LazerRay wrote:I used the old version of the Birthstones mod a while back and found other issues with it.
1. You couldn't turn the gem blocks back into their gem forms
2. There where no crafting options other than blocks (tools, swords, armor, and other things would be nice)
3. The gems were not cross compatible with ones from other mods or ones from base game (Birthstone diamonds couldn't be used like default diamonds for example)
Hopefully when this mod gets a much needed overhaul, I will use it again, old version was just too buggy.
LazerRay wrote:I like the idea of switching back and forth with them, its already done with other things in Minetest (Like how Sand and Dessert Sand can be swapped).
LazerRay wrote:That sounds interesting, you could even have different cut styles for the gems.
This might open up more ideas and features down the road.
LazerRay wrote:While looking through items added by other mods, I found several gems in Glooptest that might overlap with this mod, again just adding a swap craft recipe should solve the issue.
The gems are Amethyst, Emerald, Ruby, Sapphire, and Topaz, in case any of them might be on the list.
asanetargoss wrote:It would be nice if this mod could be backwards-compatible with worlds which used the original mod. For instance, register aliases for birthstone stuff whose names have changed, and perhaps add Opal as a secondary drop for the deprecated Alexandrite ore, but change Alexandrite ore to look like pearl ore.
In terms of additional features, I'm inclined to say, "keep it simple," at least for the initial release. It's hard to justify the time spent for all those textures if their sole purpose is aesthetic, and useful features for birthstones could literally be anything: lasers, magic wands, redundant tools and armor, tools and armor with random magical properties, et cetra. The things that come to my mind feel like they're better for other mods.
One feature that could be useful to add would be dyes.
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