issa wrote:that's exelent project keep going please :)
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
D00Med wrote:Wow, this is looking really really good!
FreeLikeGNU wrote:I love the unique buildings gen and aesthetic. First time playing I placed a wood block (received from tutorial quest) on the ground be accident and was then unable to make the workbench. Maybe giving the player a weak axe would work better?
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
azekill_DIABLO wrote:that clever to make multiple carrot pods per node, it looks nicer. well done.
Wuzzy wrote:- The central_message mod is not really meant to be used for tutorial purposes. It's not really wrong. But if you use it for this, then you should at least make it possible to access the help texts in a different way again (hint: look at the Help modpack: viewtopic.php?f=9&t=15912). Because if the player is a slow reader or just did not pay attention, the message is gone forever. Central_message was only meant as a simple notification system to notify the player about events. It is poorly suited to make a tutorial. Hint: Take a look at [tutor]: viewtopic.php?t=14409
Wuzzy wrote:- I like the [quests] mod better than the quest system of this subgame. It has a nicer HUD and sounds
Wuzzy wrote:- The crafting guide allows you to go to empty pages, which is confusing
Wuzzy wrote:- The crafting guide fails to support group-based recipes correctly. Why not using or forking a crafting guide mod which has been tried and tested? I like [craftguide]
Wuzzy wrote:- It's weird that you have to open the crafting guide to see your quest list
Wuzzy wrote:- If you lose your crafting guide, you're fucked (a crafting guide should be accessible at all times; maybe add a button into the inventory menu)
Wuzzy wrote:- I can't see my level
Wuzzy wrote:- I can't see how many “points” I can still assign to skills (Chat commands don't count. Make it part of the formspecs or the HUD)
Wuzzy wrote:- Some weapons (like old battle axe) have huge tooltips with a huge whitespace
Wuzzy wrote:- The workbenches in watchtowers can't be used as workbenches until you take them and replace them again
Wuzzy wrote:- Copper pickaxe digs stone with diamond and stone with silver faster than the diamond pickaxe does
Wuzzy wrote:- Stone with silver and stone with zinc seem to be useless
Wuzzy wrote:- The stone step sound is hurting my ears (I sometimes play with headphones)
Wuzzy wrote:- How to make blueprints which I can actually use (e.g. to make weapons and armor)? So far I only got empty blueprints
Wuzzy wrote:- What is the point of having an ability book? Leftclicking only destroys it for some reason.
Wuzzy wrote:- What are flowers for?
Wuzzy wrote:- How many biomes are there?
Wuzzy wrote:- How exactly does the furnace work? I understand how to operate it, but I don't understand the exact rules for the fuel burning, it seems to work differently than in Minetest Game.
D00Med wrote:This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.
The workbenches in watchtowers can't be used as workbenches until you take them and replace them again
The only way to fix that is to replace the workbench with something else, isn't it?
Wuzzy wrote:- I can't see my level
You should see your level next to the xp bar.
Wuzzy wrote:The workbenches in watchtowers can't be used as workbenches until you take them and replace them again
The only way to fix that is to replace the workbench with something else, isn't it?
No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.
I'm not sure but I think the grunt work is done in the on_construct function of default:chest. You may want to read the source code of the default mod in Minetest Game.
minetest.set_gen_notify
Wuzzy wrote:New bugs I found:
- First slot in craft guide is empty
Wuzzy wrote:- Damage of blueprint does not match damage written in the tooptip of the actual weapon: Suger Sword lvl 17, Old Battle Axe lvl 14, Old Hammer lvl 30. Maybe it's wrong for other weapons as well, I haven't checked all.
Wuzzy wrote:- Recipes of copper armor are the same as for iron armor
Wuzzy wrote:Also: Where are the enemies?
Wuzzy wrote:EDIT: More bugs:
- The fishing rod sometimes gives you a cooked fish! xD
Wuzzy wrote:- The crafting guide does not show the anvil recipes
Wuzzy wrote:- Yellow and red fish can't be cooked
The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use (…)
Amaz wrote:For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on them, with an interval of 9 and a chance of 1, converting them to the proper node. (Here are some relevant bits of code: node def and abm def)
This is a little hacky and not ideal, but in place of a better solution, it works. I hope this helps a bit!
Wuzzy wrote:Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:
https://lgdb.org/game/rpgtest
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
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