Sokomine wrote:Newer builds of MT usually start even if dependencies are not fulfilled or mods could not be loaded.
Linxx wrote:the question is preformance wise does the game take a big hit?
kaeza wrote:The clay traders don't show the price of some of their items; namely, clay, brick, and sand.
kaeza wrote: It would be good if the trader's houses couldn't be destroyed in any way. This may be hard, as it either requires you to reimplement/depend on the protector mod (or any other similar mod), or redefine all the nodes with unbreakable versions.
kaeza wrote:Somehow remove dependency on MOBF/animalmaterials. Not everyone wants to install MOBF to use this
kaeza wrote:Also, is it normal that the traders' chests have items in them?
Sokomine wrote:Are you sure that you're using the development version of mobf? The current stable release of it is not yet able to handle diffrent package size of offers of the same material (i.e. "1 sand" and "10 sand" as offers from the same trader). It is sufficient if you take a recent mobf/inventory.lua
Sokomine wrote:True! That is something that annoyed me with the mobf-trader as well: It is possible to tear the house apart and sell the components to the mob :-( As the mod is most useful for singleplayer where other protective mods are not likely to occour, I probably ought to implement a simple version of protection. Best would be if the mob would start attacking griefers or at least complain.
Sokomine wrote:Yes, that's right. It may fit less here and was mostly intended for the "private" chests of the lumberjacks. The clay traders have some chests that act more as storage for their goods. Maybe I ought to exclude them from the random filling.
random_buildings.add_trader( prototype, description, speciality, goods, names, texture )
random_buildings.add_trader( random_buildings.npc_trader_prototype,
"waitress", -- internal name
"friendly waitress", -- description of the npc
{
{ "food:cafe 1", "default:steel_ingot 1", "default:cobble 10"},
{ "food:cafe_can 1", "default:mese_crystal 1", "moreores:gold_ingot 1"},
{ "food:cake 1", "default:coal_lump 3", "default:cobble 20"},
{ "food:cake 2", "default:coal_lump 2", nil},
}, -- first entry: good sold; second & third: price & alternative price
{ "Frieda","Luise","Erna"}, -- random names for the waitress
"cool_skin_for_a_waitress.png" -- the NPC's skin
);
Caerulean wrote:I really liked the idea of having trade posts (or buildings) spawn randomly on maps and prefer that over having to spawn traders and build buildings for them on your own (although that is awesome and useful on its own). It just was more interesting and immersive for me that way, especially when you randomly find a trade post while wandering in the wilderness. :)
Caerulean wrote: Hopefully this mod still works in the current version. *gonna test it out*
sofar wrote:Can you put your images somewhere that they don't expire? I miss not seeing the screenshots.
sofar wrote:I've been putting mine on imgur, no idea when they expire but I haven't seen any of them lapse.
Caerulean wrote:Just one question though: will the upcoming mod need a new world to be created for it to work or will it be able to work on a currently existing world? (Those were technically two questions. xD)
You can upload unlimited images per post will never have to worry about your images being removed for inactivity.
Sokomine wrote:sofar wrote:I've been putting mine on imgur, no idea when they expire but I haven't seen any of them lapse.
imgur is broken. When I click on "upload images", nothing happens. It seems to require JavaScript, and I won't enable that for an image hosting site.
function uploadImage {
curl -s -F "image=@$1" -F "key=486690f872c678126a2c09a9e196ce1b" https://imgur.com/api/upload.xml | grep -E -o "<original_image>(.)*</original_image>" | grep -E -o "http://i.imgur.com/[^<]*"
}
import "shot.png"
uploadImage "shot.png"
rm "shot.png"
wcwyes wrote:Think I can reconfigure the traders to use mobs instead of mobf?
Sokomine wrote:The new traders are a replacement for those found in random_buildings. They still carry the mobf_ part of the name for compatibilty reasons but are no longer based on mobf. I recommend that you use those. They don't have dependencies either and are very lightweight.
Or is your intention to have them move around and - apart from the trading - behave like other mobs?
Sokomine wrote:wcwyes wrote:Think I can reconfigure the traders to use mobs instead of mobf?
The new traders are a replacement for those found in random_buildings. They still carry the mobf_ part of the name for compatibilty reasons but are no longer based on mobf. I recommend that you use those. They don't have dependencies either and are very lightweight.
Or is your intention to have them move around and - apart from the trading - behave like other mobs?
wcwyes wrote:I tried loading traderf and it errors because you have mobf in the depends file. I tried making mobf a soft dependency, but then it crashes.
dannyplaysminetest wrote:Nice Mod! cool that you have to insert items like stone, wood, glass etc and then the building gets build in front of you, it does not just spawn a complete building at once like other mods..
dannyplaysminetest wrote:This is a realy nice Mod for Survival servers were you have to work hard to own items and build stuff..
One could setup a Shop where these Chests are sold to players (with help of curency mod Money) once a player bought a chest and choose a building he or she still has to gather resources to actually build it..
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