texmex wrote:I'm not using signs_lib, just regular signs mod.
Do you means the signs included in 'default' mod, or the 'signs' mod
I am using signs_lib but since it registers signs with signs: prefix, I assumed it should use the same node as the signs mod, but that doesn't sound so obvious now... maybe it need to be checked
texmex wrote:• Can you have it not spawn i water and other such strange places?
I had actually fixed that before reading your post ! they should not spawn on water anymore.
What other strange places did you have in mind ?
texmex wrote:• Can I spawn even lesser amount of signs so that they're more rare?
Not yet, but that's not difficult to implement, this should be done by the end of the weekend
Edit : There is now a 'chance_of_signs_in_chunk' options, along with signs_per_chunk, this should allow fine tuning. (e.g : setting 'chance_of_signs_in_chunk' to a low value and 'signs_per_chunk' to a high value would result in rare areas but filled with signs )
texmex wrote:• It would be nice to have the yardsigns as items too, so that when players break them they are reusable. Or at least dropping as empty regular signs.
They should already drop as empty regular signs .. that's very strange if they are not.
Do you use a recent version of default mod ? i think there has been some recent changes in signs name that could be the cause of that.
Anyway I've thought about making the yard signs craftable/collectable and I wasn't totally sure it should be done,
but I can't remember why,... so yeah I'll do that.edit : I will have to take a look at the sign api from default (meta handling and formspec) to see if I can call it as is, not just duplicate it but calling functions from default.
Otherwise it would result in two similar items (sign and yard sign) handled by two different mods (so potentially differently) and I'm not very fond of that. In this case, it would be neater to add compatibility for most signs mod out there rather than turning this into another sign mod.
edit : Forget what I said, its done !