[Mod] Specialties [3.5] [specialties]

keyxmakerx
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by keyxmakerx » Wed Jul 03, 2013 03:32

That would be really awesome! I wish they would add this to the main gameplay. It would seem to be a much better gameplay functionality. Also 2 things just ideas I'm just curious

1. Could u make something like iron to steel a few hundred points compared to mess to even better much higher like a thousand?

2 could you add other mods like gems which is what I use on mine test server.us.to. so it will go from mess to emerald?
 

ashenk69
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by ashenk69 » Wed Jul 03, 2013 13:48

keyxmakerx wrote:That would be really awesome! I wish they would add this to the main gameplay. It would seem to be a much better gameplay functionality. Also 2 things just ideas I'm just curious

1. Could u make something like iron to steel a few hundred points compared to mess to even better much higher like a thousand?

2 could you add other mods like gems which is what I use on mine test server.us.to. so it will go from mess to emerald?

1. Are you asking if I could change the upgrade amount to steel a couple of hundred and the amount to mese about a thousand?

2. It's really easy to add new mod items to the system. I would have to check on emerald tools and if they are better than mese.
 

tinoesroho
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by tinoesroho » Wed Jul 03, 2013 17:40

keyxmakerx wrote:That would be really awesome! I wish they would add this to the main gameplay. It would seem to be a much better gameplay functionality. Also 2 things just ideas I'm just curious

1. Could u make something like iron to steel a few hundred points compared to mess to even better much higher like a thousand?

2 could you add other mods like gems which is what I use on mine test server.us.to. so it will go from mess to emerald?


Open up the code in WordPad. It's simple to add features- but not fun to make large changes for a small segment of- oh, how hypocritical of me. Anyways, like I was saying. Easy to add in yourself, but making changes that could affect a large amount of people isn't fun.

Whatever. I'll see what I can do.

Anyways, take a look at the code. Adding support for other mods is really, really simple.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

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ashenk69
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by ashenk69 » Fri Jul 05, 2013 01:53

Miscellaneous code fixes and cleanup
Added condenser node

Condenser:
  • Designed like the Equivalent Exchange energy condenser. This converts one type of node or item into another. Currently the condenser is flawless meaning there is no energy loss but I will add in a small random loss every time a conversion occurs so it doesn't feel too OP. Also, not all items and nodes work in the system. Don't worry that won't crash your game. I'm working on the conversion amounts for each node and item.

With the condenser I also want to make a way for players to gain experience from the energy the condenser stores. I'll work on that a little bit later though.
The Builder has actually been downgraded to nothing right now, but I am going to add a fly and fast skill purchase which'll make it easier for building.
 

ashenk69
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by ashenk69 » Fri Jul 05, 2013 18:34

Added fly and fast builder skill. They are just the fly and fast privelege from the default game.
 

keyxmakerx
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by keyxmakerx » Sat Jul 06, 2013 00:27

ashenk69 wrote:
keyxmakerx wrote:That would be really awesome! I wish they would add this to the main gameplay. It would seem to be a much better gameplay functionality. Also 2 things just ideas I'm just curious

1. Could u make something like iron to steel a few hundred points compared to mess to even better much higher like a thousand?

2 could you add other mods like gems which is what I use on mine test server.us.to. so it will go from mess to emerald?

1. Are you asking if I could change the upgrade amount to steel a couple of hundred and the amount to mese about a thousand?

2. It's really easy to add new mod items to the system. I would have to check on emerald tools and if they are better than mese.


I mean up the requirements based on upgrades of items per individual items. Because bronze to mese is a HUGE step and should take more then just 500 xp to upgrade. At least in my thoughts, correct me if im wrong. ^^
 

ashenk69
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by ashenk69 » Sat Jul 06, 2013 00:40

I can make the upgrade amount per item to work but since there isn't a way to read if an item is put or taken from an inventory when it is just a formpsec shown to a player. I'll need to add a refresh button which'll recalculate the formspec to show proper XP costs. The other way is to just increase the amount it costs overall which'll in turn make it more useful for higher level tools. Since you won't want to upgrade from stone to steel for a lot.
 

keyxmakerx
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by keyxmakerx » Sat Jul 06, 2013 00:58

ashenk69 wrote:I can make the upgrade amount per item to work but since there isn't a way to read if an item is put or taken from an inventory when it is just a formpsec shown to a player. I'll need to add a refresh button which'll recalculate the formspec to show proper XP costs. The other way is to just increase the amount it costs overall which'll in turn make it more useful for higher level tools. Since you won't want to upgrade from stone to steel for a lot.


True, that does sound like a good idea. Which ever is easiest for you!
 

linkukun
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by linkukun » Fri Jul 19, 2013 20:57

I'm having a small problem. When I try to start a world with specialties enabled it stops right after "connecting" saying there's an error and something about a nil value.
 

ashenk69
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by ashenk69 » Fri Jul 19, 2013 23:26

linkukun wrote:I'm having a small problem. When I try to start a world with specialties enabled it stops right after "connecting" saying there's an error and something about a nil value.

Can you post the error from the console?
 

linkukun
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by linkukun » Sat Jul 20, 2013 02:30

ashenk69 wrote:
linkukun wrote:I'm having a small problem. When I try to start a world with specialties enabled it stops right after "connecting" saying there's an error and something about a nil value.

Can you post the error from the console?

ServerError: LuaError: error: ...st-04.7\minetest-0.4.7\bin\..\mods\specialties\init.lua:65: attempt to index a nil value
 

ashenk69
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by ashenk69 » Sat Jul 20, 2013 03:24

I committed a fix that should stop that issue.
 

derpswa99
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by derpswa99 » Sun Aug 11, 2013 18:15

When ever I hoe land using this mod it breaks the default farming mod and doesnt let me farm. Unless I get rid of all my Minetest Stuff. Is there anyway to fix this?
 

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Ikishida
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by Ikishida » Sat Aug 17, 2013 11:39

failed to load and run C:\Minetest\bin\..\mods\specialties-master\init.lua
Check debug.txt for details

how can i make the mod work?
When life hands you lemons,throw it back at life saying "I don't need your goddamn lemons!" =D
 

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Mossmanikin
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by Mossmanikin » Sat Aug 17, 2013 11:46

Maybe you'll just have to rename the mod folder to "specialties".

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durtective6
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by durtective6 » Tue Oct 22, 2013 15:52

how do u use the condenser ive tried lots of ways, such as putting a wanted item in top right and items to convert with in bottom but cant get it to work

(using technic and its dependencies)
 

ashenk69
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by ashenk69 » Wed Oct 23, 2013 12:32

durtective6 wrote:how do u use the condenser ive tried lots of ways, such as putting a wanted item in top right and items to convert with in bottom but cant get it to work

(using technic and its dependencies)

The condenser can only convert items it knows about. Open the file "tables.lua". At the bottom, it contains all the nodes that can be converted. It covers most of the things in the default game, but does not include any mod support. Hence technic items won't work.
 

Jouster27
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by Jouster27 » Fri Oct 25, 2013 15:08

I've not seen anyone else mention this yet: Whenever I place a block, it stays in my inventory. I like the idea of this mod and I'd like to use it but if I wanted infinite blocks, I'd play in creative mode. Since nobody else has reported this issue, any ideas what would be causing it?
 

saranas
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by saranas » Fri Oct 25, 2013 21:38

I have found, downloaded, installed this nice mod today and got the same bug as Jouster27 (infinite blocks in non creative mode). So I started some "hacking the code".
Here the result:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--- specialties-master/init.lua   2013-07-20 05:22:23.000000000 +0200
+++ specialties/init.lua    2013-10-25 23:02:39.747297591 +0200
@@ -242,10 +242,11 @@
         specialties.changeXP(name, "farmer", 5)
     end
 end
 local place_node = minetest.item_place_node
 function minetest.item_place_node(itemstack, placer, pointed_thing)
-    place_node(itemstack, placer, pointed_thing)
     specialties.changeXP(placer:get_player_name(), "builder", 1)
+    -- minetest.item_place_node returns an itemstack back to user. Do not let it disappear.
+    return place_node(itemstack, placer, pointed_thing)
 end

Sorry for my bad english.
 minetest.register_globalstep(function(dtime)
     if time+dtime < 10 then


I can say: it works for me but, I don't know if it is working for others.
Maybe it will help.

__

Sorry for my bad english
 

Jouster27
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by Jouster27 » Sat Oct 26, 2013 04:55

saranas wrote:I can say: it works for me but, I don't know if it is working for others.
Maybe it will help.

__

Sorry for my bad english


Saranas gets the WIN!!! Thank you, that fixed the mod for me.
 

Jouster27
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by Jouster27 » Sun Oct 27, 2013 07:28

When you add superheat to a feller, the resulting block (specialties:axe_diamond_superheat_feller) shows to be unknown.
Last edited by Jouster27 on Sun Oct 27, 2013 07:30, edited 1 time in total.
 

viv100
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by viv100 » Sun Oct 27, 2013 17:15

when we play, we break a block and put it on when you ask it always marks the same block cipher
 

Jouster27
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by Jouster27 » Mon Oct 28, 2013 02:11

I'm using a bronze greenthumb hoe but won't harvest anything. I can plow with it but it won't harvest.
 

jenova99sephiros
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by jenova99sephiros » Mon Oct 28, 2013 06:02

Proposal of a new profession!

(Experience points each time you defeat the Mob) warrior
(Experience value by to craft a dish) cook
(Experience value to craft the weapons) blacksmith
I english google translator
 

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BrunoMine
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by BrunoMine » Thu Oct 31, 2013 15:20

the player should access the menu (/spec) trough a node.
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BrunoMine
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by BrunoMine » Thu Oct 31, 2013 16:21

I do not want the player to be flying or racing.
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BrunoMine
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by BrunoMine » Thu Oct 31, 2013 19:23

There was a critical error. The nodes are infinite in inventory. the player can put infinite nodes, with only one in the inventory.
Last edited by BrunoMine on Thu Oct 31, 2013 19:24, edited 1 time in total.
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Jouster27
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by Jouster27 » Fri Nov 01, 2013 21:05

Bruno - It's a known issue but there is a fix. Check posts 78 and 79 above.
 

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BrunoMine
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by BrunoMine » Fri Nov 01, 2013 21:36

Jouster27 wrote:Bruno - It's a known issue but there is a fix. Check posts 78 and 79 above.


Sorry but ... How will I fix the mod? can explain to me exactly?
My small square universe under construction ... Minemacro
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www.minetestbrasil.com
 

Jouster27
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by Jouster27 » Sat Nov 02, 2013 20:49

brunob.santos wrote:
Jouster27 wrote:Bruno - It's a known issue but there is a fix. Check posts 78 and 79 above.


Sorry but ... How will I fix the mod? can explain to me exactly?


Find the init.lua mod and make the changes mentioned above. A line that has a minus sign (-) in front of it means delete the line. A line with a plus sign (+) in front of it means add the line. Save the file after you make the changes and it should fix the problem the next time you load the world.
 

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