I found a bug where if a droped item lands in a liquid or something else like grass, a plant, a flower, etc, then the item stops emiting light until it gets out.
It is a known issue, but there is no way to fully solve it. Shining works only inside air or water-source nodes. Any other node type, like plant or flowing water is not enhanced to emmit light.
Pretty sure it was the Builtin Item mod, because both mods replace the default builtin item.
Wielded Light is basically able to work together with other builtin item enhancements. @QBSteve, Please try to add builtin_item into the optional_depends = line in wielded_light/mod.conf file. It shoul look like
name = wielded_light
optional_depends = default, hades_core, builtin_item
Then buildtin_item is loaded at the first and the wielded_light is able to enhance it in proper way.
I think it only allows one at a time (but not sure I remember about that one).
Only one woodcutting process is allowed per player. But the process can include more then one tree.
If you dig a node from second tree without holding sneak key, during woodcutting is active, the second tree is added to the processing queue. The nearest tree is cutted at the first.
Thank you for the bug report. I created an issue on github for this: https://github.com/minetest-mods/wielded_light/issues/31
It is a known issue, but there is no way to fully solve it. Shining works only inside air or water-source nodes. Any other node type, like plant or flowing water is not enhanced to emmit light.
Pretty sure it was the Builtin Item mod, because both mods replace the default builtin item.
Wielded Light is basically able to work together with other builtin item enhancements. @QBSteve, Please try to add
builtin_item
into theoptional_depends =
line inwielded_light/mod.conf
file. It shoul look likeThen buildtin_item is loaded at the first and the wielded_light is able to enhance it in proper way.
Which 4 mods are enabled? I think one of them causes your issue.
The mod is in Whynot Game, that contains >50 additional mods above Minetest Game, without issues.
Only one woodcutting process is allowed per player. But the process can include more then one tree. If you dig a node from second tree without holding sneak key, during woodcutting is active, the second tree is added to the processing queue. The nearest tree is cutted at the first.
@Arkatron, capes are supported, but you need additional mod that provides the capes: https://forum.minetest.net/viewtopic.php?f=9&t=11362
Ignore the multiskin dependency, the mod work well with skinsdb instead
This "mod soup" is updated often using scripts from mod sources. Let me know which mod is outdated
The whynot is not a home for mods, therefore the expected behaviour for all mods is should work as original ones.
Maybe you explain the issue more detailed. I opened a bug report on our git-project for this issue: https://github.com/minetest-whynot/whynot-game/issues/84
The right way is to open new issue in homedecor project to solve it for whynot and other games.
Thank you for the review. It got me thinking. I created new issue on github for discussions for that: https://github.com/minetest-whynot/whynot-game/issues/60
Please be more specific with issues then just "it doesn't work".
In "just the normal skin works" I read you expect the mod provides skins. Thx for this hint, now I uploaded a version with 8 skins included.
Pls. note, if you execute the python script "update_skins.py" in "updater" folder, you get a LOT (> 1000) Skins installed ;-)
Created new feature request on github for that: https://github.com/minetest-mods/carpets/issues/3