Just so I'm clear, did you take the LOTT ones and post them, or take the TT version and edit them?
I manually compared it to the LOTT version and changed it to just add the cooking recipes (except for a file that was rewritten to use a for loop instead of a bunch of individual function calls, it should have identical behavior though).
But I appreciate the offer, and if you want to just change some files and email or even post them here, I'll put them in myself! I have a couple other bugs to fix as well, we find them as we play.
ok, I can send you the changed files...
ok, I added the changes -- now you can cook hoes, helmets, chestplates, leggings, boots, shields, battleaxes, warhammers, spears, elven swords and orc swords. so that's everything I can think of from LOTT as well as hoes. I also adjusted picks and axes to cook into two ingots each.
But I appreciate the offer, and if you want to just change some files and email or even post them here, I'll put them in myself! I have a couple other bugs to fix as well, we find them as we play.
ok, I can send you the changed files...
Also interested in your feedback on the mod in general, and all the things/items I've added. Some of them took me forever to do.
I tried this out years ago and was quite happy to see it finally make its way to contentdb!
Also I don't think my project is so special that it needs version control and multiple contributors and all.
Imo you're missing out, version control is really that useful, I (and the vast majority of programmers) use it on even tiny projects. Here, the main feature that is useful isn't being able to see past versions, but the automatic management of integrating code from other people, so if multiple people work on your project at the same time, it can integrate all the changes, even if we changed the same files. It also has diffs, which can easily show exactly which part of which files were changed and how. It also allows everyone to easily read the code in any web browser without having to download the zip file and extract it.
once you're used to it, it is waay easier than trying to email files back and forth and manually handle things like what happens if you had also changed that file.
Multiple contributors is really pretty simple, it happens whenever your code was not written only by you, so if I sent you code via codeberg, email, posting on a forum, or any other way, and you incorporate it into your code, then it has multiple contributors.
(you'll want to avoid the pitfall of uploading everything as one zip file, if it's all a bunch of separate files you can easily view them, edit them, look at the changes, etc.)
It's actually not missing the recipes - but they are not in the craft book! Try upgrading your book to the Protection version (surround craft book with iron). But you don't even really need to do that - the recipes for all the basic armors are all "standard" and were not changed.
crafting armor/tools from ingots works fine afaik, yeah i know they don't show up in some books.
Cooking tools and armor is not something I really think is "realistic". But coal is extremely plentiful once you start mining, or just use wood.
for some armor types it is extremely realistic, e.g. if you have a high enough temperature to make oak wood start burning (482 °C), you already have a high enough temperature to melt tin (232 °C) and lead (327 °C).
LOTT allows you to cook all tools and armor that take more than one ingot to make, this game is missing all armor as well as the spear, battleaxe, etc.
currently I can get errors because bonemeal loads after chemistry because of the missing dependency:
2025-05-01 23:13:07: WARNING[ServerStart]: Undeclared global variable "bonemeal" accessed at ....minetest.Minetest/.minetest/mods/chemistry/bonemeal.lua:10
2025-05-01 23:13:07: ERROR[Main]: ModError: Failed to load and run script from /home/jacob/.var/app/net.minetest.Minetest/.minetest/mods/chemistry/init.lua:
2025-05-01 23:13:07: ERROR[Main]: ....minetest.Minetest/.minetest/mods/chemistry/bonemeal.lua:10: attempt to index global 'bonemeal' (a nil value)
2025-05-01 23:13:07: ERROR[Main]: stack traceback:
2025-05-01 23:13:07: ERROR[Main]: ....minetest.Minetest/.minetest/mods/chemistry/bonemeal.lua:10: in main chunk
2025-05-01 23:13:07: ERROR[Main]: [C]: in function 'dofile'
2025-05-01 23:13:07: ERROR[Main]: .../net.minetest.Minetest/.minetest/mods/chemistry/init.lua:44: in main chunk
if I go down to a big cave far underground and sit there a while, hydrochloric acid will end up filling up a large volume (e.g. everything in a 30x30 area). I think it should probably be changed to be a non-renewable liquid (liquid_renewable = false)
I've had quite a lot of fun trying to figure out the puzzles (though some of them are definitely very frustrating), i'm definitely looking forward to more puzzles coming out.
ok, I finally got around to reassigning home_point and Oretracker to my repos. I also created a new release of home_point to fix another bug I found (not allowing you to overwrite a home point when you already have the max number).
I can maintain oretracker and home_point if you like...if ApolloX wants to add me as a maintainer that could work, otherwise I can publish forked packages.
I manually compared it to the LOTT version and changed it to just add the cooking recipes (except for a file that was rewritten to use a for loop instead of a bunch of individual function calls, it should have identical behavior though).
ok, I added the changes -- now you can cook hoes, helmets, chestplates, leggings, boots, shields, battleaxes, warhammers, spears, elven swords and orc swords. so that's everything I can think of from LOTT as well as hoes. I also adjusted picks and axes to cook into two ingots each.
You can see the list of changes here: https://github.com/programmerjake/Lord-of-the-Test/commit/7619b8082a248599740988771634b018e8ab4b35
The new files:
mods/default/crafting.lua
mods/farming/init.lua
mods/lottarmor/init.lua
mods/lottarmor/shield.lua
mods/lottores/crafting.lua
mods/lottweapons/crafting.lua
ok, I can send you the changed files...
I tried this out years ago and was quite happy to see it finally make its way to contentdb!
there are other options if you want: https://git.minetest.land (used by VoxeLibre), https://codeberg.org (used by Glitch, Mineclonia, Exile), and more. AFAIK, none of those options are run by some giant company that likes to slurp up your data.
Imo you're missing out, version control is really that useful, I (and the vast majority of programmers) use it on even tiny projects. Here, the main feature that is useful isn't being able to see past versions, but the automatic management of integrating code from other people, so if multiple people work on your project at the same time, it can integrate all the changes, even if we changed the same files. It also has diffs, which can easily show exactly which part of which files were changed and how. It also allows everyone to easily read the code in any web browser without having to download the zip file and extract it.
once you're used to it, it is waay easier than trying to email files back and forth and manually handle things like what happens if you had also changed that file.
Multiple contributors is really pretty simple, it happens whenever your code was not written only by you, so if I sent you code via codeberg, email, posting on a forum, or any other way, and you incorporate it into your code, then it has multiple contributors.
well, if you can learn how to use github or gitlab or similar, other people can much more easily help you with writing code. it's not that terribly hard, you can follow https://docs.github.com/en/get-started/start-your-journey/uploading-a-project-to-github
(you'll want to avoid the pitfall of uploading everything as one zip file, if it's all a bunch of separate files you can easily view them, edit them, look at the changes, etc.)
I can add the smelting armor feature if you like.
crafting armor/tools from ingots works fine afaik, yeah i know they don't show up in some books.
for some armor types it is extremely realistic, e.g. if you have a high enough temperature to make oak wood start burning (482 °C), you already have a high enough temperature to melt tin (232 °C) and lead (327 °C).
LOTT allows you to cook all tools and armor that take more than one ingot to make, this game is missing all armor as well as the spear, battleaxe, etc.
currently I can get errors because bonemeal loads after chemistry because of the missing dependency:
if I go down to a big cave far underground and sit there a while, hydrochloric acid will end up filling up a large volume (e.g. everything in a 30x30 area). I think it should probably be changed to be a non-renewable liquid (liquid_renewable = false)
I've had quite a lot of fun trying to figure out the puzzles (though some of them are definitely very frustrating), i'm definitely looking forward to more puzzles coming out.
I think it's much better now, you should definitely try it again and, if you agree, change your review
ok, I finally got around to reassigning home_point and Oretracker to my repos. I also created a new release of home_point to fix another bug I found (not allowing you to overwrite a home point when you already have the max number).
I can maintain oretracker and home_point if you like...if ApolloX wants to add me as a maintainer that could work, otherwise I can publish forked packages.
The upstream github repo is archived, so I'm reporting the bug here. I have a fixed version at https://github.com/programmerjake/home_point
technic plus can be used with voxelibre, which has uranium. imo this mod should alias its uranium and technic's uranium when technic is detected.