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[Mod] WIP MOD: Random Cool Stuff [NOTICE ME]

PostPosted: Sat Dec 19, 2015 12:04
by MultiCoder
here is my mod
it's pretty basic and is work in progress (needs much debug)
I'm honestly accepting any help :/
This uses the WTFPL license
I will use it on my server "MultiCoder's server"
Here is the github (download form there)
]:-)

Alright! created a new version it is much more optimized much less buggy and has 100% performance increase due to optimization! Please try out my new mod and I am open to any suggestions!

https://github.com/MultiCoders/Random_Cool_Mod

Re: WIP MOD: Random_Cool_Stuff

PostPosted: Sat Dec 19, 2015 14:20
by Napiophelios
I download and now have questions about mod

what are "default:glass_fragments" do you mean "vessels:glass_fragments"

there are already fuel/burn times for group:leaves and group:saplings;
your mod diminishes default values for both groups.
is that on purpose?
EDIT: okay it only lessens for group:sapling but still...

your mod also changes burn times for grasses from 2 to 1:
whats the point of that?

isnt cooking trees/wood the same as burning them for fuel?

whats the difference between a knife and a cutting knife? one is a weapon and the other is just for recipes?
cant you just use the weapon/tool also for a recipe item and ditch the other?

why would sleeping ever hurt?

Why do you say the people that wrote this game failed at life because a bronze sword is more durable than a steel sword yet none of these things in your mod make any better sense?

Re: WIP MOD: Random_Cool_Stuff

PostPosted: Tue Dec 29, 2015 15:59
by MultiCoder
Thank you for the debug info : )

I will delete the fuel recipe for leaves, grass and saplings - I didn't know it did that on default

the cutting knife is for recipes, the other not - the only reason I cant discard one knife is because I do not know how to put an item in the crafting place and not waste it, like put a knife and salt together for cutting, and not waste the knife - if you know how to do this please tell me

You cook trees/wood so you can make coal, which is more efficient - in the future I will make charcoal

sleeping only hurts if you sleep on a leafy bed because it gives you rashes - this is actually quite realistic

The last part is true, but I plan on deleting the craft recipe for admin sword, or at least make it so you have to use a new node called death - which is a drop from killing a certain mob called the 'dungeon master'

I will create a new mod called herbovist (no, not herbalist) (if you can please try to install it when it comes out, check in the 15th of January) the mod will keep all ecological parts of this game (such as salt, fuel recipes, charcoal, vessels glass fragments, and leafy beds) and add stuff such as poison effects on your sword, and potions. This mod will have a dependency of farming and mobs, and I will keep in mind everything you said. I will tell everyone I created the mod on this post too..

this mod will be updated also in early January and I will edit my post to say so

thank you for the feedback...
I wasted so much time writing this comment...
P.S read my README next time okay?

Re: [Mod] WIP MOD: Random_Cool_Stuff [NOTICE ME]

PostPosted: Tue Dec 29, 2015 18:24
by Napiophelios
Well I have been watching my son play Minecraft and
I didnt realize charcoal from cooked woods was a thing;
I just dont understand how burning an inferior material
renders a superior fuel to what you are burning

Here's how to use tools as recipe items without losing the tool:

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
   minetest.register_craft({
      output = itemname .. ' 4',
   recipe = {
           { "default:chisel", recipeitem, recipeitem},
           { recipeitem, recipeitem, recipeitem},
           { recipeitem, recipeitem, recipeitem},
      },
            replacements = {{'default:chisel', 'default:chisel'}},
   })


good luck with your mod.

Re: [Mod] WIP MOD: Random_Cool_Stuff [NOTICE ME]

PostPosted: Thu Dec 31, 2015 08:03
by MultiCoder
just a quick question
what does replacements do
showing code doesn't exactly mean i'll understand it :/

for the charcoal thing
I don't understand either
just ask god why charcoal is good
(good for barbecues :P)
but still it's good to make life easier this way

Re: [Mod] WIP MOD: Random_Cool_Stuff [NOTICE ME]

PostPosted: Thu Dec 31, 2015 08:53
by Napiophelios
MultiCoder wrote:just a quick question
what does replacements do
showing code doesn't exactly mean i'll understand it :/


Here is a better example :
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
minetest.register_craft({
   output = itemname ..  ,
   recipe = {
      { recipeitem, recipeitem, recipeitem },
      { recipeitem, "bucket:bucket_water", recipeitem },
      { recipeitem, recipeitem, recipeitem },
   },
         replacements = {
             { "bucket:bucket_water", "bucket:bucket_empty" },
         }
} )



your recipe requires a bucket of water
but you dont want to take away the players bucket
so the recipe uses the water and gives back an empty bucket.

so in your mod you replace the knife with another knife
...essentially renewing the knife I guess, but its better than stealing it from your players :)

Re: [Mod] WIP MOD: Random_Cool_Stuff [NOTICE ME]

PostPosted: Sat Jan 09, 2016 12:45
by MultiCoder
Hey guys I optimized it, now it has an 100% performance increase :P
The code is much less readable because it is much more complicated now but it is also much more organized in ways.
Hope you like my mod!