[Mod] More Ores [moreores]

SneakySNGamer
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Adding new ores?

by SneakySNGamer » Mon Jan 26, 2015 00:09

This mod is nice, but the "Minecraft More Ores"adds 15 more ores.
How about adding more ores than the "Minecraft More Ores"? That'll be neat.
 

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Calinou
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Re: Adding new ores?

by Calinou » Mon Jan 26, 2015 16:55

SneakySNGamer wrote:This mod is nice, but the "Minecraft More Ores"adds 15 more ores.
How about adding more ores than the "Minecraft More Ores"? That'll be neat.


Then you enter the “rainbow caves” syndrome, where you meet more ores than stone. This is no good.
 

SneakySNGamer
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Re: Adding new ores?

by SneakySNGamer » Wed Jan 28, 2015 01:01

Calinou wrote:
SneakySNGamer wrote:This mod is nice, but the "Minecraft More Ores"adds 15 more ores.
How about adding more ores than the "Minecraft More Ores"? That'll be neat.


Then you enter the “rainbow caves” syndrome, where you meet more ores than stone. This is no good.

Yes, but why do the ores spawn in a 3x3 cube? make it to a 2x2 and make the ores appear in the biome. That might be the solution.(Or add Obsidian Tools and all that.)
 

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Calinou
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Re: Adding new ores?

by Calinou » Wed Jan 28, 2015 17:51

SneakySNGamer wrote:Yes, but why do the ores spawn in a 3x3 cube? make it to a 2x2 and make the ores appear in the biome. That might be the solution.(Or add Obsidian Tools and all that.)


Some mods use tin, silver and mithril extensively, so I wouldn't make them rarer.
 

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Re: Adding new ores?

by Hybrid Dog » Sun Feb 01, 2015 15:55

Calinou wrote:Then you enter the “rainbow caves” syndrome, where you meet more ores than stone. This is no good.

You could spawn some ores at specific heights, e.g. one between -4000 and -3800.
 

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Topywo
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Re: [Mod] More Ores [moreores]

by Topywo » Sun Feb 01, 2015 18:33

I agree with Hybrid Dog. With such an amount of ores it might be interesting to use different heigths (minetest has +- 30000 layers underground).
 

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mahmutelmas06
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Re: [Mod] More Ores [moreores]

by mahmutelmas06 » Mon Mar 02, 2015 15:43

# Turkish translation

[moreores] loaded. = [moreores] yüklendi.

%s Ore = %s madeni
%s Lump = %s yığını
%s Ingot = %s külçesi
%s Block = %s blok
%s Pickaxe = %s kazma
%s Shovel = %s kürek
%s Axe = %s balta
%s Sword = %s kılıç

Copper = Bakır
Tin = Kalay
Bronze = Bronz
Silver = Gümüş
Gold = Altın
Mithril = Mithril

Copper Rail = Bakır ray
My Mods:

Beverage
 

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stormchaser3000
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Re: [Mod] More Ores [moreores]

by stormchaser3000 » Fri Mar 13, 2015 21:47

gitorious is now almost a deprecated website and is being replace by Gitlab.
 

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Calinou
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Re: [Mod] More Ores [moreores]

by Calinou » Fri Mar 13, 2015 22:18

stormchaser3000 wrote:gitorious is now almost a deprecated website and is being replace by Gitlab.


I am aware of this, I will switch away from Gitorious before it shuts down (on 2015-06-01).
 

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Prot
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Re: [Mod] More Ores [moreores]

by Prot » Mon Jul 20, 2015 10:19

Fix some converting desert sand into dirt by mithril and silver hoes
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
diff --git a/init.lua b/init.lua
index 9a4cac1..3fd3417 100644
--- a/init.lua
+++ b/init.lua
@@ -52,9 +52,15 @@ local function hoe_on_use(itemstack, user, pointed_thing, uses)
       
        -- Check if pointing at dirt:
        if minetest.get_item_group(under.name, "soil") ~= 1 then return end
-       
+
+    -- check if (wet) soil defined
+    local regN = minetest.registered_nodes
+    if regN[under.name].soil == nil or regN[under.name].soil.wet == nil or regN[under.name].soil.dry == nil then
+        return
+    end
+
        -- Turn the node into soil, wear out item and play sound:
-       minetest.set_node(pt.under, {name ="farming:soil"})
+    minetest.set_node(pt.under, {name = regN[under.name].soil.dry})
        minetest.sound_play("default_dig_crumbly", {pos = pt.under, gain = 0.5})
        itemstack:add_wear(65535 / (uses - 1))
        return itemstack
 

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Re: [Mod] More Ores [moreores]

by benrob0329 » Mon Aug 24, 2015 05:14

Could you please update this mod for the latest version ot MT? There are duplicates of things...
 

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Re: [Mod] More Ores [moreores]

by benrob0329 » Thu Dec 03, 2015 16:49

YYYYEEEEEESSSSS!!!!!!!!!!! It has been updated!!!
 

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Calinou
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Re: [Mod] More Ores [moreores]

by Calinou » Fri Jan 22, 2016 19:38

More Ores is now in the minetest-mods organization. Here's the new GitHub link: https://github.com/minetest-mods/moreores

Note that existing clones and URLs will continue to work, as the repository was transferred.
 

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Re: [Mod] More Ores [moreores]

by im-poke » Sun Mar 06, 2016 06:59

Pls add kwallium!

A weird ore, that can be found below mithril depth.
Almost as strong as diamond, and has a orange color.
ARE YOU A NYAN CAT?????
--ABJ
 

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Re: [Mod] More Ores [moreores]

by Akahyperion » Sat Jan 07, 2017 10:04

Hi everyone, this is my first post. I'd like to say that minetest is great and modders are even greater ;-).

I've got an issue with this mod since yesterday. I run a local server on a raspberry pi (minibian + minetest 0.4.14) with few mods that I mostly get from github, after updated all of them, I couldn't run the server again.
This is the issue I have :
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
2017-01-07 09:50:52: ERROR[Main]: ModError: Failed to load and run script from /home/minetest/.minetest/mods/moreores/init.lua:
2017-01-07 09:50:52: ERROR[Main]: /home/minetest/.minetest/mods/moreores/init.lua:31: attempt to call field 'node_sound_metal_defaults' (a nil value)
2017-01-07 09:50:52: ERROR[Main]: stack traceback:
2017-01-07 09:50:52: ERROR[Main]:    /home/minetest/.minetest/mods/moreores/init.lua:31: in main chunk

I looked on the internet and the forum, I checked the convention naming, but I can't figure out what's going wrong...
If I disable "moreores" the server will run fine. Any ideas ?
 

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TenPlus1
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Re: [Mod] More Ores [moreores]

by TenPlus1 » Sat Jan 07, 2017 10:09

metal sounds were added to 0.4.15 so if you are using 0.4.14 stable then you will get the above error.
 

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Re: [Mod] More Ores [moreores]

by Akahyperion » Sat Jan 07, 2017 10:25

Thank you for your answer, I'm going to update my server side version of minetest then.
Actually I've tried yesterday but I'm using debian-backports repo and this is not updated to 0.4.15 yet... Anyway I will try again and post in the appropriate topics if needed.
Is there any way to downgrade the mod version ? That's weird because the latest commit on github for moreores was 24 days ago so before 0.4.15 was released, isn't it ?

Edit : Nevermind what I said before, it appears the last commit was on 31st Dec 2016, so I did "git reset --hard" to the commit before and now it works, thank you !
 

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TenPlus1
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Re: [Mod] More Ores [moreores]

by TenPlus1 » Sat Jan 07, 2017 13:24

You could fix it by changing node_sound_metal_defaults to node_sound_stone_defaults
 

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Re: [Mod] More Ores [moreores]

by Akahyperion » Sat Jan 07, 2017 14:41

I edited the 'init.lua' and it works, thanks for your help.
 

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Re: [Mod] More Ores [moreores]

by Bodo » Mon Jan 09, 2017 12:35

Do I need to create a new world or will my current world be updated after I've installed the mod?
 

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burli
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Re: [Mod] More Ores [moreores]

by burli » Mon Jan 09, 2017 12:49

Bodo wrote:Do I need to create a new world or will my current world be updated after I've installed the mod?

If you add more ores to an existing world, the existing parts of the world wouldn't be updated. Only new generated chunks are effected.
 

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Re: [Mod] More Ores [moreores]

by lightseer » Mon Jan 23, 2017 18:39

TenPlus1 wrote:You could fix it by changing node_sound_metal_defaults to node_sound_stone_defaults


Thanks I also did that and the module loaded then.
 

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