the mobs api has mobs:meat_raw that cooks and crafts into blocks, it would be useful to add a drop by some mob that gives me access to that resource when im only using mobs_monster + mobs in survival
not being able to turn or connect to other rails is not bad at all, joining different types of rails to fix this enforces an aesthetic to your rail system that end up looking "more complex".
what about light level, humidity and temperature, distance measured from viewpoint?
i also have a need for a cronometer, odometer, angle finder, and some kind of tape measure, these would be considered "measuring devices" like https://content.minetest.net/packages/OgelGames/tape_measure/, where you click twice to get the result, not just "information devices".
which of these tools would be suited for this mod?
wow much better, the trampoline bug was the worst of them realy.
and one more thing, minecraft's supplementaries mod has a clock block that is very iconic, i don't know if you'll be adding more nodes but if not can you make the radio display the game time as text when you look at it? (similar to what a sign might do)
im going to keep editing requests because why not:
while the lever is on i shouldn't be able to place a block on it
prison door could be a little darker/bluer to differentiate more from xpanes steel_bar_door
crafting bench texture looks out of place (i think because the bottom ends vertically/theres no defining horizontal line to make it a "box" like the others)
i like the crafting system, but there are some problems:
lowercase support is essential
instead of crafting letters to blanks make an "eraser machine" (so they don't crowd the crafting inventory tab)
don't let the user input a bunch of letters, make a simple logic to check on every change:
- assert only one character remains
- if character not allowed make the input empty
i agree with most of the design decisions here, and the cobble generator is awesome. some textures are still "primitive" and theres room for improvement like the furnace and acess point.
no bugs so far and i am using it a lot, this is much nicer than pipeworks but both still have distinct features.
this is my actual discord username, interesting if making them is easy there should be a way to automate this refining and subvariants process even more
moonstone would be special, like the quartz block kind of white transparent and a slight damp rainbowlike diagonal shine. and if you are looking for what stones to prioritize there are these cities with historical mines that have stores that sell little gems and stones for collections, i think by seeing the arrengement of these items in a store you will have a good idea of what the average mineral appreciator expects, i know that moonstone is always there, obsidian, lapiz, amethist, etc
oh and writing this i had a cool idea, anecdotes are a medium for memetics, if there was a node like a furnace but called "mineral analyzer" when you put any stone there it gives you a little description, story, random fact, a piece of lore as reward for collecting each one, i feel like mining in stardew valley is cool because of that collecting aspect.
but again that should be for another mod, or if you make this into a modpack it could be toggled, along with geodes/crystals
after using this mod so much i have a few complaints, take this as feedback
the red curtain is too bright even on inventory, a less nice way to say it is this texture is janky it breaks imersion just by looking at it, cactus brick has the same effect, if a friend you are playing with feels like using this block the whole aesthetic of the game is ruined, trampoline is invisible from below, garden stone path looks weird, i can see these 4 nodes benefiting from a new texture, the red curtain with the same color as red wool
bowl of soup is not on creative inventory, the rope on creative can cause lag depending on the circumstance (maybe stop at 99)
its not a problem with your mod, its just that it has so many nodes that a non-problem became a problem... when you search for "cracked" it gives you all cracked nodes, but lets say you want so see all cracked slabs and not cracked stairs, you can't. because the names are "cracked something something slab".
if this is "meant as a drop-in replacement" i don't think moreores is a good idea, i don't have it in my world, if i replace technic with technic_plus_beta... mithril will only spawn in new chunks breaking consistency. and it is not a required dependency in technic_plus either.
perfect! the bricks are better, and im starting to like the cracked variations.
the finding the blocks problem is annoying, when i type "cracked wall" or "cracked slab" it should filter, i know that this is an issue in minetest engine maybe? but impacts your mod more than others due to the size of the categories.
"Do you think the glow stones disrupt game balance?" - keep them by default, your reasoning seems good, if in the future, you feel like implementing toggles for some "groups" i think this is one of them.
"What do you mean by porting the geode mods?" - creating one yourself on your terms instead of depending on others, and that could work like a modpack, like in mesecons you can choose wich to include.
"I don't know how to make a seperate inventory tab" - me neither, but i found the other comment interesting because as your stone count grows this feature becomes more relevant.
"I just don't know what sets it apart visually from Slate" - maybe greener/blueish (still very dark), the texture smoother, and the "lines" thiner and "continuous" and barely visible. but i don't know if its sufficiently distinguishable
and let me say that fire opal is very nice, yet there is a problem that it syncs different depending on its position
as far as features i can only think of "code heavy" stuff to implement like porting the geodes mods and having settings to toggle it on and off, procedural patterns (there are other mods that implement that you can take inspiration), and a separate tab like other user said, but these are long term problems, for now just curating new stones is great. aaaa one big thing, i wanted to toggle off "glowing" stones the first time i used the mod because it messes with mining incentives, and i still think its a relevant problem, but i got used to it.
the only one i was after but couldn't find was shale, but theres slate so not that important, and i see you added in the description considering already
minetest has a lot of plain stone, this is the best mod to add variation to the underground, its always a good time exploring and trying to find new stones for the colection. and i select some stones i like for my survival worlds
and also none of these i use the cobbled texture because even though i thnk basalt would make the best "real" cobble potential, it would add to the complexity of minetest_game having so much more need for coal.
i play survival a lot and it was missing a dark type of brick between stone and obsidian, so i made it darker and it fits perfectly the "macabre texture", because i like minetest_game's simplicity (like minecraft beta 1.7) i tried to stick to its conventions (no walls for stone type blocks), and for cracked brick i think there should be another mod that supports this one.
and great textures btw, im playing with limestone (both) and granite (pink and gray) also because they are more common stones, and i use them to make solid colored blocks and transparent colored blocks, if i think they are balanced enough for survival i may release it as a mod as well.
the mobs api has mobs:meat_raw that cooks and crafts into blocks, it would be useful to add a drop by some mob that gives me access to that resource when im only using mobs_monster + mobs in survival
wield not showing... and not like other rails when droped, just remove line 12
carts api already takes care of that
https://github.com/minetest/minetest_game/blob/511619253facd524df75ae44537d7b2c4e30a8db/mods/carts/functions.lua#L226
not being able to turn or connect to other rails is not bad at all, joining different types of rails to fix this enforces an aesthetic to your rail system that end up looking "more complex".
one of the better vanilla additions
what about light level, humidity and temperature, distance measured from viewpoint?
i also have a need for a cronometer, odometer, angle finder, and some kind of tape measure, these would be considered "measuring devices" like https://content.minetest.net/packages/OgelGames/tape_measure/, where you click twice to get the result, not just "information devices".
which of these tools would be suited for this mod?
prison door has owner shouldn't be moved by mesecons, at least thats the behaviour for minetest_game
edit: the rusty one too
wow much better, the trampoline bug was the worst of them realy.
and one more thing, minecraft's supplementaries mod has a clock block that is very iconic, i don't know if you'll be adding more nodes but if not can you make the radio display the game time as text when you look at it? (similar to what a sign might do)
im going to keep editing requests because why not:
i like the crafting system, but there are some problems:
i agree with most of the design decisions here, and the cobble generator is awesome. some textures are still "primitive" and theres room for improvement like the furnace and acess point.
no bugs so far and i am using it a lot, this is much nicer than pipeworks but both still have distinct features.
maybe copy paste the mod from 3d armor?
does exacly what its supposed to, helpful for finding good register_ore parameters
this is my actual discord username, interesting if making them is easy there should be a way to automate this refining and subvariants process even more
moonstone would be special, like the quartz block kind of white transparent and a slight damp rainbowlike diagonal shine. and if you are looking for what stones to prioritize there are these cities with historical mines that have stores that sell little gems and stones for collections, i think by seeing the arrengement of these items in a store you will have a good idea of what the average mineral appreciator expects, i know that moonstone is always there, obsidian, lapiz, amethist, etc
oh and writing this i had a cool idea, anecdotes are a medium for memetics, if there was a node like a furnace but called "mineral analyzer" when you put any stone there it gives you a little description, story, random fact, a piece of lore as reward for collecting each one, i feel like mining in stardew valley is cool because of that collecting aspect.
but again that should be for another mod, or if you make this into a modpack it could be toggled, along with geodes/crystals
i don't know, maybe some group triggers a condition, compare moreores where that does not happen.
https://github.com/minetest-mods/moreores/blob/041abf66a5fed1783c8bd14e07fcb360075245c4/init.lua#L87
https://git.minetest.land/TheOnlyJoeEnderman/Too_Many_Stones/src/commit/9f3a8b6620e2ddda6e15d300f3262de50982a6be/nodes.lua#L2826
after using this mod so much i have a few complaints, take this as feedback
the red curtain is too bright even on inventory, a less nice way to say it is this texture is janky it breaks imersion just by looking at it, cactus brick has the same effect, if a friend you are playing with feels like using this block the whole aesthetic of the game is ruined, trampoline is invisible from below, garden stone path looks weird, i can see these 4 nodes benefiting from a new texture, the red curtain with the same color as red wool
bowl of soup is not on creative inventory, the rope on creative can cause lag depending on the circumstance (maybe stop at 99)
turquoise ore is cuttable in xdecor while other base game ores are not...
https://codeberg.org/Wuzzy/xdecor-libre/src/commit/78c441528a52f74e2e1ee6719971799e3a5b4df3/handlers/helpers.lua#L43
well that's good to know
its not a problem with your mod, its just that it has so many nodes that a non-problem became a problem... when you search for "cracked" it gives you all cracked nodes, but lets say you want so see all cracked slabs and not cracked stairs, you can't. because the names are "cracked something something slab".
if this is "meant as a drop-in replacement" i don't think moreores is a good idea, i don't have it in my world, if i replace technic with technic_plus_beta... mithril will only spawn in new chunks breaking consistency. and it is not a required dependency in technic_plus either.
edit: see comments
perfect! the bricks are better, and im starting to like the cracked variations.
the finding the blocks problem is annoying, when i type "cracked wall" or "cracked slab" it should filter, i know that this is an issue in minetest engine maybe? but impacts your mod more than others due to the size of the categories.
"Do you think the glow stones disrupt game balance?" - keep them by default, your reasoning seems good, if in the future, you feel like implementing toggles for some "groups" i think this is one of them.
"What do you mean by porting the geode mods?" - creating one yourself on your terms instead of depending on others, and that could work like a modpack, like in mesecons you can choose wich to include.
"I don't know how to make a seperate inventory tab" - me neither, but i found the other comment interesting because as your stone count grows this feature becomes more relevant.
"I just don't know what sets it apart visually from Slate" - maybe greener/blueish (still very dark), the texture smoother, and the "lines" thiner and "continuous" and barely visible. but i don't know if its sufficiently distinguishable
and let me say that fire opal is very nice, yet there is a problem that it syncs different depending on its position
as far as features i can only think of "code heavy" stuff to implement like porting the geodes mods and having settings to toggle it on and off, procedural patterns (there are other mods that implement that you can take inspiration), and a separate tab like other user said, but these are long term problems, for now just curating new stones is great. aaaa one big thing, i wanted to toggle off "glowing" stones the first time i used the mod because it messes with mining incentives, and i still think its a relevant problem, but i got used to it.
the only one i was after but couldn't find was shale, but theres slate so not that important, and i see you added in the description considering already
minetest has a lot of plain stone, this is the best mod to add variation to the underground, its always a good time exploring and trying to find new stones for the colection. and i select some stones i like for my survival worlds
and also none of these i use the cobbled texture because even though i thnk basalt would make the best "real" cobble potential, it would add to the complexity of minetest_game having so much more need for coal.
i play survival a lot and it was missing a dark type of brick between stone and obsidian, so i made it darker and it fits perfectly the "macabre texture", because i like minetest_game's simplicity (like minecraft beta 1.7) i tried to stick to its conventions (no walls for stone type blocks), and for cracked brick i think there should be another mod that supports this one.
and great textures btw, im playing with limestone (both) and granite (pink and gray) also because they are more common stones, and i use them to make solid colored blocks and transparent colored blocks, if i think they are balanced enough for survival i may release it as a mod as well.