Worldedit has manny issues but this isn't one. You just have to type in the full technical name.
Go to settings / ui / tooltip append item name and check it. Then the tooltip will show you technical names when hovering items in the inventory.
What do you mean by MCLA? Mineclonia? No that actually does not work. I've tried. Redstone does not connect to my mesecon receptor. The redstone contraptions like pistons won't work with MVPS breaks fucking everything too.
In VoxeLibre all that works perfectly. A vanilla redstone piston in the game can push a node and entity and the entity and node will do all their mesecons mvps stuff.
It seems you can get mesecons to work but it involves a lot of manual fiddling. By default it only enables the hard dependencies and not the optional mesecons depenedencies like mesecons_mvps and you can't enable the entire modpack by itself because not all is compatible with Mineclonia. Mesecons Extra Wires can be enabled but crashes the game. Really poor idea of compatibility and user friendlyness.
Further you have to use separate mesecon wires and nothing works with each other. So it's entirely pointless.
And even with all that the Mineclonia bow does not work with my Target node because it has weird behavior different from VoxeLibre bow and all other weapon mods and won't run the on_punch of my immortal entity.
Mineclonia broke everything in regards to Mesecons two months ago. People who care about stability and things not suddenly breaking should consider tihs.
(e.g. MineClone2 devs telling authors of mods they should update their mods whenever the devs break something a mod relies on).
This is exactly what just happened with Mineclonia. Including one of your mods, Erle. ( Mcl Lever Status Indicator )
Unlike Mineclonia this game works with all or at least most mods interacting with Mesecons. Under the hood a redstone wire is a mesecons wire and a redstone torch a mesecons torch. This means you can use the many many mods that provide complex mechanics on ContentDB.
It used to provide Mesecons last year (2024). The redstone was mesecon under the hood which enabled many many mods on ContentDB to just work with this game. Then they changed it into mcl_redstone and removed the entire API. This broke all my mods and hundreds from other people and when asked about this they think that's fine. I recommend playing VoxeLibre instead which is the original, this project forked from. (I do not have any affiliation with either project. This is an honest review.) All these things still work perfectly fine there.
And the bow also doesn't behave correctly with immortal entities provided by mods. That also works perfectly fine with the VoxeLibre bow.
The download number is inflated compared to VoxeLibre because Mineclonia pushes updates more often. So don't be influenced by that. Look at the statistics tab.
Read the description, the accuracy is dependant on both the weapon and your movement and indicated by the circle in the middle of your screen. If you don't like that, the mod is clearly not for you.
It's supposed to make it tactical, so you're forced to slow down to aim which gives the enemy time to move and at the same time makes you an easier target too if he already knows where you are.
Projectiles are supposed to report their object as puncher an not their owner/shooter.
This is why it crashes with mods like bow2. You need to check with is_player() whether the puncher is a player before treating it as such.
Puncher can be nil or any ObjectRef. That means it can be nothing, any entity object or a player.
I can't report through gitlab because they want my credit card and phone number and I'm not giving it to them.
You should use another git like Codeberg, Gitgud or https://git.minetest.land/
If you agree to license the textures you make under CC0, any contribution is more than welcome. This way this texturepack can also serve as an effortless base for others and increase coverage for everyone.
Currently the biggest roadblock codewise is the lack of texture aliasing in the engine. https://github.com/minetest/minetest/issues/12694
It prevents me from expanding to other games and covering identical textures in other mods. I don't see any point in copy pasting the textures under a different name.
If you're looking to submit textures, you can submit textures for anything you like. Due to the vast amount of content created for Luanti, I don't recommend creating textures for abandonware, thematically different games (like if you have some scifi game), or small duplicate/obscolete mods. Textures should match the art style. Not grainy realism and not too cartoony with outlines. Please submit working data (.xcf/.psd/.svg) if useful.
I take contributions through gitgud or any file upload service. Please absolutely do not use any copyrighted material.
If you use textures you didn't make yourself, source links would be appreciated.
I was able to reproduce and fix the bug now. (The workaround in the last version didn't even work.) It was hiding in the open. I set the field I received instead of a separate flag and that caused random crashes if the "server" send a second field to the "client" because it wouldn't decode my variable right anymore.
Thank you for reporting it.
I can not recommend this pack at the moment. It's missing basic core textures for both games like the stick you use to craft all the tools or metal blocks or ores.
It's not even useful as a texture resource for other packs because if you want to have the textures you can just go to opengameart and get the textures with CC0 public domain license instead of giving credit to him for some minor editing he may or may not have done.
The original bows mod throws an arrow item through the air. It looks and sounds horrible and not satisfying at all. The arrow absolutely needs to be left of the bow in the hotbar or it won't shoot. It's bloated and adds material variants of bows.
X Bows is bloated and you need to put the arrows in a separate tab in the inventory. It adds material variants of arrows. It has a terribly annoying hud indicator of how many arrows you have with you.
NextGen Bows adds a bow adds a bow and an arrow. It shoots. It has good sounds. While it's based on X Bows, it doesn't add a hud indicator and takes the arrows from anywhere in your normal inventory.
Edit: I had to fork it because the maintainer is inactive for months at the time of writing. Bow2
Thanks but the lack of texture aliasing is really limiting my possibilities for coverage atm, so I won't be able to do much work on it until the required engine features are there.
I still don't know. I added a workaround for your issue. It should now print a warning to the console and craft nothing instead of crashing.
I also noticed the ui update after crafting was bugged and fixed that.
Sadly I can't reproduce the issue but I think it's related to how I did the formspec paging for the recipes rather than the difference between the 1x and 10x craft buttons. I'll try to figure it out. Which version of MT are you using and are you using a mod with many crafting recipes or something which I could use to replicate it?
I made a couple tweaks to reduce the spawn rate of swarms
That 10 is "maximum size of a swarm - 1" because of the leading bird. Your swarms will be smaller but there will still be 100 birds in the sky. (see line 238) I'll might add a setting for it in the next version.
What I'd like to see, is more variation in spawn altitude,
I don't think that's a good idea. They might end up spawning in some larger building. I could make spawn height configurable though.
and the ability for them to change altitude, so they can actually fly around.
I might do that.
Also, just noticed a bug where birds can spawn with 0 velocity.
I think I had that too. It's weird because the math seems solid. Might have something to do with how the activation of the object is done.
This also improved performance.
It does because they are only rendered until a certain distance iirc. No different to reducing the spawn amount of birds.
It would be easier to detect animals if everyone just put is_mob=true in their definition like VoxeLibre does. That's why I propose adding it.
I already detect mods by checking for variables but is_mob would make it easier for everyone and less boilerplate.
Common Mob Interface is only used by Mobs Redo and one might want to check if an entity is a mob, so it doesn't seem to be a solution.
irc discussion: https://irc.minetest.net/minetest/2024-06-24
It would be easier to detect animals if everyone just put is_mob=true in their definition like VoxeLibre does. That's why I propose adding it.
I already detect mods by checking for variables but is_mob would make it easier for everyone and less boilerplate.
Common Mob Interface is only used by Mobs Redo and one might want to check if an entity is a mob, so it doesn't seem to be a solution.
irc discussion: https://irc.minetest.net/minetest/2024-06-24
I'm sick of your whining, so I did it for you. https://codeberg.org/Wuzzy/Repixture/pulls/190 Take it or leave it.
Tested it with Tables and Chairs and it works 100%. The recipes work fine and can sit properly on chairs and sitting in boats and on rafts works fine too.
0 additional lines of code needed from generically written mods. Maybe they need to add rp_crafting as optional dependency but that's it (worked without it in case of Tables and Chairs).
I proposed this for both VoxeLibre and Mineclonia. Since I've seen you answer there too, maybe you could bring it up there too (in case it goes unread on contentdb). Thank you very much. Consistency across games makes things a lot easier to deal with, I've learned.
I've noticed you updated model.lua and the right click bug is fixed. That is positive.
However there are still issues:
The .b3d with the player and animations is still outdated, so you still sit about half a block too high.
it's still not provided as player_api which is artificially blocking compatibility for many mods. Just do rp_player = player_api in rp_player and require player_api in rp_player as I described here https://content.minetest.net/threads/8484/
I think it would be beneficial to all mod developers to update player_api and provide it as such.
For compatibility simply make a mod mcl_player that requires player_api and contains:
mcl_player = player_api
Player API is used by almost every game made for the Minetest engine, so staying compatible will decrease the labour to support games for mod developers and increase the amount of mods available for each of them.
I think it would be beneficial to all mod developers to update player_api and provide it as such.
For compatibility simply make a mod mcl_player that requires player_api and contains:
mcl_player = player_api
Player API is used by almost every game made for the Minetest engine, so staying compatible will decrease the labour to support games for mod developers and increase the amount of mods available for each of them.
The group "wood" is specifically for wooden planks or similar base materials. Not for derived nodes.
Crafting recipes use that group. You don't want to be able to make a 2 coloured woods with two half slabs or corners instead of full wood blocks because that's basically cheating. Currently that is possible in your game because you all added the group wood which they actually don't belong to.
If you need a group for things that are wooden, make another group and call it "wooden" or something. You might also consider using the existing group choppy which is usually used for things that have the digging behaviour of wood, so mostly wooden nodes or the group flammable.
https://dev.minetest.net/Groups/Custom_groups
You should only assign the group "wood" to wooden planks (the simple block gained from logs) not slabs made of them or wooden post lights. The same way other games do it. My mod tables and chairs uses that group to generate furniture based on wood types available.
It doesn't work because there is no public API. tables_chairs is a local. I understand that you want to have furniture for your woods though and just made an update that adds universal wood support across mods and games.
If your game/mod added its wooden planks to the group "wood" it will now work out of the box with no extra work needed.
What's the point? ContentDB showed that there were no dependencies on ts_furniture even though it provided an API. I'll just add the woods for popular mods. Just make sure your wood is in the group wood
Your screenshot.png is 3.2 MB but it will be displayed only in the Minetest mod menu and only in like 300x200 pixel resolution and it's quite the payload for such a simple mod with no textures of its own that is only a couple kb.
In fact you can even use jpeg. Should be quite easy to get it below 100kb.
I didn't recommend you to add 4 colours. I said you could change the existing 10 to be more diverse.
(I don't wanna make a codeberg account right now, sry.)
Here's a reference of skin color distribution. As you can see most countries' native skin colors in Europe and Asia are below 14 on the scale. Just pick some (10 like you already have is probably enough, just take every fifth) and use an imagebutton and [fill:
Worldedit has manny issues but this isn't one. You just have to type in the full technical name. Go to settings / ui / tooltip append item name and check it. Then the tooltip will show you technical names when hovering items in the inventory.
What do you mean by MCLA? Mineclonia? No that actually does not work. I've tried. Redstone does not connect to my mesecon receptor. The redstone contraptions like pistons won't work with MVPS breaks fucking everything too. In VoxeLibre all that works perfectly. A vanilla redstone piston in the game can push a node and entity and the entity and node will do all their mesecons mvps stuff.
It seems you can get mesecons to work but it involves a lot of manual fiddling. By default it only enables the hard dependencies and not the optional mesecons depenedencies like mesecons_mvps and you can't enable the entire modpack by itself because not all is compatible with Mineclonia. Mesecons Extra Wires can be enabled but crashes the game. Really poor idea of compatibility and user friendlyness. Further you have to use separate mesecon wires and nothing works with each other. So it's entirely pointless.
And even with all that the Mineclonia bow does not work with my Target node because it has weird behavior different from VoxeLibre bow and all other weapon mods and won't run the on_punch of my immortal entity.
Mineclonia broke everything in regards to Mesecons two months ago. People who care about stability and things not suddenly breaking should consider tihs.
This is exactly what just happened with Mineclonia. Including one of your mods, Erle. ( Mcl Lever Status Indicator )
Unlike Mineclonia this game works with all or at least most mods interacting with Mesecons. Under the hood a redstone wire is a mesecons wire and a redstone torch a mesecons torch. This means you can use the many many mods that provide complex mechanics on ContentDB.
It used to provide Mesecons last year (2024). The redstone was mesecon under the hood which enabled many many mods on ContentDB to just work with this game. Then they changed it into mcl_redstone and removed the entire API. This broke all my mods and hundreds from other people and when asked about this they think that's fine. I recommend playing VoxeLibre instead which is the original, this project forked from. (I do not have any affiliation with either project. This is an honest review.) All these things still work perfectly fine there.
And the bow also doesn't behave correctly with immortal entities provided by mods. That also works perfectly fine with the VoxeLibre bow.
The download number is inflated compared to VoxeLibre because Mineclonia pushes updates more often. So don't be influenced by that. Look at the statistics tab.
Read the description, the accuracy is dependant on both the weapon and your movement and indicated by the circle in the middle of your screen. If you don't like that, the mod is clearly not for you.
It's supposed to make it tactical, so you're forced to slow down to aim which gives the enemy time to move and at the same time makes you an easier target too if he already knows where you are.
converted review into a thread
Yes, this solved the crashes.
Projectiles are supposed to report their object as puncher an not their owner/shooter. This is why it crashes with mods like bow2. You need to check with is_player() whether the puncher is a player before treating it as such.
https://api.luanti.org/entity-damage-mechanism/
Puncher can be nil or any ObjectRef. That means it can be nothing, any entity object or a player.
I can't report through gitlab because they want my credit card and phone number and I'm not giving it to them. You should use another git like Codeberg, Gitgud or https://git.minetest.land/
If you agree to license the textures you make under CC0, any contribution is more than welcome. This way this texturepack can also serve as an effortless base for others and increase coverage for everyone.
Currently the biggest roadblock codewise is the lack of texture aliasing in the engine. https://github.com/minetest/minetest/issues/12694 It prevents me from expanding to other games and covering identical textures in other mods. I don't see any point in copy pasting the textures under a different name.
If you're looking to submit textures, you can submit textures for anything you like. Due to the vast amount of content created for Luanti, I don't recommend creating textures for abandonware, thematically different games (like if you have some scifi game), or small duplicate/obscolete mods. Textures should match the art style. Not grainy realism and not too cartoony with outlines. Please submit working data (.xcf/.psd/.svg) if useful.
I take contributions through gitgud or any file upload service. Please absolutely do not use any copyrighted material. If you use textures you didn't make yourself, source links would be appreciated.
Added.
Fixed
I was able to reproduce and fix the bug now. (The workaround in the last version didn't even work.) It was hiding in the open. I set the field I received instead of a separate flag and that caused random crashes if the "server" send a second field to the "client" because it wouldn't decode my variable right anymore. Thank you for reporting it.
Abandoned and just a few textures inside. (~100) Nothing you'd enjoy playing the base game with. Should post this on a texture site rather than here.
I can not recommend this pack at the moment. It's missing basic core textures for both games like the stick you use to craft all the tools or metal blocks or ores. It's not even useful as a texture resource for other packs because if you want to have the textures you can just go to opengameart and get the textures with CC0 public domain license instead of giving credit to him for some minor editing he may or may not have done.
The original bows mod throws an arrow item through the air. It looks and sounds horrible and not satisfying at all. The arrow absolutely needs to be left of the bow in the hotbar or it won't shoot. It's bloated and adds material variants of bows.
X Bows is bloated and you need to put the arrows in a separate tab in the inventory. It adds material variants of arrows. It has a terribly annoying hud indicator of how many arrows you have with you.
NextGen Bows adds a bow adds a bow and an arrow. It shoots. It has good sounds. While it's based on X Bows, it doesn't add a hud indicator and takes the arrows from anywhere in your normal inventory.
Edit: I had to fork it because the maintainer is inactive for months at the time of writing. Bow2
Thanks but the lack of texture aliasing is really limiting my possibilities for coverage atm, so I won't be able to do much work on it until the required engine features are there.
I still don't know. I added a workaround for your issue. It should now print a warning to the console and craft nothing instead of crashing. I also noticed the ui update after crafting was bugged and fixed that.
Sadly I can't reproduce the issue but I think it's related to how I did the formspec paging for the recipes rather than the difference between the 1x and 10x craft buttons. I'll try to figure it out. Which version of MT are you using and are you using a mod with many crafting recipes or something which I could use to replicate it?
converted review into a thread
Thank you for your review.
That 10 is "maximum size of a swarm - 1" because of the leading bird. Your swarms will be smaller but there will still be 100 birds in the sky. (see line 238) I'll might add a setting for it in the next version.
I don't think that's a good idea. They might end up spawning in some larger building. I could make spawn height configurable though.
I might do that.
I think I had that too. It's weird because the math seems solid. Might have something to do with how the activation of the object is done.
It does because they are only rendered until a certain distance iirc. No different to reducing the spawn amount of birds.
There are many cases where this doesn't matter at all and you just want to know whether it's a mob or not.
Yes
Now I tried and noticed
_cmi_is_mob
works. Why didn't it show up in print(dump(entity))?It would be easier to detect animals if everyone just put is_mob=true in their definition like VoxeLibre does. That's why I propose adding it. I already detect mods by checking for variables but is_mob would make it easier for everyone and less boilerplate. Common Mob Interface is only used by Mobs Redo and one might want to check if an entity is a mob, so it doesn't seem to be a solution. irc discussion: https://irc.minetest.net/minetest/2024-06-24
It would be easier to detect animals if everyone just put is_mob=true in their definition like VoxeLibre does. That's why I propose adding it. I already detect mods by checking for variables but is_mob would make it easier for everyone and less boilerplate. Common Mob Interface is only used by Mobs Redo and one might want to check if an entity is a mob, so it doesn't seem to be a solution. irc discussion: https://irc.minetest.net/minetest/2024-06-24
I'm sick of your whining, so I did it for you. https://codeberg.org/Wuzzy/Repixture/pulls/190 Take it or leave it. Tested it with Tables and Chairs and it works 100%. The recipes work fine and can sit properly on chairs and sitting in boats and on rafts works fine too. 0 additional lines of code needed from generically written mods. Maybe they need to add rp_crafting as optional dependency but that's it (worked without it in case of Tables and Chairs).
I proposed this for both VoxeLibre and Mineclonia. Since I've seen you answer there too, maybe you could bring it up there too (in case it goes unread on contentdb). Thank you very much. Consistency across games makes things a lot easier to deal with, I've learned.
I've noticed you updated model.lua and the right click bug is fixed. That is positive.
However there are still issues:
The .b3d with the player and animations is still outdated, so you still sit about half a block too high.
it's still not provided as player_api which is artificially blocking compatibility for many mods. Just do rp_player = player_api in rp_player and require player_api in rp_player as I described here https://content.minetest.net/threads/8484/
I think it would be beneficial to all mod developers to update player_api and provide it as such. For compatibility simply make a mod mcl_player that requires player_api and contains: mcl_player = player_api
Player API is used by almost every game made for the Minetest engine, so staying compatible will decrease the labour to support games for mod developers and increase the amount of mods available for each of them.
I think it would be beneficial to all mod developers to update player_api and provide it as such. For compatibility simply make a mod mcl_player that requires player_api and contains: mcl_player = player_api
Player API is used by almost every game made for the Minetest engine, so staying compatible will decrease the labour to support games for mod developers and increase the amount of mods available for each of them.
Just install my mod Tables and Chairs and you'll see when you search for "stool".
The group "wood" is specifically for wooden planks or similar base materials. Not for derived nodes. Crafting recipes use that group. You don't want to be able to make a 2 coloured woods with two half slabs or corners instead of full wood blocks because that's basically cheating. Currently that is possible in your game because you all added the group wood which they actually don't belong to. If you need a group for things that are wooden, make another group and call it "wooden" or something. You might also consider using the existing group choppy which is usually used for things that have the digging behaviour of wood, so mostly wooden nodes or the group flammable. https://dev.minetest.net/Groups/Custom_groups
You should only assign the group "wood" to wooden planks (the simple block gained from logs) not slabs made of them or wooden post lights. The same way other games do it. My mod tables and chairs uses that group to generate furniture based on wood types available.
Yes, that's better.
I just noticed that buckets of river water can't be used. Maybe they should be added.
Edit: Made a pull request. https://github.com/Dragonop/claycrafter/pull/14
It doesn't work because there is no public API. tables_chairs is a local. I understand that you want to have furniture for your woods though and just made an update that adds universal wood support across mods and games. If your game/mod added its wooden planks to the group "wood" it will now work out of the box with no extra work needed.
Please leave a positive review on the mod.
What's the point? ContentDB showed that there were no dependencies on ts_furniture even though it provided an API. I'll just add the woods for popular mods. Just make sure your wood is in the group wood
Your screenshot.png is 3.2 MB but it will be displayed only in the Minetest mod menu and only in like 300x200 pixel resolution and it's quite the payload for such a simple mod with no textures of its own that is only a couple kb. In fact you can even use jpeg. Should be quite easy to get it below 100kb.
It's probably similar for your other mods.
Added it but next time please format it as code block, so I don't have to break it apart again.
I didn't recommend you to add 4 colours. I said you could change the existing 10 to be more diverse. (I don't wanna make a codeberg account right now, sry.)
https://en.wikipedia.org/wiki/Von_Luschan's_chromatic_scale#/media/File:Imprecise-Biasutti-map.jpg
https://upload.wikimedia.org/wikipedia/commons/3/3c/Felix_von_Luschan_Skin_Color_chart.svg
Here's a reference of skin color distribution. As you can see most countries' native skin colors in Europe and Asia are below 14 on the scale. Just pick some (10 like you already have is probably enough, just take every fifth) and use an imagebutton and [fill: