This is an overall great mod that adds in the classic experience you expect if you played with Tinkers Construct before. The multiblock smeltery structure works, the lava tank can be filled and ore smelted into liquid which is cast into tools. The skeleton of the gameplay experience is all there!
Unfortunately some visuals just don't quite have the polish they really need for the mod to shine. The lava tank doesn't visually fill with lava you have to go by hud text. The GUI is kind of rough especially with melted liquid textures, no animations for texture flowing out of faucet or cooling into cast.
theres no advanced tools either, its the basics
All in all melterns is a great attempt at a very big mod and it passes in what it set out to do it seems. Theres plenty to still be worked on here but its a great foundation for gameplay.
Hello makmak thank you for the excellent review! I will keep in mind the feedback for next round of fixes/updates.
It does need more tiling ability for the default biomes of for mtg, ... is there a way to contribute to that somehow?
Essentially every node from basic dirt, grass, stone, to flowers, grasses and shrubbery all need to be identified and mapped to a color in the text file nodecolors.lua for now I identified the most important/basic nodes manually. ~~Work still needs done on making this easier/semi-automated.
Work has now been done to drastically improve color map system! I still need help identifying any grey area nodes but its a much more universal/game agnostic affair. Any extra help filling out the color map with these kinds of lines would make a big difference in the project!
Identify the top surface nodes causing the grey coloring and technical name (/grantme all + f5 and also theres a setting to see technical itemnames in description). Naming convention should be examplemod:foo_node
assign a keyword to an RGB color to it in that nodecolors file. You can just copy paste an existing color profile if you dont want to mess with rgb stuff but feel free to use what feels best. Theres plenty of RGB color visualizers online, or built into image manipulation software like GIMP, or even some text editors have them built in/available as plugins.
Example line:
local keyword_colors = {
-- Grass and vegetation
{pattern = "grass", color = PALETTE.GRASS_GREEN},
...
}
All nodes that contain grass in name will now be green on map. Similar things can be done for groups or manual node definitions if needed.
I really enjoy all the weapons ive tried so far. they just work and they work beautifully. These weapons didnt work on Creatura based mobs (like draconis and animalia) by default. In order to change that I had to go into mods/creatura/mob_meta.lua ln 1216 'def.collide_with_objects = def.collide_with_objects or false' set false to true ' def.collide_with_objects = def.collide_with_objects or true' and that enables projectile collision with creatura mobs.
This is an overall great mod that adds in the classic experience you expect if you played with Tinkers Construct before. The multiblock smeltery structure works, the lava tank can be filled and ore smelted into liquid which is cast into tools. The skeleton of the gameplay experience is all there!
Unfortunately some visuals just don't quite have the polish they really need for the mod to shine. The lava tank doesn't visually fill with lava you have to go by hud text. The GUI is kind of rough especially with melted liquid textures, no animations for texture flowing out of faucet or cooling into cast.
theres no advanced tools either, its the basics
All in all melterns is a great attempt at a very big mod and it passes in what it set out to do it seems. Theres plenty to still be worked on here but its a great foundation for gameplay.
Hello makmak thank you for the excellent review! I will keep in mind the feedback for next round of fixes/updates.
Essentially every node from basic dirt, grass, stone, to flowers, grasses and shrubbery all need to be identified and mapped to a color in the text file nodecolors.lua for now I identified the most important/basic nodes manually. ~~Work still needs done on making this easier/semi-automated.
Work has now been done to drastically improve color map system! I still need help identifying any grey area nodes but its a much more universal/game agnostic affair. Any extra help filling out the color map with these kinds of lines would make a big difference in the project!
Link to nodecolors.lua file source on public repo There is a relatively easy way that people who are willing can help fill out the color map right now though.
Identify the top surface nodes causing the grey coloring and technical name (/grantme all + f5 and also theres a setting to see technical itemnames in description). Naming convention should be examplemod:foo_node
assign a keyword to an RGB color to it in that nodecolors file. You can just copy paste an existing color profile if you dont want to mess with rgb stuff but feel free to use what feels best. Theres plenty of RGB color visualizers online, or built into image manipulation software like GIMP, or even some text editors have them built in/available as plugins. Example line:
All nodes that contain grass in name will now be green on map. Similar things can be done for groups or manual node definitions if needed.
I really enjoy all the weapons ive tried so far. they just work and they work beautifully. These weapons didnt work on Creatura based mobs (like draconis and animalia) by default. In order to change that I had to go into mods/creatura/mob_meta.lua ln 1216 'def.collide_with_objects = def.collide_with_objects or false' set false to true ' def.collide_with_objects = def.collide_with_objects or true' and that enables projectile collision with creatura mobs.