I am currently still learning how to do things. Currently I am working on a rather weird concept of nuclear processing, using fuel rods to bombard isotope rods to get a desired product. No electricity is involved however until i figure out how to do that, it would be nice to add that later.
I think the crafting recipy is a bit simple and cheap compared to what this machine is able to do especially with the potential of having more mods installed which have tools that benefit greatly from this repair machine.
However this being said after customizing it a bit i greatly enjoy this mod (crafting wise, the other bits are very alien to me to this day).
Hey, I don't know how else to write to you, i have modified your mod a bit. I don't think it is in a direction where you would like to replace your own version with mine, however I wish to ask you, can I include this modified work in a published "tech mod pack".
Some of the biggest changes I've made is fixing some energy dupe problems i noticed, rebalanced it a little and retextured the mod.
I also changed how stuff is crafted to use my own materials that i am working on.
But the framework you made is incredibly useful. And i will of course credit you.
Thanks, I'll give it a look. I am pretty much a novice when it comes to everything related to minetest. I have customized and fixed up a few mods though, that doesn't require innovation.
Sorry if this is the wrong place to ask, but if i were to try to add appliances to this mod with custom crafting recipies, how would one even begin to go about this? I am sort chasing after the idea of an electric furnace or specialized machine that can do something other machines can't do, like turning things into dusts.
I guess to be more specific, how do i make a device that listens to wether it has a power, that then chooses to do something with an item?
The settings could use a bit of clarification what "clearing" registered biomes means.
Other than that i really like this mod, the plank textures could use some work though, it adds a lovely variety of plantlife that makes the world feel alive as well as minerals and other things that make the world feel a lot more alive.
Simply commenting it out makes it work if i remember correctly, i did not see the option to actually enable the minigun in the settings so i just went to comment it out from the minigun.lua file.
There is a lot more to fix though, like gun sounds playing for all players in the world as well as all the impact sounds, breaking sounds etc.
As much as I love this mod for the guns it offers, and the ingenious ways the guns and projectiles are implemented.
It is rather frustrating hearing a firefight from 2000 nodes away, as if it was happening inside of my head.
Now, that being said the fix isn't rocket science although it took me two days to figure out properly.
Instead of playing it at every {player} you need to edit various lua files if this issue bothers you too.
First by defining what "pos" means inside the sound playing functions, before the actual sound_play command, for example:
"local pos = player:get_pos()
minetest.sound_play(gun_unload_sound, {pos = pos, max_hear_distance = 50, gain = 0.7})"
However this fix in the review doesn't address the leaf impacts and block impacts or door/glass destruction sounds.
I do not want to write a book here about how to fix sounds in 1 mod.
I have edited those as well, if someone wants my versions of the .lua files comment on my review.
I am willing to help anyone out with this issue.
I am a complete novice so i do not claim my fix to be perfect.
If the sounds playing at every players location is not a deal breaker for you, then ignore my review.
While I like the fact I could easily tweak the values in this mod to rebalance it, I still think it would of been smarter for the mod author to put some very basic thought into balancing the exchanges.
For example, 1 diamond is currently worth more than a diamond block in the default configuration you download.
(To configure this simply edit the energy.lua file)
Now, onto more serious issues i have with this mod:
I can't add a category for lava buckets or flowers. Trying to add a category using the example in the energy.lua trying to add a buckets category like how it is done with "default" and "moreswords" does not work and simply crashes on startup.
I wish the mod could do more without me diving deeper into it.
That being said I do like what the mod has already been able to prodive for me, I just am hesitant to recommend it or recommend against it since it may offer someone else a better or worse experience depending on what they want from this mod.
The only way to know if this mod is for you or your server is to try it, and then troubleshoot later.
Hello, I apreciate everything else in this mod such as the stained glass and other decorative items, although I find it perhaps slightly odd they all glow.
However the main thing that interested me in this mod was the candles. But due to an issue I can not craft them, the issue is as follows:
I have not seen any wild bee hives despite exploring, and I have not seen them randomly spawn either as I explore.
I have looked through the lua code of both the init.lua and the hive.lua files, and I fail to see how hives appear anywhere in MineTest Game.
It is important to specify here I literally have no experience with Lua specifically. But I have no clue on how to proceed in this situation.
I left a neutral review as I am unaware as how to utilize the part of the mod I initially installed it for.
Someone copied your mod and posted it as their own. https://content.minetest.net/packages/ThePython/exchangeclone/
I was just browsing the content db as i am now getting ready, in the upcoming weeks to publish my modpack, and i see this.
I am currently still learning how to do things. Currently I am working on a rather weird concept of nuclear processing, using fuel rods to bombard isotope rods to get a desired product. No electricity is involved however until i figure out how to do that, it would be nice to add that later.
Also I'm not sure how to contact you but i will do it here. Can i use this mod in my techmod modpack assuming i decide to publish it?
I think the crafting recipy is a bit simple and cheap compared to what this machine is able to do especially with the potential of having more mods installed which have tools that benefit greatly from this repair machine.
However this being said after customizing it a bit i greatly enjoy this mod (crafting wise, the other bits are very alien to me to this day).
Hey, I don't know how else to write to you, i have modified your mod a bit. I don't think it is in a direction where you would like to replace your own version with mine, however I wish to ask you, can I include this modified work in a published "tech mod pack".
Some of the biggest changes I've made is fixing some energy dupe problems i noticed, rebalanced it a little and retextured the mod. I also changed how stuff is crafted to use my own materials that i am working on.
But the framework you made is incredibly useful. And i will of course credit you.
Thanks, I'll give it a look. I am pretty much a novice when it comes to everything related to minetest. I have customized and fixed up a few mods though, that doesn't require innovation.
Sorry if this is the wrong place to ask, but if i were to try to add appliances to this mod with custom crafting recipies, how would one even begin to go about this? I am sort chasing after the idea of an electric furnace or specialized machine that can do something other machines can't do, like turning things into dusts.
I guess to be more specific, how do i make a device that listens to wether it has a power, that then chooses to do something with an item?
The settings could use a bit of clarification what "clearing" registered biomes means. Other than that i really like this mod, the plank textures could use some work though, it adds a lovely variety of plantlife that makes the world feel alive as well as minerals and other things that make the world feel a lot more alive.
Hey i know why the minigun does not appear. From minigun.lua:
if minetest.settings:get_bool("minigun_aswell") then
minetest.register_tool("rangedweapons:minigun_r", {...
Simply commenting it out makes it work if i remember correctly, i did not see the option to actually enable the minigun in the settings so i just went to comment it out from the minigun.lua file.
There is a lot more to fix though, like gun sounds playing for all players in the world as well as all the impact sounds, breaking sounds etc.
As much as I love this mod for the guns it offers, and the ingenious ways the guns and projectiles are implemented. It is rather frustrating hearing a firefight from 2000 nodes away, as if it was happening inside of my head.
Now, that being said the fix isn't rocket science although it took me two days to figure out properly. Instead of playing it at every {player} you need to edit various lua files if this issue bothers you too.
First by defining what "pos" means inside the sound playing functions, before the actual sound_play command, for example: "local pos = player:get_pos() minetest.sound_play(gun_unload_sound, {pos = pos, max_hear_distance = 50, gain = 0.7})"
However this fix in the review doesn't address the leaf impacts and block impacts or door/glass destruction sounds. I do not want to write a book here about how to fix sounds in 1 mod. I have edited those as well, if someone wants my versions of the .lua files comment on my review. I am willing to help anyone out with this issue.
I am a complete novice so i do not claim my fix to be perfect. If the sounds playing at every players location is not a deal breaker for you, then ignore my review.
While I like the fact I could easily tweak the values in this mod to rebalance it, I still think it would of been smarter for the mod author to put some very basic thought into balancing the exchanges.
For example, 1 diamond is currently worth more than a diamond block in the default configuration you download. (To configure this simply edit the energy.lua file)
Now, onto more serious issues i have with this mod:
I can't add a category for lava buckets or flowers. Trying to add a category using the example in the energy.lua trying to add a buckets category like how it is done with "default" and "moreswords" does not work and simply crashes on startup.
I wish the mod could do more without me diving deeper into it.
That being said I do like what the mod has already been able to prodive for me, I just am hesitant to recommend it or recommend against it since it may offer someone else a better or worse experience depending on what they want from this mod. The only way to know if this mod is for you or your server is to try it, and then troubleshoot later.
Hello, I apreciate everything else in this mod such as the stained glass and other decorative items, although I find it perhaps slightly odd they all glow.
However the main thing that interested me in this mod was the candles. But due to an issue I can not craft them, the issue is as follows:
I have not seen any wild bee hives despite exploring, and I have not seen them randomly spawn either as I explore.
I have looked through the lua code of both the init.lua and the hive.lua files, and I fail to see how hives appear anywhere in MineTest Game. It is important to specify here I literally have no experience with Lua specifically. But I have no clue on how to proceed in this situation.
I left a neutral review as I am unaware as how to utilize the part of the mod I initially installed it for.