Thanks for the kind words :) I'm glad to say though that the error you experienced isn't due to the builtin_item mod itself but rather another function located within the builtin folder for minetest (it handles a few tasks in there), and by the looks of it a minetest.after command gone rogue.
@TestificateMods - Thanks for the review, Farming Redo only really removes the sand soil and the API works the same as default farming, but the growing crops uses a more realistic poisson method of growing which works even when the player isn't around.
NPCs are set to spawn on brick blocks next to a grass_3 node, which is quite specific but done on purpose. Igors will spawn on a meat block next to a brick, and Traders have their own spawn shop blocks.
@FavoritoHJS - Will check quicksand issue and fix, as for the 32x textures - I liked the detail it gave and some of them took ages to make so I'm quite proud of them, but easily replaced by texture packs if needed.
@VerdiShubert - Thanks for getting back to me, I checked both basic_houses and smaller_steps with minetest 5.6 and above and both worked ok, will keep testing just incase.
@VerdiShubert - May I ask what troubles you are getting ? Stairs Redo is a fully compatible drop-in replacement for the default stairs mod with new features.
The stack issue the team found was that doors are stackable and if one door contains a secret key it can be stacked onto the pile and the key is either lost or copied across to the whole stack, and changing stack_max to 1 would cause so many backwards compatibility issues for mods.
A tool to copy secrets from one door to many others would be a great addition which I would gladly add to the original to replace current door pickup with key workings :)
Yeah that should be fine. You may need to remove Ice and Phi doors from the fork though as I got express permisions to use those for this mod only.
I closed the pull because my test group never used that one feature, and that it added another player variable to be written to a door as well as stack issues. Maybe a separate tool like you mentioned as an addon-mod to simply copy the secret code from door to door would be easier :)
Thanks for the review rudzik8, I'll have a look at farming redo crops appearing in ethereal biomes to see what I can do to make it better, and as for plantlike leaves, there's a setting 'ethereal.leaftype' you can set to 1 for normal 3d leaves :)
Bush block has been mixed up a little, also the fern may look similar but it was made from scratch (my horrid texture skills, pixed art donations are welcome :)
@wsor4035 - Thank you for your new review, the non-use of hardware colouring was on purpose for themed texture packs to make use of spare bakedclay nodes (scifi, horror blocks etc). As for the decorative glazed terracotta blocks, those are being put to some artistic uses by many players who seem to enjoy their design.
You see them occasionally but you need a hive with a queen bee to put in your own hives with empty racks for the bee's to make honey, also make sure plenty of flowers are around the hive.
Love how the witches are all randomly dressed, definitely adds character to the mod and a touch of questing in giving them items :) I'm off to find a witch hut and see what food she has :p
Hi Ivan, I've added bee sounds when entering a wild hive (without smoke) and to the random bee's that appear around the world.
As for the wild hives, they generate slowly around the world and spaced apart on purpose so that when you find one it helps you start your own hives. Be patient, they do appear :)
@Xerith IV - I've ran tests and cannot duplicate the error, everything works fine.
@The omega crazytails - It shouldnt, I update every version of Ethereal mod on Xanadu the same way and it's working a-ok :P
Thanks for the kind words :) I'm glad to say though that the error you experienced isn't due to the builtin_item mod itself but rather another function located within the builtin folder for minetest (it handles a few tasks in there), and by the looks of it a minetest.after command gone rogue.
A great game with some catchy music, nice concept overall :) Controls a little fiddly at times but hey, can't have it all :P
NPCs should float on water which does seem a little high, so I'll look into fixing this in an update :)
@TestificateMods - Thanks for the review, Farming Redo only really removes the sand soil and the API works the same as default farming, but the growing crops uses a more realistic poisson method of growing which works even when the player isn't around.
We have 3x ways to accomplish what you are asking, 1 is the 'mob_chance_multiplier' in the mob api:
https://notabug.org/TenPlus1/mobs_redo/src/master/api.txt#L742
The second is the mob chance override feature setting:
https://notabug.org/TenPlus1/mobs_redo/src/master/api.txt#L768
and third is renaming 'spawn_example.lua' within the mobs_monster folder to spawn.lua and editing the settings directly:
https://notabug.org/TenPlus1/mobs_monster/src/master/spawn_example.lua
NPCs are set to spawn on brick blocks next to a grass_3 node, which is quite specific but done on purpose. Igors will spawn on a meat block next to a brick, and Traders have their own spawn shop blocks.
Holding down sneak and right-clicking any mob will list the items it will follow and eat in your chat window :)
Hedgehogs follow and eat bread for healing :)
Awesome models and informative Sirrobzeroone :)
@FavoritoHJS - Will check quicksand issue and fix, as for the 32x textures - I liked the detail it gave and some of them took ages to make so I'm quite proud of them, but easily replaced by texture packs if needed.
@VerdiShubert - Thanks for getting back to me, I checked both basic_houses and smaller_steps with minetest 5.6 and above and both worked ok, will keep testing just incase.
@VerdiShubert - May I ask what troubles you are getting ? Stairs Redo is a fully compatible drop-in replacement for the default stairs mod with new features.
@Zweihorn - Currently we support default tree's, farming plus, ethereal, aotearoa, australia and moretrees.
@SaKeL - I've added custom regrow_min_interval (600) and regrow_max_interval (1200) settings so you can set your own timescale :)
@ROllerozxa - Textures changed, please approve.
@FavoritoHJS - Please keep accusations to yourself, any texture submissions are usually taken in good faith.
It sounds like a separate key mod that supports all three mods would be a handy mod to have around :)
Have fun with the little one :)
The stack issue the team found was that doors are stackable and if one door contains a secret key it can be stacked onto the pile and the key is either lost or copied across to the whole stack, and changing stack_max to 1 would cause so many backwards compatibility issues for mods.
A tool to copy secrets from one door to many others would be a great addition which I would gladly add to the original to replace current door pickup with key workings :)
Yeah that should be fine. You may need to remove Ice and Phi doors from the fork though as I got express permisions to use those for this mod only.
I closed the pull because my test group never used that one feature, and that it added another player variable to be written to a door as well as stack issues. Maybe a separate tool like you mentioned as an addon-mod to simply copy the secret code from door to door would be easier :)
The three little pigs are gonna love this mod, they can bling up their brick house :) A great addition to bakedclay.
Thanks for the review rudzik8, I'll have a look at farming redo crops appearing in ethereal biomes to see what I can do to make it better, and as for plantlike leaves, there's a setting 'ethereal.leaftype' you can set to 1 for normal 3d leaves :)
Thanks ROllerozxa.
Textures changed.
A new random bush texture was added.
Bush block has been mixed up a little, also the fern may look similar but it was made from scratch (my horrid texture skills, pixed art donations are welcome :)
If you craft a grafting tool from the mod and open a hive with that you are more likely to find a queen :)
You find a wild hive and most have queens inside of themm you right-click to get inside and find them alongside honey.
@wsor4035 - Thank you for your new review, the non-use of hardware colouring was on purpose for themed texture packs to make use of spare bakedclay nodes (scifi, horror blocks etc). As for the decorative glazed terracotta blocks, those are being put to some artistic uses by many players who seem to enjoy their design.
You see them occasionally but you need a hive with a queen bee to put in your own hives with empty racks for the bee's to make honey, also make sure plenty of flowers are around the hive.
If you mean their spells then it's would be a good distraction irl, tossing water and the like around them stops a good majority of attacks :)
I do like the sheep models which reminds me I need help with mobs animals to improve those too :P
Love how the witches are all randomly dressed, definitely adds character to the mod and a touch of questing in giving them items :) I'm off to find a witch hut and see what food she has :p
Use a sword to cut webs and get some free string in the process :)
At this time of the year I end up craving pumpkin snacks, good timing and some tasty recipes :P
@Johannes Fritz - Mobs can be as basic or as complicated as the user wants them to be by using the api functions or adding their own custom one's.
Great mod, saves players digging up tons of dirt to get worms and gives a few special items as well :)
The Lava Stuff mod overrides recipes using lava orb within mobs monster, you may need to contact the author if it's causing issue.
Hi Ivan, I've added bee sounds when entering a wild hive (without smoke) and to the random bee's that appear around the world.
As for the wild hives, they generate slowly around the world and spaced apart on purpose so that when you find one it helps you start your own hives. Be patient, they do appear :)
Nice selection of monsters to battle throughout the world, and the plant almost got me while wandering through a forest :P