, from 0 to 32/48/64 in steps of 8 bookshelves for 4 levels in the case of 32, or every 4 bookshleves for 8 levels, etc. It doesn't feel right that any player can simply enchant their tool to max level with a lone enchanting table, and additional functionality to this heavily used feature would balance it out and allow smoother and more complete progression.
I wish it had the ability to rename tools and items, or having a toggle that allows the Anvil to be shared among other players without allowing them to destroy it.
I've been trying to get the /spawnentity command working with command blocks, and I can't figure it out in one pass. It would help everyone if you added a number of common commands to the mesecons_commandblock files so we can just uncomment them and get to it. Privs should be checked first.
AsyncErr: ServerThread::run Lua: Runtime error from mod '??' in callback luaentity_Step(): [Redacted]/mods/water_life/behaviors.lua:509: attempt to compare number with nil
stack traceback:
[Redacted]/mods/water_life/behaviors.lua:509: in function 'func'
[Redacted]/mods/mobkit/init.lua:621: in function 'execute_queues'
[Redacted]/mods/mobkit/init.lua:848: in function <[Redacted]/mods/mobkit/init.lua:825>
Its a great mod, I'm using 5.4 from Flathub and I've never run into other issues with it.
Update: One of the mods updated and the issue went away. It was either that or a conflict with 3d_armor_flyswim
Aside from what The32bitguy said, and making sure its JIT-able, I would like to suggest some very simple wording changes that improve clarity on any mods with armor or weapons.
armor_heal should be renamed to armor_blockchance (similar to all RPGs), with cumulative armor set values being capped at 100, and adding a percent symbol in the UI.
armor_use should actually reflects how many uses the piece has, instead of the inverse approx(65535/armor_use), where higher numbers lead to faster item degredation. Renaming to armor_uses, or if you still want to keep the inverse wear relationship something like armor_weakness, armor_fragility, or armor_frailty.
Armor 'Level' uses armor_groups = {fleshy=##}, , where each 5 points adds a level. However, I found no relationship between armor protection and these values. In my testing 0 on an armor piece reduced Oerkki damage from 4 to 3, but so did all values tested through 100.
Adding armor_resistance as a clamped gaussian modifier on armor_blockchance would provide a useful feature, allowing partial or excess HP dmg blocking instead of all or nothing (reflected to attacker if excess). Reflection can be clamped to 10 or 20%, or be configurable, or be a full-set attribute. Large integer or float HP values work well with this.
After renaming armor_heal, it would benefit players to add a real armor_heal attribute that slowly regenerates health over time.
The UI display of armor_fire level should include a tooltip or description of what fire damage sources it protects against at the current level.
It shouldn't be too much effort to add a couple lines to transition things while keeping backwards compatibility.
Update: I also tried various armor_groups = {fleshy} values on sharks and other creatures that are listed as having fleshy damage groups. Armor pieces only reduce damage from 5 to 4 regardless of armor group settings.
The Breath packs take a lot of damage when drowning and the HP packs take damage on being hit, so it can be a good idea to balance the numbers provided in the init.lua file for better gameplay. The add_wear values also affect the more_upgrade_packs mod.
AsyncErr: Lua: finishGenRuntime error from mod 'df_caverns' in callback environment_OnGenerated(): [Redacted]/mods/dfcaverns/df_caverns/level1.lua:212: attempt to index local 'heatmap' (a nil value)
stack traceback:
[Redacted]/mods/dfcaverns/df_caverns/level1.lua:212: in function 'decorate'
[Redacted]/mods/dfcaverns/subterrane/init.lua:583: in function <[Redacted]/mods/dfcaverns/subterrane/init.lua:353>
[Redacted]/builtin/game/register.lua:429: in function <[Redacted]/builtin/game/register.lua:413>
On version 5.3.0 via Flathub.
Just updated to 5.4 that was rolled out within the hour. All good now!
AsyncErr: Lua: finishGenRuntime error from mod 'mg_villages' in callback environment_OnGenerated(): Unknown node: cottages:feldweg
stack traceback:
[C]: in function 'get_content_id'
[Redacted]/mods/mg_villages/mapgen.lua:918: in function 'place_villages_via_voxelmanip'
[Redacted]/mods/mg_villages/mapgen.lua:1112: in function <[Redacted]/mods/mg_villages/mapgen.lua:1067>
[Redacted]/builtin/game/register.lua:429: in function <[Redacted]/builtin/game/register.lua:413>
Version 5.3.0 via Flathub. Wish they'd update it to 5.4!
Just updated to 5.4 that was rolled out within the hour.
Update: Still broken for me on 5.4
It also needs new stats, durability, resistance, and effect values to compete with the Draconis (Enhanced Fire/Ice-forged Draconic Steel), Cloud Items by Panquesito7, Crystal items, and Obsidian Swords items by Dragonop.
I only desire that the enchanting table be able to put multiple enchantments on each tool, including effects like reduced fall damage, repairing when not in use, weapons that lower armor's deflection chance, renaming tools and armor, or binding a tool to an account so its not dropped on death, where the enchanting number is based off of and utilizing the number of bookshelves around it, from 0 to 32/48/64 in steps of 8 bookshelves for 4 levels in the case of 32, or every 4 bookshleves for 8 levels, etc. It doesn't feel right that any player can simply enchant their tool to max level with a lone enchanting table, and additional functionality to this heavily used feature would balance it out and allow smoother and more complete progression.
I wish it had the ability to rename tools and items, or having a toggle that allows the Anvil to be shared among other players without allowing them to destroy it.
Really enjoy something to look forward to after getting tons of diamonds on a long playthrough. It puts all the other powerful items to shame.
converted review into a thread
After trying everything to reproduce it, I couldn't get it to happen again. Thanks for the support!
It took me a couple days to get around to making a Github. I'll check if its on there, thanks.
I've been trying to get the /spawnentity command working with command blocks, and I can't figure it out in one pass. It would help everyone if you added a number of common commands to the mesecons_commandblock files so we can just uncomment them and get to it. Privs should be checked first.
Its a great mod, I'm using 5.4 from Flathub and I've never run into other issues with it.
Update: One of the mods updated and the issue went away. It was either that or a conflict with 3d_armor_flyswim
Aside from what The32bitguy said, and making sure its JIT-able, I would like to suggest some very simple wording changes that improve clarity on any mods with armor or weapons.
approx(65535/armor_use)
, where higher numbers lead to faster item degredation. Renaming to armor_uses, or if you still want to keep the inverse wear relationship something like armor_weakness, armor_fragility, or armor_frailty.armor_groups = {fleshy=##},
, where each 5 points adds a level. However, I found no relationship between armor protection and these values. In my testing 0 on an armor piece reduced Oerkki damage from 4 to 3, but so did all values tested through 100.It shouldn't be too much effort to add a couple lines to transition things while keeping backwards compatibility.
Update: I also tried various
armor_groups = {fleshy}
values on sharks and other creatures that are listed as having fleshy damage groups. Armor pieces only reduce damage from 5 to 4 regardless of armor group settings.Appreciate the read. Ciao!
The Breath packs take a lot of damage when drowning and the HP packs take damage on being hit, so it can be a good idea to balance the numbers provided in the init.lua file for better gameplay. The add_wear values also affect the more_upgrade_packs mod.
Just updated to 5.4 that was rolled out within the hour. All good now!
Just updated to 5.4 that was rolled out within the hour. Update: Still broken for me on 5.4
The mod needs optional_depends integration with the Tool Enhancement mod by archfan7411 available at https://content.minetest.net/packages/archfan7411/enhanced/ as well as the 3d_armor mod's material attribute .
It also needs new stats, durability, resistance, and effect values to compete with the Draconis (Enhanced Fire/Ice-forged Draconic Steel), Cloud Items by Panquesito7, Crystal items, and Obsidian Swords items by Dragonop.
Its a great mod, and I really enjoy it.