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.
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:
...even though it's a bit tedious to craft the glasses of water because you always have to switch out the unstackable bucket of water in the crafting grid. I'd rather place my claycrafter next to water or something.
Clay is way too rare if you build with bricks, clay, baked clay or similar. Natural resources will be depleted quickly. This mod offers a solution.
It requires a delay workaround when you right click to sit with Tables and Chairs and I think old versions of MTG did that too because I removed that workaround because it wasn't needed anymore for MTG and MCL. Here it's required.
And the model sits at the wrong height in third person for some reason.
Pretty much what your note says. "Copied from Minetest Game and changed a bit"
Anyone who knows how to install mods should install mods for MTG instead or play Mineclone2/Mineclonia. Much of the code of this game (Mineclone too btw) is just copy paste from MTG.
The crafting system is different but doesn't justify its own game.
Trying to make my mod compatible with it, I noticed that rp_player copy paste of player_api from MTG was even more outdated and fucked up than Mineclone's and gave up.
Skin color selection is from yellow to brown, so I'm allowed to play any ethnicity except my own.
It's bloated: adds about 14 pages of items to the creative menu as opposed to 5 with Farming Redo. Texture count is similar though but a little higher (547 vs 440)
Doesn't stick to farming. Adds many decorative blocks like new woods
Adds its many duplicate blocks to both MTG and Mineclone: another cactus with own textures. Mineclone and MTG already have one, so I don't see the point. X Farming cotton is also a duplicate in MTG
X Farming Cotton crafts into pillows wich are basically a wool duplicate in MTG and Mineclone
Nevertheless X Farming has some interesting mechanics some players may enjoy or prefer but I have to give a thumbs down for the reasons above.
Interesting. I think Timber Frame is better but the 45° diagional beam couldn't hurt. It's quite common too and can be used for many patterns. Maybe it should be added to this mod.
Edit: never mind, I noticed turning the beams sidewards yields pretty good results too
That works now but why not update the translation? Schraubenschluessel > Schraubenschlüssel, Gegenstaenden > Gegenständen
A simple search and replace could have fixed it.
Why does smelting everness sand result in everness glass? It's almost identical. If mineclone2, mineclonia game or default mod are available, you should not add nodes and have it smelt to default:glass or mcl equivalent instead.
As it stands now the glass can't be used to craft things from mods including from the MTG mod xpanes. You can't make glass panes. I think it would be better to stick to the nodes the games provide instead of introducing half-working duplicates.
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.
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:
Yeah, I guess placing water next to it would be too easy.
...even though it's a bit tedious to craft the glasses of water because you always have to switch out the unstackable bucket of water in the crafting grid. I'd rather place my claycrafter next to water or something.
Clay is way too rare if you build with bricks, clay, baked clay or similar. Natural resources will be depleted quickly. This mod offers a solution.
May I cite rp_player/model.lua line 2?
It requires a delay workaround when you right click to sit with Tables and Chairs and I think old versions of MTG did that too because I removed that workaround because it wasn't needed anymore for MTG and MCL. Here it's required. And the model sits at the wrong height in third person for some reason.
Pretty much what your note says. "Copied from Minetest Game and changed a bit"
10 skin colors but none for Europeans or Chinese. More yellow than most East Asians. This is how the kids feel: https://www.youtube.com/watch?v=Hv1K9roa4cc
Gameplay is very similar to modded MTG or MCL, just with less blocks. Personally I don't think MTG has too many blocks.
Anyone who knows how to install mods should install mods for MTG instead or play Mineclone2/Mineclonia. Much of the code of this game (Mineclone too btw) is just copy paste from MTG.
The crafting system is different but doesn't justify its own game.
Trying to make my mod compatible with it, I noticed that rp_player copy paste of player_api from MTG was even more outdated and fucked up than Mineclone's and gave up.
Skin color selection is from yellow to brown, so I'm allowed to play any ethnicity except my own.
I have to give this one a thumbs down:
It's bloated: adds about 14 pages of items to the creative menu as opposed to 5 with Farming Redo. Texture count is similar though but a little higher (547 vs 440)
Doesn't stick to farming. Adds many decorative blocks like new woods
Adds its many duplicate blocks to both MTG and Mineclone: another cactus with own textures. Mineclone and MTG already have one, so I don't see the point. X Farming cotton is also a duplicate in MTG
X Farming Cotton crafts into pillows wich are basically a wool duplicate in MTG and Mineclone
Nevertheless X Farming has some interesting mechanics some players may enjoy or prefer but I have to give a thumbs down for the reasons above.
Interesting. I think Timber Frame is better but the 45° diagional beam couldn't hurt. It's quite common too and can be used for many patterns. Maybe it should be added to this mod. Edit: never mind, I noticed turning the beams sidewards yields pretty good results too
That works now but why not update the translation? Schraubenschluessel > Schraubenschlüssel, Gegenstaenden > Gegenständen A simple search and replace could have fixed it.
Why does smelting everness sand result in everness glass? It's almost identical. If mineclone2, mineclonia game or default mod are available, you should not add nodes and have it smelt to default:glass or mcl equivalent instead.
As it stands now the glass can't be used to craft things from mods including from the MTG mod xpanes. You can't make glass panes. I think it would be better to stick to the nodes the games provide instead of introducing half-working duplicates.
and bamboo_leaves_sprout
Destroying some bamboo got me a non-existant item.