Not sure what you mean... Oh nevermind I see, the mountain just gets sliced for some reason, but the fixed y=-120 seems to work good anyway in nodecore, as there aren't so many ores spawning in the mountain (atleast from outside) so lux is gonna be still rare anyway.
Edit: Lower amounts of ores may be because of the weird ore distribution as shown in previous images of hardened stone and this one (using 4bidden texture pack for easy stained stone vision and g_minp.y=g_minp.y*-1 --(not sure if I should've just y_fix=false)), which shows where ore is placed using hard stone? However I'm not sure if we should worry and work on this currently, especially because of what is below
If the 2nd idea doesn't work as you said maybe let's wait once again for your feature to be implemented, as it could remove the e.g. hardened stone so nodecore will use y_fix=false and mineclones could have rarer ores excluded at lower levels right? Except if there is some fix to the idea but I don't know, I tried a few tweaks to it but no
But all the effects of the mod are limited to the mod-mountain-area, nothing will happen to other areas of the map. So there is no hard stone spawning on other mountains.
I meant that in the mountain area, the other parts of terrain get the extra ores too. You can see it in the 1st image I sent. However maybe it's not that much of an issue if a game gets the weird ores removed such as nodecore's hardened stone.
As a possible change for nodecore, i could either fix the y-level for the boosted-ore-gen to -90, like in Voxellibre, or deactivate it completely, like in exile.
You could do the Voxelibre -90 y change for NodeCore (or even -120), as its hardened stone appears at ~-130. This way both lode and lux will spawn.
At the same time though you could later also make a change so e.g. mountain y 100 = ores at y -10 (my/10*-1) and cap it at -90 (if my>900 y=-90 or if y<-90 y=-90), so there aren't e.g. diamonds/lux right at the bottom and makes more sense to climb the mountain.
Maybe like this (line 99:init.lua)
else
g_minp.y = (g_minp.y/10) * -1
-- don't go lower than y_pretend
if (g_minp.y < y_pretend) g_minp.y = y_pretend
end
Ok, thank you so much for the effort! In nodecore it looks like this now, with weird hardened stone everywhere (harder stones appear deep underground) and on other parts of terrain, so it would be great if the next Minetest/Luanti update brings your git requested feature so it can be removed (or keep the hard stone but somehow make it not spawn on other mountains, but not sure if that's possible), but it is still great that it works with other games.
For now though I agree that resting is a good idea.
Maybe I could shorten BlockHead's hacks: Nevermind I think it would be copyright infringement, except something little like this:
1: Make an exclusive biome for the mountain, with its exclusive ores
2: Create the mountain super high/low and then move it into the desired place
but I recommend you shorten all for yourself to remove redundant words (and get really familiar with the text that way).
Out of the 2 I think I would pick the 1st as it is less hacky and risky (except if 3rd is better but I didn't check it). Then when your feature gets into minetest, you could make a check if version == e.g. 5.11.0 do the new thing (some can't already update to next version).
I'm not an expert in modding (and especially in mapgen) yet, and I was trying to figure out here how the process goes, so thank you for clarifying it to me.
It seems like it would be perfect if it would be possible to get after the mods and ores registering, but before the map generation. There, it would be possible to register the new versions of ores and then make the generation happen. It seems possible by just defining the core.register_on_generated() callback and doing the things in there.
If it isn't possible to get in that frame without problems though, is it instead possible to, after generating the mountain, call the core.generate_ores() function after defining the extra versions of ores to spawn in the mountain and disabling the other ones?
So you first generated the mountain before everything and then added ores after every mod loads, so it doesn't overwrite anything. Is that really required to not overwrite anything? If it would work with the biomes touching the mountain or other things, the mountain could spawn after everything else (via core.register_on_mods_loaded) if we can't find another way for natural ore generation.
But is it possible to use the core.register_on_mods_loaded after generating the mountain to let the natural generation continue? If not maybe there could be another ore-gen by the mod to replicate the effects of normal ore-gen by reading the ore table (basically mountain ore-gen upgraded), but I'm not sure if that would be a bit too big/advanced.
The last thing I could think of right now is optionally depending on every ore mod, but that could be tedious and unnice (I agree that the Cozy Lights option is bad) if it would need to be done normally/manually (which may be the only way).
Oh, I thought you meant that only clearing all of the ores and such wasn't possible at load time. It seems like to use this method the mod would need to load last. I saw a mod one day that had the same problem so it just has an optional dependency on every thing (Cozy Lights mod) but I'm not sure if there's a different approach.
Edit: Wait, but how did you get the mountain ore-gen to work then in load time? How did you get the ores?
Maybe you should not clear them, but instead register another version of the ore instead. Btw minetest_game does this below y=0 for extra coal and in high y for every ore in floatlands.
else
for (every ore) do
-- Remember that every 'ore' table is just a reference
-- Check if ore qualifies
if (ore.maxY>=aboveY) then
-- copy the ore table so the reference doesn't get modified
ore1=ore
-- and modify it to register it to spawn in the mountain
ore1.maxY=1000
ore1.minY=ore1.minY+1
core.register_ore(ore1)
end
end
end
Thank you! Now the only left thing I could think of is making the ores spawn more naturally instead of mountain ore-gen, adjusting the maxY of an ore to 1000 or similar. However, probably an ore gen for e.g. minetest_game would make more sense, while in games like nodecore or with certain mods it would be better with the maxY adjust instead. You could add a setting then to swap to this method (except if maybe there's another way to address this issue or this may make more problems? tell me what you think).
# Toggle the type of ore spawning in the mountain. Mountain ore-gen
# finds ores of spawn type "scatter" above adjustable Y and scatters them
# around. If false, the method will fall back to modifying the ores' spawn
# maximum Y, which may be less performant, but most accurate.
01_a_mountain.method (Mountain ore gen) bool true
# Depends: 01_a_mountain.method
01_a_mountain.orefactor
if (core.settings:get_bool(01_a_mountain.method, true)) then
do the mountain ore gen
else
for (every ore) do
if (ore.maxY>=aboveY) ore.maxY=1000
end
end
I mean that the minimum Y (or should've I called it 'lowest' or something instead?) could be adjusted so instead of the y:-1000 it could be adjusted to not spawn OP ores like diamonds. It would work in not only nodecore, but also minetest_game. I also said that they could spawn by just adjusting the maxY of the ore so they spawn correctly for sure (respecting e.g. specific mechanics of some games like e.g. NC or configuration in the ore definition like the shape).
I agree that adding a setting for adjusting ore spawn rate would be good with a custom ore generator.
As I said, you can add a setting to modify the variable that in this case is set to -1000 since some players may not want a super easy gameplay. After the check for an ore's spawn maxY you could just overwrite it, so the ore can spawn using its own rules, or somehow make it only spawn in the mountain (min/maxX and min/maxZ?) but still respecting its laws like earlier.
-- Get lowest Y value for each ore for the check
lowY=core.settings:get(y)
for (every ore) do
-- If the ore's maxY is higher or equal to lowY, it qualifies as a mountain spawning ore
if (ore.maxY>=lowY) ore.maxY=1000 (... or ...) SpawnInMountain(ore)
end
Edit 6 hours later: change minimum Y to lowest Y to avoid confusion
Thank you for doing my suggestions! Maybe I can help a bit:
For the mountain in every game, you can also take advantage of the v6 mapgen aliases, which from my testing in NodeCore should work with non-v6 mapgens too. However you should always check if the alias is even defined in the 1st place, as maybe some games wouldn't have e.g. mapgen_dirt, to fall back to stone. If a game doesn't have snow/isn't supported, maybe you could use such a mapgen alias instead like mapgen_dirt and mapgen_dirt_with_grass for the mountain top.
If you're confused about NodeCore, here's some info about it: it is a minimalistic game, with no biome-specific stone/grass/trees variants (except stained stone which hints at lode ore position, but isn't biome specific), and seems to look the same everywhere like if it had only 1 biome (but it does have beaches, sand and plants), and ice and snow are not a thing. While testing your mod now I saw that gravel, water and pumwater(lava) spawn normally on it, but stained stone and lode ore (metal/iron) don't. You can find more info on the NodeCore wiki if you need it (this link goes to in-game elements).
Lastly, for ore spawn height correction you could check if a specific ore does spawn in normal mountains (e.g. NodeCore lode is maxy=48, while MTG coal maxy=64 and extra coal maxy=0), and then increase the height accordingly if needed (check for maxy=0 or 10?), to work in sandbox games and with mods that aren't supported. You could also add a setting for the maxy height check (so it can be set e.g. to -10 or just completely disabled).
I thought it would be cool to have a 32px winter, but for some reason snow isn't snowing. Stuff is melting. It's a buggy winter, as you can see e.g. in the image. Did the numbers underflow or something?
Having a humongous mountain in your world can be really cool, and I can recommend this mod if you would figure out how to get ores to spawn in there.
But I wish this mod could work with every game (e.g. NodeCore) by using the default mapgen blocks there and allow ore spawning by default (e.g. overwrite some variables by optionally depending on something that needs it). The default place for the mountain could also be right next to spawn instead of in the player (e.g. X:1000, Z:2000). Thank you!
Edit: The developer is already realising my suggestions, as you can see in the comments below
This mods adds some cool items (cat fur ore, prills and block) and, of course, cats, which can make the otherwise unlively NodeCore become undead!
The cats are very nice and cool, and you can even pet them! There are many types of them, including long ones like nyan cat, making cat exploration able to become a big part of the game too.
I really recommend this mod for every world.
Postscript: My first cat was grey/white fured green-eyed Joey, and he seems to snore instead of purring when I pet him. It turns out he also likes playing in concrete.
Thank you for taking my suggestions. It was indeed a while (almost 6 months?), in which I even changed my favourite sandbox game from MTG to NodeCore, so I'm not sure how can I keep using this texture pack now, but I still appreciate you changed it (I've now also tested this texture pack in MTG again). I've changed my review a bit to highlight this.
As for water, now imo it kind of looks like stone, but I understand you also have an opinion and I didn't expect all of my proposed changes here to be taken anyway.
Oh, I'm sorry I didn't know what you meant earlier. I think you meant how your git repository works instead of ContentDB, right? But I recommend when you have time to find out how to make patches to cloned software automatically like that, because the error could make your Game Jam rating lower.
Do you know how to fix the main crash error though?
I just found out how to fix wielded light. I searched the word 'water' in the init.lua file using my text editor and found out about these lines (636-643, right at the end):
if minetest.get_modpath("default") then
wielded_light.register_lightable_node("default:water_source", nil, "water_")
wielded_light.register_lightable_node("default:river_water_source", nil, "river_water_")
elseif minetest.get_modpath("hades_core") then
wielded_light.register_lightable_node("hades_core:water_source", nil, "water_")
else
error_log("Not running in a supported game, lightable water disabled")
end
All you need to do is comment out the 2nd to last line, starting with error_log (you can also comment out the else). I think you could also just remove this whole line chunk, as it is dedicated only to default and hades_core water, which is useless in your game.
If you want to talk without making this review a spot for spoilers, I wouldn't trust discord. It is propietary/nonfree software, which doesn't allow you to control it so it can insert its anti-features. I recommend you try matrix or IRC (e.g. libera.chat, where the #nodecore irc server is hosted) instead.
However, I don't use matrix right now; I recommend you submit a bug on the bug tracker instead, either anonymously or with an account (you can also inform here you did and it's you). Note that I generally want to know how can I implement the concrete instead, and make sure the recipe at the end makes sense (e.g. you wouldn't normally be able to mix a lode block with ash, except if you find a reason it makes sense), because I could accept almost any new color. You can look again at the concretesolution file, as I just updated it.
I can't open your image. The server returns something that looks like a segfault (???)
I don't have much idea why the screenshot doesn't work, but it basically showed an island of the weird mapgen thing and a piece of water in the distance. In the left upper corner were visible the weird debug logs. Let's try again: https://0.vern.cc/9e.png
Without any more context (unavailable due to reason above), have you made sure to use the singlenode mapgen
I just tried it and it expectedly seems to have fixed the 2 mapgen issues. You could potentially mention it in the description and/or make a warning on first world start if the world is non-singlenode.
Hello, I wanted to try this game out but find it impossible due to this:
After about 3 seconds, it errors out like so:
ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'reentry_systems' in callback environment_Step(): /.minetest/games/reentry/mods/reentry_systems/init.lua:91: attempt to call method 'get_flags' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: /.minetest/games/reentry/mods/reentry_systems/init.lua:91: in function </.minetest/games/reentry/mods/reentry_systems/init.lua:73>
ERROR[Main]: /usr/share/minetest/builtin/common/register.lua:26: in function </usr/share/minetest/builtin/common/register.lua:12>
Before that, a different error message is visible in the chat from wielded light that talks about no supported water in the game. I recommend you modify the mod's code so it doesn't react like that and make the gameplay less immersive.
Info:
My minetest version: 5.9.1
Your game version: I just installed it as of writing
I cheated a bit to discover the recipes for making the concretes, one seemed a bit more obvious by look than the other, but I should have realized sooner. As far as I tested, it seemed to work about the same as the other concretes and I would believe all forms were available.
I wonder about some effects which differ from the vanilla forms, particularly the purple cement. Without giving out any spoilers here, lets just say that the wandering result left something different than what a similar vanilla recipe caused which I would have expected. There may be some logic or reasoning behind this but it is not what I had expected since it is unique to the mod. I do agree with how this same form of concrete requires something else to create it, that makes sense to me (and I like it). I also tested for washout result which for one was expected and again the other not so much.
did not test how panels work (I assume they exist) so I do not know if there is a difference such as exists among the other brick panels.
Thank you for adding to the NodeCore environment.
Hello, thank you for making my 1st ever review! If by 'purple cement' you mean the new dark 3rd concrete, the way of getting it is actually very similar to making another concrete, which is a default in the game (black concrete). To get the default black concrete, it is also required to add the ingredient to a specific mix. Here is a spoiler on what I mean.
As for brick panels, they shouldn't have changed compared to default ones, as they're made using 1 API function call for registering bricks just like every other one.
Do you have any suggestions on improving the concretes/textures or adding new ones? Look in the 'concretesolution' file in the git repo to see what I was thinking about adding more concretes (note I can change my opinion about some items in there).
Hello, I recently tried out your Skyhell mod and I think it is a fun challenge! Thank you for releasing it as free software. However, I have found some bugs, which hopefully you are able to fix.
I was having trouble until I found a weird piece of land right on the space where items dissapear/death depth (y=106?), under the island I spawned on.
I realised it may be a part of land that would normally spawn without the mod. Far under the death depth I also found pools of water.
On world startup, weird debug messages also appear. The below screenshot shows all of these bugs.
Such islands can make the gameplay too easy, while the debug messages and water pools under the death depth just seem weird.
My info:
Minetest/Luanti version: 5.9.1.
NodeCore version: 03118785-a98b2169 (latest stable version as of writing)
In NodeCore, I was always daunted by this huge obstacle, which always stood in front of me while trying to have fun in this inspiring game: I would only be able to live shortly until I would die out of starvation. No matter how hard I tried getting some food (I even tried looking through all the NC items using an inventory mod), I couldn't find a way out of this eternal loop.
I was looking for people's opinions about this in the #nodecore IRC channel on liberachat, but they simply responded with things like "What were you thinking of while asking that question? This games is made to shape you into a real nodecorian!" (nodecorelife737), or "We need your support for the poor frogs building the next burj califah in Amerika! Donate now!" (worldwarr1024). I found no-one that shared my viewpoint of this disturbing situation.
Somehow, to my astonishment, I've finally found a way out of thisrabbit hole: This mod, The NodeCore Rabbits by LandarVargan. When I enabled it, I became able to capture rabbits exactly how it is described in the description. Even with the weird color of the rabbit trap and the frustrating time I was having, I still felt very satisfied not only at the feel ofliberationfrom that endless cycle, but also at the taste of my food (seriously I'm waiting for a NodeCore mustard mod to dip my delicious rabbit legs in).
If you wanna play NodeCore, I simply find this as a must have for every world. Totelly. (Totelly and not Totally because its a hint hidden in the message: you can store more cooked rabbits in a tote!).
I've updated the mod, and it works without any errors! However, the local nc = nodecore line still is required for it to work.
If it doesn't error out/hurt for your setup, I recommend adding such a line to the start of init.lua (or potentially do similarly with other globals). This way, it will work for (probably) everybody.
EDIT:: I just sent this message, but I didn't refresh and realise you sent another message. This one replies to your 1st comment.
I have the latest stable version, 03118785-a98b2169, and Minetest/Luanti isn't showing any updates for NodeCore. Are you using NodeCore Alpha or NodeCore straight from their git repo?
Every mod I saw defines locals as globals similarly to how I showed earlier as in the 1st issue fix. It also appears in nodecore mods, e.g. like this:
Hello, thank you for making zenrake a mod. I also think having more rake patterns is a must have when making zen gardens, or any other things, with a rake.
However, I have found some serious bugs with your mod that make it unusable:
The mod is impossible to load, erroring out by saying that nc is a nil value. To fix this, you can simply append local nc = nodecore to the start of init.lua, so the local nc becomes the global table nodecore, which has the NC API functions.
After applying the fix above, the world greets me with these errors repeated 4 times in the chat in the same second:
ERROR[Main]: generateImagePart(): Could not load image "zenrake_raking_linear_zen.png" while building texture; Creating a dummy image
ERROR[Main]: generateImagePart(): Could not load image "zenrake_raking_side_zen.png" while building texture; Creating a dummy image
ERROR[Main]: generateImagePart(): Could not load image "zenrake_raking_nexus_zen.png" while building texture; Creating a dummy image`
A similar thing happens when raking a pattern in the same position as earlier, which should make the pattern simply dissapear.
However, instead it makes weird colorful dots (the dummy images) appear on the block's corners, which spams the previous errors when mining it.
It is https://content.minetest.net/packages/joe7575/techage_modpack/ but you can also do technic when you have time, as imo it's a great minetest mod (but note it has different ore "placements" in the stone compared to default ores, so you may need to create new models. I also am not familiar with techage)
When I enabled this texture pack, the game felt so much more immersive and beatiful.
I was amazed by how detailed the textures are and could only put my finger on a few of them (e.g. leaves or light blue).
This really completely changes the world.
When I disabled it, everything became so ugly! I really recommend you try this texture pack out.
A rust-must have!
Why rust? Because this mod renames generic stones, e.g. 'stone' to 'mica' or 'stone' to 'phylite', or even stained stones to 'rusty (stone)', so trying to stare into your screen at every angle to make sure the stone is slightly red to find lode is no longer a thing!
Not only that, but the generic deep stones are also retextured so they're not just the boring old gray but darker. An example is the mica stone, the first deep stone, obtaining a nice, bluish color.
And of course, the best of all, the mod says it in the name - it spawns strata in the terrain, e.g. of concrete materials, such as cloudstone or tarstone (which are also renamed). This way, the ordinary cliffs and caves don't become so ordinary anymore, as they get a more diverse range of colors than just 'gray'. However, they're also practically useful, as obtaining e.g. crude glass or sandstone bricks becomes easier (but may not be good if you want the game to keep being hard in this aspect). Don't worry though, as there are also several more types of strata, such as softer stone layers in very deep and hard caves.
You can view them all in the settings too, which of course also allows you to disable certain options. On example, if you prefer only the renaming and retexturing of materials or only the strata generation of the mod, you can have that. Unfortunetly though, there are some issues with it, such as not being able to toggle specific materials or have the renaming but no retexturing.
Still, I recommend this mod for every world.
In conclusion, I recommend this mod, as it makes generic stone and terrain way more interesting by renaming and retexturing generic stones, and making strata, such as building materials like sandstone, appear in terrain.
This mod is supposed to remove s? Why is the Wooden spe called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove vertisements... Wait a second...
This mod is supposed to remove ads? Why is the Wooden spade called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove advertisements... Wait a second...
I think stairs and slabs visible in other voxel sandbox games such as MTG are great for making decorations and paths. I thought this would be a great feature to have in NodeCore too, but it turns out this mod is not it.
What this mod actually does is compress specific block formations, like a 2x2 wooden floor, into 1 item. It may be useful if one is looking to optimize their inventory space, but it's not even possible to place the thing in a different rotation, and there's already a solution to handle large amounts (spoiler) of items built into the game.
In conclusion, this is a decent mod for optimizing inventory space and faster placing/destroying by compressing block formations into single items but doesn't actually add stairs/slabs.
You should do it now then, especially because it should be quite simple (register account, create repo and git push) and so it won't take another more than a month. Please however, don't pick propietary platforms such as github, which not only spies on you using 'social media' and tracking poisonous cookies, but also allows snooposoft to ingest your code for their propietary "copilot AI" bullcrap generator and you would promote their dis-service. Other propietary platforms could likely have similar anti-features (e.g. gitlab or bitbucket). Opt for free/libre git hosters instead such as Codeberg or Nongnu Savannah.
Thank you very much too! Here is again git feature request: https://github.com/luanti-org/luanti/issues/15772
They just released 5.11.0 too, so I'm not sure if we're supposed to wait for next release.
Not sure what you mean... Oh nevermind I see, the mountain just gets sliced for some reason, but the fixed y=-120 seems to work good anyway in nodecore, as there aren't so many ores spawning in the mountain (atleast from outside) so lux is gonna be still rare anyway.
Edit: Lower amounts of ores may be because of the weird ore distribution as shown in previous images of hardened stone and this one (using 4bidden texture pack for easy stained stone vision and
g_minp.y=g_minp.y*-1 --(not sure if I should've just y_fix=false)
), which shows where ore is placed using hard stone? However I'm not sure if we should worry and work on this currently, especially because of what is belowIf the 2nd idea doesn't work as you said maybe let's wait once again for your feature to be implemented, as it could remove the e.g. hardened stone so nodecore will use y_fix=false and mineclones could have rarer ores excluded at lower levels right? Except if there is some fix to the idea but I don't know, I tried a few tweaks to it but no
I meant that in the mountain area, the other parts of terrain get the extra ores too. You can see it in the 1st image I sent. However maybe it's not that much of an issue if a game gets the weird ores removed such as nodecore's hardened stone.
You could do the Voxelibre -90 y change for NodeCore (or even -120), as its hardened stone appears at ~-130. This way both lode and lux will spawn.
At the same time though you could later also make a change so e.g. mountain y 100 = ores at y -10 (
my/10*-1
) and cap it at -90 (if my>900 y=-90
orif y<-90 y=-90
), so there aren't e.g. diamonds/lux right at the bottom and makes more sense to climb the mountain.Ok, thank you so much for the effort! In nodecore it looks like this now, with weird hardened stone everywhere (harder stones appear deep underground) and on other parts of terrain, so it would be great if the next Minetest/Luanti update brings your git requested feature so it can be removed (or keep the hard stone but somehow make it not spawn on other mountains, but not sure if that's possible), but it is still great that it works with other games.
For now though I agree that resting is a good idea.
Thank you!
Maybe I could shorten BlockHead's hacks: Nevermind I think it would be copyright infringement, except something little like this:
but I recommend you shorten all for yourself to remove redundant words (and get really familiar with the text that way).
Out of the 2 I think I would pick the 1st as it is less hacky and risky (except if 3rd is better but I didn't check it). Then when your feature gets into minetest, you could make a check if version == e.g. 5.11.0 do the new thing (some can't already update to next version).
That's great that you've made a forum post, because you'll very likely get help from there (and already are).
Edit 10th Feb: Git feature request https://github.com/luanti-org/luanti/issues/15772
I'm not an expert in modding (and especially in mapgen) yet, and I was trying to figure out here how the process goes, so thank you for clarifying it to me.
It seems like it would be perfect if it would be possible to get after the mods and ores registering, but before the map generation. There, it would be possible to register the new versions of ores and then make the generation happen. It seems possible by just defining the
core.register_on_generated()
callback and doing the things in there.If it isn't possible to get in that frame without problems though, is it instead possible to, after generating the mountain, call the
core.generate_ores()
function after defining the extra versions of ores to spawn in the mountain and disabling the other ones?So you first generated the mountain before everything and then added ores after every mod loads, so it doesn't overwrite anything. Is that really required to not overwrite anything? If it would work with the biomes touching the mountain or other things, the mountain could spawn after everything else (via
core.register_on_mods_loaded
) if we can't find another way for natural ore generation.But is it possible to use the
core.register_on_mods_loaded
after generating the mountain to let the natural generation continue? If not maybe there could be another ore-gen by the mod to replicate the effects of normal ore-gen by reading the ore table (basically mountain ore-gen upgraded), but I'm not sure if that would be a bit too big/advanced.The last thing I could think of right now is optionally depending on every ore mod, but that could be tedious and unnice (I agree that the Cozy Lights option is bad) if it would need to be done normally/manually (which may be the only way).
Oh, I thought you meant that only clearing all of the ores and such wasn't possible at load time. It seems like to use this method
the mod would need to load last. I saw a mod one day that had the same problem so it just has an optional dependency on every thing (Cozy Lights mod) but I'm not sure if there's a different approach.Edit: Wait, but how did you get the mountain ore-gen to work then in load time? How did you get the ores?
Maybe you should not clear them, but instead register another version of the ore instead. Btw minetest_game does this below y=0 for extra coal and in high y for every ore in floatlands.
Thank you! Now the only left thing I could think of is making the ores spawn more naturally instead of mountain ore-gen, adjusting the maxY of an ore to 1000 or similar. However, probably an ore gen for e.g. minetest_game would make more sense, while in games like nodecore or with certain mods it would be better with the maxY adjust instead. You could add a setting then to swap to this method (except if maybe there's another way to address this issue or this may make more problems? tell me what you think).
I mean that the minimum Y (or should've I called it 'lowest' or something instead?) could be adjusted so instead of the y:-1000 it could be adjusted to not spawn OP ores like diamonds. It would work in not only nodecore, but also minetest_game. I also said that they could spawn by just adjusting the maxY of the ore so they spawn correctly for sure (respecting e.g. specific mechanics of some games like e.g. NC or configuration in the ore definition like the shape).
I agree that adding a setting for adjusting ore spawn rate would be good with a custom ore generator.
Right, I agree the ore-generator is a bit OP:
When you scream 'DIamonds!' like the achievement in M.M.M.Mineclone but they're everywhere so your throat gets destroyed (joke, not meant to be offensive)
Even in NodeCore it's a bit OP, lux and lode everywhere, even though lode shouldn't spawn outside, with no stained stone
As I said, you can add a setting to modify the variable that in this case is set to -1000 since some players may not want a super easy gameplay. After the check for an ore's spawn maxY you could just overwrite it, so the ore can spawn using its own rules, or somehow make it only spawn in the mountain (min/maxX and min/maxZ?) but still respecting its laws like earlier.
Edit 6 hours later: change minimum Y to lowest Y to avoid confusion
Thank you for doing my suggestions! Maybe I can help a bit:
For the mountain in every game, you can also take advantage of the v6 mapgen aliases, which from my testing in NodeCore should work with non-v6 mapgens too. However you should always check if the alias is even defined in the 1st place, as maybe some games wouldn't have e.g. mapgen_dirt, to fall back to stone. If a game doesn't have snow/isn't supported, maybe you could use such a mapgen alias instead like mapgen_dirt and mapgen_dirt_with_grass for the mountain top.
If you're confused about NodeCore, here's some info about it: it is a minimalistic game, with no biome-specific stone/grass/trees variants (except stained stone which hints at lode ore position, but isn't biome specific), and seems to look the same everywhere like if it had only 1 biome (but it does have beaches, sand and plants), and ice and snow are not a thing. While testing your mod now I saw that gravel, water and pumwater(lava) spawn normally on it, but stained stone and lode ore (metal/iron) don't. You can find more info on the NodeCore wiki if you need it (this link goes to in-game elements).
Lastly, for ore spawn height correction you could check if a specific ore does spawn in normal mountains (e.g. NodeCore lode is maxy=48, while MTG coal maxy=64 and extra coal maxy=0), and then increase the height accordingly if needed (check for maxy=0 or 10?), to work in sandbox games and with mods that aren't supported. You could also add a setting for the maxy height check (so it can be set e.g. to -10 or just completely disabled).
I thought it would be cool to have a 32px winter, but for some reason snow isn't snowing. Stuff is melting. It's a buggy winter, as you can see e.g. in the image. Did the numbers underflow or something?
Having a humongous mountain in your world can be really cool, and I can recommend this mod if you would figure out how to get ores to spawn in there.
But I wish this mod could work with every game (e.g. NodeCore) by using the default mapgen blocks there and allow ore spawning by default (e.g. overwrite some variables by optionally depending on something that needs it). The default place for the mountain could also be right next to spawn instead of in the player (e.g. X:1000, Z:2000). Thank you!Edit: The developer is already realising my suggestions, as you can see in the comments below
This mods adds some cool items (cat fur ore, prills and block) and, of course, cats, which can make the otherwise unlively NodeCore become undead!
The cats are very nice and cool, and you can even pet them! There are many types of them, including long ones like nyan cat, making cat exploration able to become a big part of the game too.
I really recommend this mod for every world.
Postscript: My first cat was grey/white fured green-eyed Joey, and he seems to snore instead of purring when I pet him. It turns out he also likes playing in concrete.
Hello!
Thank you for taking my suggestions. It was indeed a while (almost 6 months?), in which I even changed my favourite sandbox game from MTG to NodeCore, so I'm not sure how can I keep using this texture pack now, but I still appreciate you changed it (I've now also tested this texture pack in MTG again). I've changed my review a bit to highlight this.
As for water, now imo it kind of looks like stone, but I understand you also have an opinion and I didn't expect all of my proposed changes here to be taken anyway.
Thank you!
Oh, I'm sorry I didn't know what you meant earlier. I think you meant how your git repository works instead of ContentDB, right? But I recommend when you have time to find out how to make patches to cloned software automatically like that, because the error could make your Game Jam rating lower.
Do you know how to fix the main crash error though?
I just found out how to fix wielded light. I searched the word 'water' in the init.lua file using my text editor and found out about these lines (636-643, right at the end):
All you need to do is comment out the 2nd to last line, starting with
error_log
(you can also comment out theelse
). I think you could also just remove this whole line chunk, as it is dedicated only todefault
andhades_core
water, which is useless in your game.If you want to talk without making this review a spot for spoilers, I wouldn't trust discord. It is propietary/nonfree software, which doesn't allow you to control it so it can insert its anti-features. I recommend you try matrix or IRC (e.g. libera.chat, where the #nodecore irc server is hosted) instead.
However, I don't use matrix right now; I recommend you submit a bug on the bug tracker instead, either anonymously or with an account (you can also inform here you did and it's you). Note that I generally want to know how can I implement the concrete instead, and make sure the recipe at the end makes sense (e.g. you wouldn't normally be able to mix a lode block with ash, except if you find a reason it makes sense), because I could accept almost any new color. You can look again at the concretesolution file, as I just updated it.
Thank you!
I don't have much idea why the screenshot doesn't work, but it basically showed an island of the weird mapgen thing and a piece of water in the distance. In the left upper corner were visible the weird debug logs. Let's try again: https://0.vern.cc/9e.png
I just tried it and it expectedly seems to have fixed the 2 mapgen issues. You could potentially mention it in the description and/or make a warning on first world start if the world is non-singlenode.
Invidious version of this link (https://rubenwardy.com/store/) that redirects to youtube/spytube (click switch invidious instance if it doesn't work): https://invidious.nerdvpn.de/watch?v=dQw4w9WgXcQ
I guess it's a video about how to get ContentDB+
Hello, I wanted to try this game out but find it impossible due to this:
After about 3 seconds, it errors out like so:
Before that, a different error message is visible in the chat from wielded light that talks about no supported water in the game. I recommend you modify the mod's code so it doesn't react like that and make the gameplay less immersive.
Info:
Are you able to fix this? Thank you!
Hello, thank you for making my 1st ever review! If by 'purple cement' you mean the new dark 3rd concrete, the way of getting it is actually very similar to making another concrete, which is a default in the game (black concrete). To get the default black concrete, it is also required to add the ingredient to a specific mix. Here is a spoiler on what I mean.
As for brick panels, they shouldn't have changed compared to default ones, as they're made using 1 API function call for registering bricks just like every other one.
Do you have any suggestions on improving the concretes/textures or adding new ones? Look in the 'concretesolution' file in the git repo to see what I was thinking about adding more concretes (note I can change my opinion about some items in there).
Hello, I recently tried out your Skyhell mod and I think it is a fun challenge! Thank you for releasing it as free software. However, I have found some bugs, which hopefully you are able to fix.
I was having trouble until I found a weird piece of land right on the space where items dissapear/death depth (y=106?), under the island I spawned on. I realised it may be a part of land that would normally spawn without the mod. Far under the death depth I also found pools of water. On world startup, weird debug messages also appear. The below screenshot shows all of these bugs.
Such islands can make the gameplay too easy, while the debug messages and water pools under the death depth just seem weird.
My info:
Can you please fix this? Thank you!
In NodeCore, I was always daunted by this huge obstacle, which always stood in front of me while trying to have fun in this inspiring game: I would only be able to live shortly until I would die out of starvation. No matter how hard I tried getting some food (I even tried looking through all the NC items using an inventory mod), I couldn't find a way out of this eternal loop.
I was looking for people's opinions about this in the #nodecore IRC channel on liberachat, but they simply responded with things like "What were you thinking of while asking that question? This games is made to shape you into a real nodecorian!" (nodecorelife737), or "We need your support for the poor frogs building the next burj califah in Amerika! Donate now!" (worldwarr1024). I found no-one that shared my viewpoint of this disturbing situation.
Somehow, to my astonishment, I've finally found a way out of this rabbit hole: This mod, The NodeCore Rabbits by LandarVargan. When I enabled it, I became able to capture rabbits exactly how it is described in the description. Even with the weird color of the rabbit trap and the frustrating time I was having, I still felt very satisfied not only at the feel of liberation from that endless cycle, but also at the taste of my food (seriously I'm waiting for a NodeCore mustard mod to dip my delicious rabbit legs in).
If you wanna play NodeCore, I simply find this as a must have for every world. Totelly. (Totelly and not Totally because its a hint hidden in the message: you can store more cooked rabbits in a tote!).
Ok, thank you!
I've updated the mod, and it works without any errors! However, the
local nc = nodecore
line still is required for it to work.If it doesn't error out/hurt for your setup, I recommend adding such a line to the start of init.lua (or potentially do similarly with other globals). This way, it will work for (probably) everybody.
EDIT:: I just sent this message, but I didn't refresh and realise you sent another message. This one replies to your 1st comment.
I have the latest stable version,
03118785-a98b2169
, and Minetest/Luanti isn't showing any updates for NodeCore. Are you using NodeCore Alpha or NodeCore straight from their git repo?Every mod I saw defines locals as globals similarly to how I showed earlier as in the 1st issue fix. It also appears in nodecore mods, e.g. like this:
I'm not sure about
nc
though, I only know that it didn't work for me when I triedlocal nc = nc
, which returned an error sayingnc
is nil.Maybe I could provide more information so you can compare it to your:
OS: GNU/Linux
Engine setting changes: I think none
NodeCore setting changes: None
Mods enabled alongside zenrake: None
Lua interpreter: LuaJIT 2.1
Hello, thank you for making zenrake a mod. I also think having more rake patterns is a must have when making zen gardens, or any other things, with a rake.
However, I have found some serious bugs with your mod that make it unusable:
The mod is impossible to load, erroring out by saying that
nc
is a nil value. To fix this, you can simply appendlocal nc = nodecore
to the start ofinit.lua
, so the localnc
becomes the global tablenodecore
, which has the NC API functions.After applying the fix above, the world greets me with these errors repeated 4 times in the chat in the same second:
A similar thing happens when raking a pattern in the same position as earlier, which should make the pattern simply dissapear. However, instead it makes weird colorful dots (the dummy images) appear on the block's corners, which spams the previous errors when mining it.
My minetest/Luanti version is 5.9.1.
Can you fix this? Thank you!
It is https://content.minetest.net/packages/joe7575/techage_modpack/ but you can also do technic when you have time, as imo it's a great minetest mod (but note it has different ore "placements" in the stone compared to default ores, so you may need to create new models. I also am not familiar with techage)
When I enabled this texture pack, the game felt so much more immersive and beatiful. I was amazed by how detailed the textures are and could only put my finger on a few of them (e.g. leaves or light blue). This really completely changes the world.
When I disabled it, everything became so ugly! I really recommend you try this texture pack out.
A rust-must have! Why rust? Because this mod renames generic stones, e.g. 'stone' to 'mica' or 'stone' to 'phylite', or even stained stones to 'rusty (stone)', so trying to stare into your screen at every angle to make sure the stone is slightly red to find lode is no longer a thing!
Not only that, but the generic deep stones are also retextured so they're not just the boring old gray but darker. An example is the mica stone, the first deep stone, obtaining a nice, bluish color.
And of course, the best of all, the mod says it in the name - it spawns strata in the terrain, e.g. of concrete materials, such as cloudstone or tarstone (which are also renamed). This way, the ordinary cliffs and caves don't become so ordinary anymore, as they get a more diverse range of colors than just 'gray'. However, they're also practically useful, as obtaining e.g. crude glass or sandstone bricks becomes easier (but may not be good if you want the game to keep being hard in this aspect). Don't worry though, as there are also several more types of strata, such as softer stone layers in very deep and hard caves.
You can view them all in the settings too, which of course also allows you to disable certain options. On example, if you prefer only the renaming and retexturing of materials or only the strata generation of the mod, you can have that. Unfortunetly though, there are some issues with it, such as not being able to toggle specific materials or have the renaming but no retexturing.
Still, I recommend this mod for every world.
In conclusion, I recommend this mod, as it makes generic stone and terrain way more interesting by renaming and retexturing generic stones, and making strata, such as building materials like sandstone, appear in terrain.
I don't understand
This mod is supposed to remove s? Why is the Wooden spe called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove
vertisements... Wait a second...This mod is supposed to remove ads? Why is the Wooden spade called 'wooden spe' in the screenshooting, and the 'about' tab is still viisble then? Was there a glitch going on?
I thought this mod was supposed to remove ad
vertisements... Wait a second...Review without ads in comment
I think stairs and slabs visible in other voxel sandbox games such as MTG are great for making decorations and paths. I thought this would be a great feature to have in NodeCore too, but it turns out this mod is not it.
What this mod actually does is compress specific block formations, like a 2x2 wooden floor, into 1 item. It may be useful if one is looking to optimize their inventory space, but it's not even possible to place the thing in a different rotation, and there's already a solution to handle large amounts (spoiler) of items built into the game.
In conclusion, this is a decent mod for optimizing inventory space and faster placing/destroying by compressing block formations into single items but doesn't actually add stairs/slabs.
Yes, they updated. You are welcome to test the new biome layout and share your experience on the forums.
(file now updated in git)
You should do it now then, especially because it should be quite simple (register account, create repo and git push) and so it won't take another more than a month. Please however, don't pick propietary platforms such as github, which not only spies on you using 'social media' and tracking poisonous cookies, but also allows snooposoft to ingest your code for their propietary "copilot AI" bullcrap generator and you would promote their dis-service. Other propietary platforms could likely have similar anti-features (e.g. gitlab or bitbucket). Opt for free/libre git hosters instead such as Codeberg or Nongnu Savannah.