Byakuren wrote:Could you add a way for mods to register items to be spawned as loot? I think it would be impractical for a server owner to have to go through all the loot items from each mod and add them to config.lua.
I suppose that's a possibility. I don't think it lessens the server owner's job a lot, though, since mod creators may have wildly different ideas of how soon and how many items they might want appearing in chests; the server owner has to balance all the mods against each other anyway. Still, it's another type of functionality I haven't looked at yet, and could make things at least easier.
Neuromancer wrote:Loot is incredibly important part of making Minetest fun. This is a huge step forward.
Dungeons need more work first, and you probably need to have some advancement system (I'm thinking of maybe looking in to the experience points mods).
What would be cool is to add traps to some chests, so when you open them you lose hit points or get poisoned.
Then you also need a poison (or other expanded status effects) mod.
But if you open them when you have a lock picks in your hand, then you have a much greater chance of avoiding the trap. If you get poisoned, you need to craft a potion based on some flowers or plants that cures your poison. This could add an element of challenge to loot.
This sounds like a much wider-ranging "Adventuring" mod, probably collected and modified from at least a half a dozen other mods. Definitely outside the scope of just dungeon loot, though the loot would be a natural part of adventuring.
Neuromancer wrote:Or another cool idea would be to use the x-decor mod to randomly decorate dungeons with chandeliers, bookcases, cauldrons, tables, chairs, beds anvils etc.
Placing items correctly automatically is definitely a challenging task; you can see this in how the dungeons aren't always properly connected, with useless stairs and weird connections between rooms. Also the reason why the chests are just in the middle of a random room is that the only thing this mod gets from dungeon creation is a list of positions, each being the center of the floor of a room. Moving the chests to against a wall would be pretty simple, but it quickly gets more complex.