The mode crashes when attempting to craft ten of an item if the player inventory doesn't have enough items.
AsyncErr: Lua: Runtime error from mod 'simple_crafting' in callback on_playerReceiveFields(): /home/nathans21/.minetest/mods/simple_crafting/init.lua:268: attempt to index local 'recipe' (a nil value)
stack traceback:
/home/nathans21/.minetest/mods/simple_crafting/init.lua:268: in function 'player_craft_recipe'
/home/nathans21/.minetest/mods/simple_crafting/init.lua:311: in function </home/nathans21/.minetest/mods/simple_crafting/init.lua:245>
/home/nathans21/Minetest/bin/../builtin/common/register.lua:26: in function </home/nathans21/Minetest/bin/../builtin/common/register.lua:12>
Yes, you should be able to place the storage in any configuration you'd like. As long as you have a connecting series of lifters you can place the storage nodes anywhere you'd like.
Hmm. I guess I didn't test removing the nodes, it looks like the groups from MTG must not be the same in the mineclone* games, I'll have to try and figure out what groups I need to add. Thankfully that shouldn't require any compatibility code as each game will just ignore the groups that aren't used.
The change you mentioned about mcl_dye is that in the craft recipe? I really don't want to have to add another file to have support for both versions of Mineclone. I don't know why one group would have decided to change the name of a mod, but that could make things really annoying for me.
I've pushed changes so as soon as contentDB pulls those changes you should be able to update and hopefully things will work for me.
I think I muddled my way through the code of mineclonia to figure out the strings of the items that should be used in place of mtg's items. Whenever ContentDB next pulls from the git repo you should have mineclonia support.
bruh, seriously. You know that the symbol predates the Nazis by thousands of years right, and that it's not even close to being a swastika.
The mod description clearly states it's inspired by a Minecraft mod, and if you'd have taken the time to look at that you'd clearly see where the texture inspiration came from.
I will be adding more puzzles, and a real progression system, three weeks didn't give me enough time to do everything I wanted. Had to focus on the important parts before I could start working on polish after all. Getting the robots to work took longer than I'd like to admit, and I had to resort to using some hacks, either the engine or I are incompetent.
The instructions are spelled out on the first screen, and in the chat messages.
I guess if solving little puzzles is boring that I can't do anything about that.
There are light switches to make it brighter. I wanted to add a flashlight, but didn't have the time to get it coded.
It is a stealth mission, so being quite is expected. I will be adding some sound effects, but need to find something similar to the high voltage push button switch to record. Footstep sounds wouldn't make sense anywhere but in the ducting and I have no idea how I would get a recording of somebody crawling in ducting.
The theme was unexpected, for a voxel engine used for open worlds, I thought a game with no inventory or building/breaking would classify as unexpected. Maybe you just expected too much. :P
I thought chat font size was configurable on the client. If somebody finds the chat size too small they should make it larger, this in no way is my fault. How are people seeing chat messages if they have that setting wrong. Using HUDs would probably work better, but three weeks isn't a lot of time to write an entire HUD library to manage messages appearing and disappearing.
The small tank robots have a one in ten chance of killing you if they bump into you, I will be changing that though. I had an idea to improve it, but it was after I submitted my game so I couldn't change it.
The tank robots have a one in ten chance of killing you when they bump into you. I thought that making it an instant kill would probably make the game too hard, this way you can afford to get bumped a time or two without necessarily loosing the game.
Sorry, I didn't have enough time to code a flashlight, the vent does emit a bit of light to help find it. It's possible that some systems and screen configurations could make the blocks darker than they appear on my computer.
You can only speedrun if somebody tells you that you can speed run. ;)
I worked too many hours at my job to get everything I wanted to do for this game, in the future the different levels will require unlocking by solving the puzzles.
There is a typo in my code, which prevents right-clicking on the robots, but you can punch them to pick them up as well. The punching code looks is correct. Which puzzle were you unable to complete? I tested all of them and was able to complete them with the available programming slots.
As far as footstep sounds, this is a stealth mission, I wouldn't expect to be clomping around when trying to be sneaky. I was going to add sounds for the switches, but didn't have a big push button switch to record audio from, and thought it would be odd to only have sounds for the one style of switch.
Dude it's literally a video game. Should we put a disclaimer in every game where you punch nodes to break them. You could break your hand doing that after all...
The mod should work with both pipeworks and tubelib. Currently all connections must be made to the controller itself, but I plan on adding additional nodes that will let you connect to the pipes.
As somebody that never really figured out how the screwdriver in Minetest game really works I can say that this is easily my favorite screwdriver mod. It has all the features anybody could want, degrotate and copy/paste are gigantic advantages. The ability to easily set the amount of uses is a nice bonus too.
This is super neat, can be a little laggy depending on what terriain you have it displaying, not the fault of the mod though, that's just what happens when you have that many entities.
Mod loads up just fine, took maybe fifteen seconds to start the world, and that was with my CPU already at 50% utilization. Super boring though as all the tools, ores, etc all look exactly the same. I only tried a few, but didn't really notice any difference in how they worked. As a proof on concept, or rather proof of the required API mod working it serves a purpose, but beyond that it does seem rather pointless.
This could be really helpful for server moderators, but I wonder if maybe the chat command should require a privilege to run to prevent every player from being able to view the previous chat messages.
The mod works just fine, as far as beaming items from one player to another is concerned, however I'm unable to break the node as when I punch it it brings up the formspec. Shift clicking doesn't seem to help, and none of the default tools break it fast enough to remove the node.
Perfect mod for the pumpkin spice season. Not all the recipes are available if you only supply the required dependencies. Eggs, Milk, and Crafting aids are required from Tenplus1's mobs_redo and farming_redo.
It's a good mod, although the remote only seems to work when I'm nearby the chest. I can always see the contents of the chest with the remote, but can only interact with the contents when I'm within maybe 10 nodes or so.
I've never used scratch, but was able to kinda figure out what I was doing in less than an hour. The included manual is super helpful, and I recommend you check it out to see everything the robots are capable of doing.
This 'game' is excellent. No longer do I need to launch a world, look at a formspec, tweak the code, reload the world. I get instant feedback on changes. Lining different elements up is soo easy with this.
This mod adds a bunch of fun mobs, some that you wouldn't expect from a mod that provides pets.
My only complaint is that the semen collection uses the syringe, which is completely inacurate. Although in Runs defense, I really don't know how to do it better.
This mod adds a bunch of new ancient architectural styles of columns, complete with bases, capes, and some other thing I can't remember what it was called. :) There are also a handful of floor and wall nodes. It did seem as if there were some items that couldn't be crafted, specifically the polished marble, which is needed in several other recipes.
The textures are 32x32 so if you're a 16px purist this might not be the mod for you.
In my 40 minutes of messing around with this mod I only found a single apple on a tree. No grasses to get seeds, although in a few spots there were apple tree leaves and I realized if I harvested though I could get saplings, and planting the saplings give me a chance to get apples and more saplings. Simply rinse and repeat until you have all the apples you can possibly need.
Hey, another bug report. :) It is possible to craft items that should be cooked. I had sand in inventory and was able to make glass.
Minetest 5.9.0 on Linux Mint. Using Minetest Game, and no mods save this one.
The mode crashes when attempting to craft ten of an item if the player inventory doesn't have enough items.
AsyncErr: Lua: Runtime error from mod 'simple_crafting' in callback on_playerReceiveFields(): /home/nathans21/.minetest/mods/simple_crafting/init.lua:268: attempt to index local 'recipe' (a nil value) stack traceback: /home/nathans21/.minetest/mods/simple_crafting/init.lua:268: in function 'player_craft_recipe' /home/nathans21/.minetest/mods/simple_crafting/init.lua:311: in function </home/nathans21/.minetest/mods/simple_crafting/init.lua:245> /home/nathans21/Minetest/bin/../builtin/common/register.lua:26: in function </home/nathans21/Minetest/bin/../builtin/common/register.lua:12>
Yes, you should be able to place the storage in any configuration you'd like. As long as you have a connecting series of lifters you can place the storage nodes anywhere you'd like.
Hmm. I guess I didn't test removing the nodes, it looks like the groups from MTG must not be the same in the mineclone* games, I'll have to try and figure out what groups I need to add. Thankfully that shouldn't require any compatibility code as each game will just ignore the groups that aren't used. The change you mentioned about mcl_dye is that in the craft recipe? I really don't want to have to add another file to have support for both versions of Mineclone. I don't know why one group would have decided to change the name of a mod, but that could make things really annoying for me. I've pushed changes so as soon as contentDB pulls those changes you should be able to update and hopefully things will work for me.
I have added extra nodes that you can use to connect to your pipeworks/techage/tublibe tubes to make adding and removing items from inventory easier.
I think I muddled my way through the code of mineclonia to figure out the strings of the items that should be used in place of mtg's items. Whenever ContentDB next pulls from the git repo you should have mineclonia support.
bruh, seriously. You know that the symbol predates the Nazis by thousands of years right, and that it's not even close to being a swastika. The mod description clearly states it's inspired by a Minecraft mod, and if you'd have taken the time to look at that you'd clearly see where the texture inspiration came from.
I will be adding more puzzles, and a real progression system, three weeks didn't give me enough time to do everything I wanted. Had to focus on the important parts before I could start working on polish after all. Getting the robots to work took longer than I'd like to admit, and I had to resort to using some hacks, either the engine or I are incompetent.
The instructions are spelled out on the first screen, and in the chat messages. I guess if solving little puzzles is boring that I can't do anything about that. There are light switches to make it brighter. I wanted to add a flashlight, but didn't have the time to get it coded. It is a stealth mission, so being quite is expected. I will be adding some sound effects, but need to find something similar to the high voltage push button switch to record. Footstep sounds wouldn't make sense anywhere but in the ducting and I have no idea how I would get a recording of somebody crawling in ducting. The theme was unexpected, for a voxel engine used for open worlds, I thought a game with no inventory or building/breaking would classify as unexpected. Maybe you just expected too much. :P
I thought chat font size was configurable on the client. If somebody finds the chat size too small they should make it larger, this in no way is my fault. How are people seeing chat messages if they have that setting wrong. Using HUDs would probably work better, but three weeks isn't a lot of time to write an entire HUD library to manage messages appearing and disappearing.
The small tank robots have a one in ten chance of killing you if they bump into you, I will be changing that though. I had an idea to improve it, but it was after I submitted my game so I couldn't change it.
The tank robots have a one in ten chance of killing you when they bump into you. I thought that making it an instant kill would probably make the game too hard, this way you can afford to get bumped a time or two without necessarily loosing the game.
Sorry, I didn't have enough time to code a flashlight, the vent does emit a bit of light to help find it. It's possible that some systems and screen configurations could make the blocks darker than they appear on my computer.
You can only speedrun if somebody tells you that you can speed run. ;) I worked too many hours at my job to get everything I wanted to do for this game, in the future the different levels will require unlocking by solving the puzzles.
You have to use the angle program cards for that puzzle.
There is a typo in my code, which prevents right-clicking on the robots, but you can punch them to pick them up as well. The punching code looks is correct. Which puzzle were you unable to complete? I tested all of them and was able to complete them with the available programming slots.
As far as footstep sounds, this is a stealth mission, I wouldn't expect to be clomping around when trying to be sneaky. I was going to add sounds for the switches, but didn't have a big push button switch to record audio from, and thought it would be odd to only have sounds for the one style of switch.
Sorry, I guess I took it the wrong way.
Dude it's literally a video game. Should we put a disclaimer in every game where you punch nodes to break them. You could break your hand doing that after all...
This mod makes it so easy to build a bridge, no more sneaking to place blocks. Highly recommend.
Pipes should connect to the under and backside of the lower left corner of the controller.
The mod should work with both pipeworks and tubelib. Currently all connections must be made to the controller itself, but I plan on adding additional nodes that will let you connect to the pipes.
I was thinking of adding compatibility with pipeworks. I'll take a look and see what I'd need to do to make it work with techage.
As somebody that never really figured out how the screwdriver in Minetest game really works I can say that this is easily my favorite screwdriver mod. It has all the features anybody could want, degrotate and copy/paste are gigantic advantages. The ability to easily set the amount of uses is a nice bonus too.
This is super neat, can be a little laggy depending on what terriain you have it displaying, not the fault of the mod though, that's just what happens when you have that many entities.
Mod loads up just fine, took maybe fifteen seconds to start the world, and that was with my CPU already at 50% utilization. Super boring though as all the tools, ores, etc all look exactly the same. I only tried a few, but didn't really notice any difference in how they worked. As a proof on concept, or rather proof of the required API mod working it serves a purpose, but beyond that it does seem rather pointless.
This could be really helpful for server moderators, but I wonder if maybe the chat command should require a privilege to run to prevent every player from being able to view the previous chat messages.
The mod works just fine, as far as beaming items from one player to another is concerned, however I'm unable to break the node as when I punch it it brings up the formspec. Shift clicking doesn't seem to help, and none of the default tools break it fast enough to remove the node.
Perfect mod for the pumpkin spice season. Not all the recipes are available if you only supply the required dependencies. Eggs, Milk, and Crafting aids are required from Tenplus1's mobs_redo and farming_redo.
It's a good mod, although the remote only seems to work when I'm nearby the chest. I can always see the contents of the chest with the remote, but can only interact with the contents when I'm within maybe 10 nodes or so.
Getting started can take a little while if you have no idea what you are doing, but once you figure out the game mechanics it's quite fun.
I've never used scratch, but was able to kinda figure out what I was doing in less than an hour. The included manual is super helpful, and I recommend you check it out to see everything the robots are capable of doing.
This 'game' is excellent. No longer do I need to launch a world, look at a formspec, tweak the code, reload the world. I get instant feedback on changes. Lining different elements up is soo easy with this.
This mod adds a bunch of fun mobs, some that you wouldn't expect from a mod that provides pets.
My only complaint is that the semen collection uses the syringe, which is completely inacurate. Although in Runs defense, I really don't know how to do it better.
You can watch my review on it here, https://youtu.be/L29sXS---rQ
This mod adds a bunch of new ancient architectural styles of columns, complete with bases, capes, and some other thing I can't remember what it was called. :) There are also a handful of floor and wall nodes. It did seem as if there were some items that couldn't be crafted, specifically the polished marble, which is needed in several other recipes.
The textures are 32x32 so if you're a 16px purist this might not be the mod for you.
You can watch my mod review here: https://youtu.be/LCemI9zHTjg
In my 40 minutes of messing around with this mod I only found a single apple on a tree. No grasses to get seeds, although in a few spots there were apple tree leaves and I realized if I harvested though I could get saplings, and planting the saplings give me a chance to get apples and more saplings. Simply rinse and repeat until you have all the apples you can possibly need.
You can watch my review here: https://youtu.be/H4rXG_DvVWo
Great replacement for the old playeranim mod.