[Mod] Dense Ores [V.1] [denseores]

benedict424
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[Mod] Dense Ores [V.1] [denseores]

by benedict424 » Thu Oct 16, 2014 01:16

This mod allows ores to have a density property. Rather then allow you to find ores more often, you now find more or less material per ore. Crafting in this mod is extremely simple. You can guess it on your first try. Realy confused? Use a crafting guide mod like Unified Inventory for the manual recipes.

Watch a short highlight by Nathan Salapat: https://youtu.be/1SGk9l-A6EE

Update: The service I was using for the screenshots is down. Here is a link to the photos: https://drive.google.com/folderview?id= ... sp=sharing

Get any version of my mods from my drive (this lets me keep this page clean): https://drive.google.com/folderview?id=0BwbAiEHn4hRmejdINUd4OEliRk0&usp=sharing

Code: FTWPL
Graphics: FTWPL
Mod dependencies: default
Mod compatibility: moreores, technic
Last edited by benedict424 on Tue Mar 08, 2016 03:29, edited 31 times in total.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores Beta

by Compunerd » Thu Oct 16, 2014 03:02

Wanted to say thanks for letting me try the pre-beta version, I've been running it for probably 2 weeks now... Works flawlessly... Thanks...
 

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Re: [Mod] Dense Ores Beta

by benedict424 » Thu Oct 16, 2014 04:39

As far as I know, this is the same version that I gave you. I added something in the code to have small coal lumps work as fuel, but I could have given that to you already.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by Nathan.S » Tue Mar 17, 2015 01:16

Hey I was reviewing this before recording the video on Wednesday and am wondering if there is some reason for the large ores to drop themselves when mined rather than multiple of the small ore chunks. The normal ores drop the full lumps and then your small ones drop one small ore, maybe the large ores should drop three small ores so you get more than the normal ore. The changes shouldn't be too difficult, I don't think, I looked at the source, looks simple enough to change that, or even making it a random drop so you might get more than the three small ores. Just some ideas. If you do want to change anything about it just let me know so I don't record a review of the old version. :)
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Re: [Mod] Dense Ores [V.1] [denseores]

by philipbenr » Tue Mar 17, 2015 02:50

I think I'll make a mod similar to this one, but maybe with a bit different textures and code write to satisfy me from scratch.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Tue Mar 17, 2015 22:32

philipbenr wrote:I think I'll make a mod similar to this one, but maybe with a bit different textures and code write to satisfy me from scratch.


I am already going to change my own textures.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Tue Mar 17, 2015 22:42

Nathan.S wrote:Hey I was reviewing this before recording the video on Wednesday and am wondering if there is some reason for the large ores to drop themselves when mined rather than multiple of the small ore chunks. The normal ores drop the full lumps and then your small ones drop one small ore, maybe the large ores should drop three small ores so you get more than the normal ore. The changes shouldn't be too difficult, I don't think, I looked at the source, looks simple enough to change that, or even making it a random drop so you might get more than the three small ores. Just some ideas. If you do want to change anything about it just let me know so I don't record a review of the old version. :)


I couldn't get heavy ores to drop multiple ore chunks. I asked the forum and couldn't get a good response about how to do it. Even if I could get the large ores to drop two ores, I don't think I would. It would make the mod have LESS in it. Having more decoration block is a good thing. I may remove small ore chunks because small ores are cool by themselves.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by Nathan.S » Wed Mar 18, 2015 04:35

I think you just trail a number behind the item_drop item, I can double check in the morning when I'm at my computer.
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Re: [Mod] Dense Ores [V.1] [denseores]

by Nathan.S » Wed Mar 18, 2015 14:56

To drop multiple items just add this line to your code
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
drop = 'default:dirt_with_grass 4'

of course you'd be dropping something other than dirty_with_grass.

You can also have a chance of dropping different amounts or different items all together.

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
   drop = {
      max_items = 1,  --this just limits that nodes that can be given out, type not quantity
      items = {
         {
         items = {'default:gravel'},
         rarity = 3,  -- how rare this drop is, one in three here.
         },
         {
         items = {'default:gold_lump'},
         rarity = 100,  --this guy only drops one in one hundred
         },
         {
         items = {'default:dirt_with_grass'}, --this will always drop if the others haven't.
         },

      },
   }
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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Wed Mar 25, 2015 06:41

Nathan.S wrote:To drop multiple items just add this line to your code
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
drop = 'default:dirt_with_grass 4'

of course you'd be dropping something other than dirty_with_grass.

You can also have a chance of dropping different amounts or different items all together.

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
   drop = {
      max_items = 1,  --this just limits that nodes that can be given out, type not quantity
      items = {
         {
         items = {'default:gravel'},
         rarity = 3,  -- how rare this drop is, one in three here.
         },
         {
         items = {'default:gold_lump'},
         rarity = 100,  --this guy only drops one in one hundred
         },
         {
         items = {'default:dirt_with_grass'}, --this will always drop if the others haven't.
         },

      },
   }


I will probably add a config for this. I actually know very little about Lua, so I'm glad you posted this. I'll credit if I use this. This is my guide for now: http://www.tdistler.com/media/docs/luarefv51.pdf
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by domtron vox » Wed Mar 25, 2015 16:39

I like this mod thanks for making it.

Just courious, but did you think about making mining progressive. For example on breaking the Dense Ore node it is replaced with the less dense ore node and drops some ore items. That way you dig the same node several times getting ore each time.

I would love to see some mapgen that could create veins of ore where the center is dense ores and the outer parts get progressivly less dense. That way finding ore nodes can lead to finding a full vein.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Thu Mar 26, 2015 21:12

domtron vox wrote:I like this mod thanks for making it.

Just curious, but did you think about making mining progressive. For example on breaking the Dense Ore node it is replaced with the less dense ore node and drops some ore items. That way you dig the same node several times getting ore each time.

I would love to see some mapgen that could create veins of ore where the center is dense ores and the outer parts get progressively less dense. That way finding ore nodes can lead to finding a full vein.


I intend to make a lot of config options that allow things like different chances of spotting the ores, but a lot of stuff is impossible for me at the moment. The way my mod works is it finds ores in the ground and replaces them. It can't do much else.

The idea of having the ores break down is very possible, I think I'll add a config!
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by cx384 » Sun Mar 29, 2015 20:53

Oh this mod is nice. I already know this mod from MC.
But thanks that you have made this mod in minetest.
And maybe you could ad dense ores from other mods like the moreores mod.
:D
Can your read this?
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Sun Mar 29, 2015 22:26

cx384 wrote:Oh this mod is nice. I already know this mod from MC.
But thanks that you have made this mod in minetest.
And maybe you could ad dense ores from other mods like the moreores mod.
:D


1. RWTema made it for Minecraft, though more simplistic.
2. I actually do have support for moreores, and have since the original release.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by KCoombes » Mon Nov 30, 2015 04:14

Check the spelling of the texture 'smal_mithril_ore' - it keeps throwing 'can't find the texture' errors.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Sun Dec 20, 2015 12:07

KCoombes, I have just downloaded my mod and the latest version of moreores through my page to see if I uploaded a wrong file. I feel confident in saying that there is no issue with the current release of my mod.
Who said that there are only four elements? I have Terra, Aqua, Ignus, Air, Ather, and Incognitus.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by Naj » Sun Dec 20, 2015 13:01

domtron vox wrote:I would love to see some mapgen that could create veins of ore where the center is dense ores and the outer parts get progressivly less dense. That way finding ore nodes can lead to finding a full vein.


I'd love to also :)

It could be good to have a few ores with standard distribution (for new players) and rare veins with big amount of ores (veins could look like marble and granite veins from Technic mod). So we will have copper / gold / ... mines.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by KCoombes » Sun Dec 20, 2015 20:59

benedict424 wrote:KCoombes, I have just downloaded my mod and the latest version of moreores through my page to see if I uploaded a wrong file. I feel confident in saying that there is no issue with the current release of my mod.


I didn't say you uploaded a wrong file, I suggested you check the spelling of the word 'small' in the texture file for the 'smal_mithril_ore', as the misspelling causes an error.
 

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Re: [Mod] Dense Ores [V.1] [denseores]

by benedict424 » Mon Dec 21, 2015 04:32

KCoombes wrote:
benedict424 wrote:KCoombes, I have just downloaded my mod and the latest version of moreores through my page to see if I uploaded a wrong file. I feel confident in saying that there is no issue with the current release of my mod.


I didn't say you uploaded a wrong file, I suggested you check the spelling of the word 'small' in the texture file for the 'smal_mithril_ore', as the misspelling causes an error.


Ah, my fault. I'll have it up ASAP. Thank you for calling that out. I am going to be a bit more active on the forums for the next few weeks, so if you find anything else wrong, I'll get fixed very quickly.
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Re: [Mod] Dense Ores [V.1] [denseores]

by azekill_DIABLO » Fri Oct 07, 2016 18:14

> Nathan.s

About your video, check the youtube auto traduction, does wierd things

PS: very nice mod
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
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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