I was just about to drop my code in there when I noticed your mod is licensed MIT, but all the code I'm bringing in is GPL-3.0-only. Are you willing to accept this code as a mixed-license mod now, or should I do my own thing separately?
I plan to submit a merge request within the week! I expect the init.lua to determine the game id and the dofile mineclonia.lua or default.lua, or similar.
I have been working on mcl_colored_chests, so this colored chests concept, but for Mineclonia. I bet it could be merged into this mod, which would make the current depends be moved to optional_depends. Would you be interested in a merge request that would add the vastly-different-implementation for Mineclonia to this single mod?
This is a great alternative to various backpack mods! Whenever I start a new survival world, I work on getting the string for a pouch almost immediately, because how else will I hold all my loot on those long caving sessions?
I think it's great that you can drop the pouch for other players, but it is also great for extending your own inventory capacity. 10/10
Do you have an account on the Luanti forums? Please contact me there and we can private-message and exchange email addresses so we can collaborate on this mod!
I haven't heard from you, but I have already made the basil and tomato farmable plants that use mcl_farming. Please reach out to me somewhere and we can collaborate to make sure I'm designing the technical stuff to match your goals!
If you have tried to reach me via matrix, I haven't seen anything, but then I barely know how to use matrix so maybe I'm not using the correct spot. Please find my user account in the Luanti forum and we can PM for my email contact info.
After lots of exploring and looting, you have all these random items with random enchantments. If you could rearrange the enchantments on items, it would optimize your workflow!
I wish we could easily duplicate books in-game. I guess that's out of scope for an enchantment extractor, considering the base game doesn't support duplicating books. But one would think if something could be written down, it could be copied. Or maybe combine enchantments, like "Unbreaking I"+"Unbreaking II"="Unbreaking III" or at least "Unbreaking II"+"Unbreaking II"="Unbreaking III." But again, that's not extracting enchantments. Perhaps we need a separate mod for that!
enchantment copier machine=insert blank books, (and lapis lazuli? ink?), and the desired book to copy. Wait 2 in-game days, and tada, a copied book!
enchantment combiner machine=insert (weighted value of emeralds for final enchantment), Unbreaking II, Unbreaking II, and output an Unbreaking III.
I would love to collaborate with you on helping to make basil and tomato be plantable like other food items in Mineclonia. Well, maybe tomatoes act like carrots in that they can be planted, and I guess maybe add a basil seed item that gets picked up when you use a sword on a basil plant. Is that something you would like help with?
This happens because the default potion definition includes a splash potion variant (brewed with gunpowder), and the mineclonia code hard-codes the item identifier with a prepended "mcl_potions:" but this mod cannot use a different namespace in Luanti so the game crashes. The _id_override will let the mod name be used correctly in generating the potion items.
When using this mod with Mineclonia 0.115.0 in Luanti 5.11.0, the game crashes immediately with this error.
ModError: Failed to load and run script from /home/bgstack15/.var/app/net.minetest.Minetest/.minetest/mods/italian_food/init.lua:
/app/share/luanti/builtin/game/register.lua:66: Name mcl_potions:sugar_coffe_splash does not follow naming conventions: "italian_food:" or ":" prefix required
stack traceback:
[C]: in function 'error'
/app/share/luanti/builtin/game/register.lua:66: in function 'check_modname_prefix'
/app/share/luanti/builtin/game/register.lua:136: in function 'register_item'
/app/share/luanti/builtin/game/register.lua:241: in function 'register_craftitem'
...etest/games/mineclonia/mods/ITEMS/mcl_potions/splash.lua:38: in function 'register_splash'
...test/games/mineclonia/mods/ITEMS/mcl_potions/potions.lua:257: in function <...test/games/mineclonia/mods/ITEMS/mcl_potions/potions.lua:155>
...t.minetest.Minetest/.minetest/mods/italian_food/init.lua:398: in main chunk
Check debug.txt for details.
Tested with: Minetest_game default farming, and mod bonemeal
The scythe is great for replanting cotton 3 blocks at a time, and sickle is great for wheat, by replanting as wheat_3 instead of seed_wheat.
Any future mtg worlds I make will absolutely need this mod!
I know your commit messages talk about increasing the pull physics, but it felt like walking away didn't drag the animal at all. The lead would get really long, and it was almost like the lead wasn't doing anything. Is there a way to "pull the rope in" to drag the animal to you?
I was just about to drop my code in there when I noticed your mod is licensed MIT, but all the code I'm bringing in is GPL-3.0-only. Are you willing to accept this code as a mixed-license mod now, or should I do my own thing separately?
I plan to submit a merge request within the week! I expect the init.lua to determine the game id and the dofile mineclonia.lua or default.lua, or similar.
I have been working on mcl_colored_chests, so this colored chests concept, but for Mineclonia. I bet it could be merged into this mod, which would make the current depends be moved to optional_depends. Would you be interested in a merge request that would add the vastly-different-implementation for Mineclonia to this single mod?
This is a great alternative to various backpack mods! Whenever I start a new survival world, I work on getting the string for a pouch almost immediately, because how else will I hold all my loot on those long caving sessions?
I think it's great that you can drop the pouch for other players, but it is also great for extending your own inventory capacity. 10/10
Do you have an account on the Luanti forums? Please contact me there and we can private-message and exchange email addresses so we can collaborate on this mod!
I haven't heard from you, but I have already made the basil and tomato farmable plants that use mcl_farming. Please reach out to me somewhere and we can collaborate to make sure I'm designing the technical stuff to match your goals!
If you have tried to reach me via matrix, I haven't seen anything, but then I barely know how to use matrix so maybe I'm not using the correct spot. Please find my user account in the Luanti forum and we can PM for my email contact info.
10/10 Vital for my gameplay style
After lots of exploring and looting, you have all these random items with random enchantments. If you could rearrange the enchantments on items, it would optimize your workflow!
Wishlist 🔗
I wish we could easily duplicate books in-game. I guess that's out of scope for an enchantment extractor, considering the base game doesn't support duplicating books. But one would think if something could be written down, it could be copied. Or maybe combine enchantments, like "Unbreaking I"+"Unbreaking II"="Unbreaking III" or at least "Unbreaking II"+"Unbreaking II"="Unbreaking III." But again, that's not extracting enchantments. Perhaps we need a separate mod for that!
I am this username on the Luanti forums, and also on matrix/element. Please find me and we can chat!
I would love to collaborate with you on helping to make basil and tomato be plantable like other food items in Mineclonia. Well, maybe tomatoes act like carrots in that they can be planted, and I guess maybe add a basil seed item that gets picked up when you use a sword on a basil plant. Is that something you would like help with?
So whenever mineclonia > 0.115.0 comes out, you should be able to do this with the code to prevent errors.
This happens because the default potion definition includes a splash potion variant (brewed with gunpowder), and the mineclonia code hard-codes the item identifier with a prepended "mcl_potions:" but this mod cannot use a different namespace in Luanti so the game crashes. The
_id_override
will let the mod name be used correctly in generating the potion items.When using this mod with Mineclonia 0.115.0 in Luanti 5.11.0, the game crashes immediately with this error.
I already ran into this problem on a mod of my own, and the fix is in mineclonia already which will be part of future releases: https://codeberg.org/mineclonia/mineclonia/pulls/3472.
Tested with: Minetest_game default farming, and mod bonemeal
The scythe is great for replanting cotton 3 blocks at a time, and sickle is great for wheat, by replanting as wheat_3 instead of seed_wheat. Any future mtg worlds I make will absolutely need this mod!
According to issue https://github.com/t-affeldt/sickles/issues/5 a fork https://gitlab.com/validandloved/sickles has the mythril tool.
I am embarrased to report that I merely needed to adjust the settings directly in minetest.conf, and now the leads pull the animals the way I want.
I know your commit messages talk about increasing the pull physics, but it felt like walking away didn't drag the animal at all. The lead would get really long, and it was almost like the lead wasn't doing anything. Is there a way to "pull the rope in" to drag the animal to you?