Hi!
at the first I started to contribute to the towntest (viewtopic.php?p=233784#p233784) but I was not able to stop myself and did a full rewrite of the mod oO, now named as TownChest, to tribute the original towntest_chest.
Github: https://github.com/bell07/minetest-townchest
Dependencies:
- default
- npcf (NOT the npcf_builder or whole pack, the framework only). I developed and tested with the "npcf_ng" branch from rubenwardy repository: https://github.com/rubenwardy/minetest- ... pcf_ng.zip
Current state:
Chest:
- The chest does manage the work plan
- WorldEdit files compatible
- Write the metadata from WE-file to the placed nodes if available
- Clear and flat the place of the building
- Building tasks without file: fill with air, fill with cobble, a box, a plate (you need to enter the size only)
- Instant build the building without NPC
NPC:
- Physical NPC (npcf) with teleporting on stuck
- A NPC search for a chest with active building plan and served the chest
- Multiple NPC's per chest allowed
- If the chest is not active anymore - auto-reassignment to the next one
ToDo:
- Material management - means the NPC needs own inventory, all nodes needs to be obtained before build.
- Porting building preview from handle_schematics
- Porting MTS - File Support from handle_schematics
-Survival mode - Restrictions getting the chest and a NPC live cycle
Concept ToDo's
I need a idea for the "Survival mode". how is the best way to spawn NPC's in survival? The current (creative) state is unlimited spawning by button "Spawn NPC" in the chest. Is it ok to get unlimited NPC's in survival? Is the restriction enough the needed nodes should be provided? What's about the other site, how to handle the lifetime/death of the NPC's? Currently the NPC cannot be killed. Planed enhancement is the NPC drop his inventory in case of the death. Or should I use the bones for npc?
Any ideas welcome!
Any contribution and github pull-requests welcome!