I appreciate it, but I've been digging. That console alpha only changed the console background (i.e., when the chat was opened). But you have given me the idea to search the MTG files for the chat display functions and see if I can write a mod or just manualy edit them.
I've been trying to get the wasteland biome to work but it fails to start:
ModError: Failed to load and run script from /Users/Player/Library/Application Support/minetest/games/minetest_game/mods/spawn/init.lua:
...Support/minetest/games/minetest_game/mods/spawn/init.lua:32: assertion failed!
stack traceback:
[C]: in function 'assert'
...Support/minetest/games/minetest_game/mods/spawn/init.lua:32: in function 'add_suitable_biome'
...Support/minetest/games/minetest_game/mods/spawn/init.lua:39: in main chunk
Check debug.txt for details.
This is a from minimal test world (just an inventory manager and HUD info mod).
It seems that clearing the registered biomes leaves the "safe biome" (i.e., friendly biome) set as nil and the wasteland isn't registered.
I am attempting to find a way to resolve this:
I added a depends.txt with default as I saw a recommendation to do.
I'm also trying to call the add_suitable_biome() function in the MTG spawn mod, but haven't found the correct way to do this yet.
Any help is appreciated. I may open a forum thread when I have a chance.
Yeah, I've been looking for a mod that will darken the area behind chat and/or move it to a location I'm likely to notice. White text on white clouds and pale blue sky in the upper corner doesn't exactly draw attention.
Says it all. The node and item list on the same page is pretty much the first thing I look for. It could use some tweaks, like having the recipes on the top of the right side so you can see them, easy tab switch. (Yes, the buttons on the bottom are really tabs, but they're not part of the primary inventory screen (waypoints, backpacks, awards, 3D armor, etc.).
I would like some selection detail (wear, damage, etc.) and some more shortcut keys, like 'R' and 'U' for recipe and use. 'B' to go right to the backpacks screen… Oh, maybe bookmarks for favorites, or things you just want to craft… Fine, I used NEI & friends for a decade and a half. That also means this is my choice for most satisfying after that experience. Just saying.
My only real gripe is that the left click alternates between uses of and recipe for and that it does it a little inconsistently. You have to watch what's really being shown.
The roads are fun. They sweep through mountains, across chasms, and over oceans. The tunnels have mese lights and solid roofs to prevent gravel spillage. Occasionally I find a dark section where something didn't get replaced with lights (I think it was Dark Ages since only hardcoded nodes get replaced. With some structure mods it can make the world look alive or desolate and abandoned. (I want to try it with the Waste mod next.)
The downsides? First, since I haven't seen it mentioned, the road is 3 wide with a step forming a gutter channel on either side. The staris aren't rotated correctly. Like others have said, you need to change the code in several places to use something other than "Bridge Wood." I can see asphat, sci-fi nodes, glowing unbreakable stone, or other cool things adding more to the mod. Maybe settings for dimensions so a road through the nether could be paved with good intentions. ;)
Anyway, I plan to continue using it SSP and hope to see it on some servers. It's a fairly short bit of code as these things go, so maybe someone will make an updated version.
This mod is no longer maintained. It hasn't been updated in years, here or at the rep, and the source is marked "archived."
It's sad, because this is the sort of thing that's desperately needed. I hate having to stand around waiting for crops to grow because if I leave they'll unload. At least the limited vertical range of that other block game meant if you stayed nearby the farm stays loaded.
Right now, it might work, but the recipe doesn't register right, so you'd have to create your own or give them to players or something.
Maybe some clever soul will make a bed mod with this functionality. An interesting limit that would only allow one per player (wherever you slept last) and penalize carrying a bed while exploring (since your spawn point would keep reverting when you broke it).
I hope the deve returns or the project gets adopted, but it is currently no longer maintained.
The shaper doesn't register or appear in the game making the mod creative only. The source code rep may be slightly more recent, but it hasn't been updated in years. If you want to mess with the code there are some suggested code changes in the forum thread but I don't know if they're incorprated here or at the source rep.
Is there any way to automate this? Hoppers don't work (probably because the composter doesn't have inventory, it just responds to clicks). Just looking for a way to make quantities of dirt without setting up 50 of them.
Would it be possible to get a configurable whitelist? Some mods like Microexpansion don't conform to the usual naming standards. I think Microexpansion just calls it's ore microexpansion:quartz and the dropped item microexpansion:quartz_crystal. (No ore, mineral, etc.)
The description wasn't clear to me, so here it is: It's a bunch of recipies to make many (maybe all) of the base game items with leaves and stones – anything a player might struggle to find can be crafted… except maybe leaves and stones. By that measure it appears clean and comprehensive. Personally, I think it's a little too simple, but clearly I'm not the intended audience.
My original review was quickly responded to by the dev, reasonably and with respect, so of course I'm rewriting it. 😀 A cleanly written project, by a dev who remains attentive years after it's needed any maintinence, and who treats others with reason and respect is not something I take lightly. So if making iron from leaves and stones will improve your game or make you happy, go for it.
Also, if you want a code example that a beginner can make sense of, the package is only a couple of simple, clearly written and formatted files.
Having fled MC because of MalevolenceSoft I've been trying out MT. Mineclonia is nice with only a couple of real problems so far. No blaming or complaining, just info for the newcomer and the wary.
The biggest problem is that most mods require "default", so that's a problem. I don't know what exactly is being provided in default or if an api could be used to bridge the requirement. It's just a thing to know.
Next, Mineclonia supposedly provides xpanes, but I'm getting error messages about needing xpanes. These things happen, I'm sure it will get fixed eventually. There may be others.
Lastly, and this isn't a Mineclonia thing, MT modpacks aren't really modifiable. If I decide I don't want something, or want to swap it for something else, I can't. I understand the reasons. I also understand that it could be better. To be fair, even if it was conflicts and requirements can create a mess for modded modpacks and increase the maintenance. (Not that the problems aren't there, they just aren't problems yet.)
So I'm having fun, but I'm going to try some more packs. It's all good.
One thing that would speed it up is replacing the +1/+10/+100 buttons with direct craft buttons. Even better, but the direct craft buttons on the same page as the recipe selection list. I was trying a skyblock with this and making wooden axes was way too much work. Alternatively, just have a recipe selector button and an output square (like the grid, just take what you want and the rest never gets crafted.
I suppose Factorio-style autocrafting would be too much to hope for (speeding up multistage crafting), especially since some items have multiple recipies.
Ok. Thanks for letting me know. I may try my hand at some point.
I appreciate it, but I've been digging. That console alpha only changed the console background (i.e., when the chat was opened). But you have given me the idea to search the MTG files for the chat display functions and see if I can write a mod or just manualy edit them.
Hello,
I've been trying to get the wasteland biome to work but it fails to start:
ModError: Failed to load and run script from /Users/Player/Library/Application Support/minetest/games/minetest_game/mods/spawn/init.lua: ...Support/minetest/games/minetest_game/mods/spawn/init.lua:32: assertion failed! stack traceback: [C]: in function 'assert' ...Support/minetest/games/minetest_game/mods/spawn/init.lua:32: in function 'add_suitable_biome' ...Support/minetest/games/minetest_game/mods/spawn/init.lua:39: in main chunk Check debug.txt for details.
This is a from minimal test world (just an inventory manager and HUD info mod).
It seems that clearing the registered biomes leaves the "safe biome" (i.e., friendly biome) set as nil and the wasteland isn't registered.
I am attempting to find a way to resolve this: I added a depends.txt with default as I saw a recommendation to do. I'm also trying to call the add_suitable_biome() function in the MTG spawn mod, but haven't found the correct way to do this yet.
Any help is appreciated. I may open a forum thread when I have a chance.
Yeah, I've been looking for a mod that will darken the area behind chat and/or move it to a location I'm likely to notice. White text on white clouds and pale blue sky in the upper corner doesn't exactly draw attention.
Ah. That wasn't in the tool tip. Thanks.
Says it all. The node and item list on the same page is pretty much the first thing I look for. It could use some tweaks, like having the recipes on the top of the right side so you can see them, easy tab switch. (Yes, the buttons on the bottom are really tabs, but they're not part of the primary inventory screen (waypoints, backpacks, awards, 3D armor, etc.).
I would like some selection detail (wear, damage, etc.) and some more shortcut keys, like 'R' and 'U' for recipe and use. 'B' to go right to the backpacks screen… Oh, maybe bookmarks for favorites, or things you just want to craft… Fine, I used NEI & friends for a decade and a half. That also means this is my choice for most satisfying after that experience. Just saying.
My only real gripe is that the left click alternates between uses of and recipe for and that it does it a little inconsistently. You have to watch what's really being shown.
For some reason the mobs redo net doesn't recognize the animals. Any chance of a fix? It'll make getting them home much easier.
Edit: Fixed typo.
The roads are fun. They sweep through mountains, across chasms, and over oceans. The tunnels have mese lights and solid roofs to prevent gravel spillage. Occasionally I find a dark section where something didn't get replaced with lights (I think it was Dark Ages since only hardcoded nodes get replaced. With some structure mods it can make the world look alive or desolate and abandoned. (I want to try it with the Waste mod next.)
The downsides? First, since I haven't seen it mentioned, the road is 3 wide with a step forming a gutter channel on either side. The staris aren't rotated correctly. Like others have said, you need to change the code in several places to use something other than "Bridge Wood." I can see asphat, sci-fi nodes, glowing unbreakable stone, or other cool things adding more to the mod. Maybe settings for dimensions so a road through the nether could be paved with good intentions. ;)
Anyway, I plan to continue using it SSP and hope to see it on some servers. It's a fairly short bit of code as these things go, so maybe someone will make an updated version.
This mod is no longer maintained. It hasn't been updated in years, here or at the rep, and the source is marked "archived."
It's sad, because this is the sort of thing that's desperately needed. I hate having to stand around waiting for crops to grow because if I leave they'll unload. At least the limited vertical range of that other block game meant if you stayed nearby the farm stays loaded.
Right now, it might work, but the recipe doesn't register right, so you'd have to create your own or give them to players or something.
Maybe some clever soul will make a bed mod with this functionality. An interesting limit that would only allow one per player (wherever you slept last) and penalize carrying a bed while exploring (since your spawn point would keep reverting when you broke it).
I hope the deve returns or the project gets adopted, but it is currently no longer maintained.
The shaper doesn't register or appear in the game making the mod creative only. The source code rep may be slightly more recent, but it hasn't been updated in years. If you want to mess with the code there are some suggested code changes in the forum thread but I don't know if they're incorprated here or at the source rep.
Is there any way to automate this? Hoppers don't work (probably because the composter doesn't have inventory, it just responds to clicks). Just looking for a way to make quantities of dirt without setting up 50 of them.
Would it be possible to get a configurable whitelist? Some mods like Microexpansion don't conform to the usual naming standards. I think Microexpansion just calls it's ore microexpansion:quartz and the dropped item microexpansion:quartz_crystal. (No ore, mineral, etc.)
The is dependancy is hard coded. You need to check if i3 is present before calling it. (i.e., it can't load if unified inventory is used instead).
The description wasn't clear to me, so here it is: It's a bunch of recipies to make many (maybe all) of the base game items with leaves and stones – anything a player might struggle to find can be crafted… except maybe leaves and stones. By that measure it appears clean and comprehensive. Personally, I think it's a little too simple, but clearly I'm not the intended audience.
My original review was quickly responded to by the dev, reasonably and with respect, so of course I'm rewriting it. 😀 A cleanly written project, by a dev who remains attentive years after it's needed any maintinence, and who treats others with reason and respect is not something I take lightly. So if making iron from leaves and stones will improve your game or make you happy, go for it.
Also, if you want a code example that a beginner can make sense of, the package is only a couple of simple, clearly written and formatted files.
Have you checked out WorldGate? It generates stargate-like rings with Telemosaic teleporters (which can be controlled by Digilines).
I don't have the error on hand, but adding Basic Machines will trigger it.
Having fled MC because of MalevolenceSoft I've been trying out MT. Mineclonia is nice with only a couple of real problems so far. No blaming or complaining, just info for the newcomer and the wary.
The biggest problem is that most mods require "default", so that's a problem. I don't know what exactly is being provided in default or if an api could be used to bridge the requirement. It's just a thing to know.
Next, Mineclonia supposedly provides xpanes, but I'm getting error messages about needing xpanes. These things happen, I'm sure it will get fixed eventually. There may be others.
Lastly, and this isn't a Mineclonia thing, MT modpacks aren't really modifiable. If I decide I don't want something, or want to swap it for something else, I can't. I understand the reasons. I also understand that it could be better. To be fair, even if it was conflicts and requirements can create a mess for modded modpacks and increase the maintenance. (Not that the problems aren't there, they just aren't problems yet.)
So I'm having fun, but I'm going to try some more packs. It's all good.
One thing that would speed it up is replacing the +1/+10/+100 buttons with direct craft buttons. Even better, but the direct craft buttons on the same page as the recipe selection list. I was trying a skyblock with this and making wooden axes was way too much work. Alternatively, just have a recipe selector button and an output square (like the grid, just take what you want and the rest never gets crafted.
I suppose Factorio-style autocrafting would be too much to hope for (speeding up multistage crafting), especially since some items have multiple recipies.