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Re: Lua Bits n Pieces...

Oh, thanks! Of course that's how to do it. Don't know why it didn't occur to me; I use that same method elsewhere. More to the point, I use something similar. If I understood Lua developer docs correctly, table.insert is due to be deprecated at some time. As I understand it, the recommended way to a...
by ThorfinnS
Mon Nov 11, 2019 18:34
 
Forum: WIP Mods
Topic: Lua Bits n Pieces...
Replies: 17
Views: 2770

Re: [Mod] Hard Trees Redo [0.1.1] [hard_trees_redo]

I'm not sure how to code it, but until you figure out how to add drops to nodes instead of overriding them, you might want to make a note that this is incompatible with TenPlus1 's bonemeal. Only mention it because it seems that's a really popular mod in the server list I looked at. And it won't wor...
by ThorfinnS
Fri Nov 08, 2019 15:33
 
Forum: Mod Releases
Topic: [Mod] Hard Trees Redo [0.2.0] [hard_trees_redo]
Replies: 5
Views: 572

Re: [Mod] simple random houses spawning [basic_houses]

Oh, by the way, basic_houses has become one of the more popular mods on the current servers. Rather than just starting to build somewhere close to origin, players go around looking for attractive houses with a good view to use as a starting point. The more scripting-inclined have been adding differe...
by ThorfinnS
Wed Nov 06, 2019 17:23
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 2531

Re: [Mod] simple random houses spawning [basic_houses]

Please try again. I've added handling of aliases in basic_houses. And if in doubt, air is used instead of crashing. However, still I strongly recommend using moreblocks in worlds where you want to build as it's such a useful mod. -We've been using moreblocks on two of the servers we run since we ad...
by ThorfinnS
Wed Nov 06, 2019 17:08
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 2531

Re: [Mod] simple random houses spawning [basic_houses]

I'm not trying to be a jerk. Sorry if it came out that way. I'm genuinely curious as to your vision. Do you want to be the gatekeeper of what materials (and possibly building designs) get incorporated, or do you see more of a hands-off approach, like register_stairs_and_slabs, where the modder himse...
by ThorfinnS
Tue Nov 05, 2019 16:20
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 2531

Re: [Mod] Crafting Guide [1.10.1] [craftguide]

How does one go from the crafting guide to the crafting grid? Do I just have to memorize what the guide says, then manually put stuff into the grid, craft one item, put more stuff into the grid, craft another item, repeat until I die of old age? Yes this is a guide , not a crafting helper. Moving i...
by ThorfinnS
Tue Nov 05, 2019 15:24
 
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.10.1] [craftguide]
Replies: 135
Views: 99435

Re: [Mod] Crafting Guide [1.10.1] [craftguide]

OK, I'm feeling pretty stupid. How does one go from the crafting guide to the crafting grid? Do I just have to memorize what the guide says, then manually put stuff into the grid, craft one item, put more stuff into the grid, craft another item, repeat until I die of old age?
by ThorfinnS
Mon Nov 04, 2019 20:54
 
Forum: Mod Releases
Topic: [Mod] Crafting Guide [1.10.1] [craftguide]
Replies: 135
Views: 99435

Re: How farming_redo broke dependencies?

Alternatively, you can try out lib_trm. It does both toolranks and Terraria-like modifiers.
by ThorfinnS
Mon Nov 04, 2019 18:57
 
Forum: Problems
Topic: How farming_redo broke dependencies?
Replies: 5
Views: 146

Re: [Mod] cottages [cottages] (medieval, farming, country li

Oh, you mean in Sokomine's mod. Truth. Yeah, going straight to baker changes stuff, sort of. There's nothing stopping the player from placing the grass he's dug, then digging it again, and repeat until you get lucky and harvest a seed. Using the floor is just a shortcut to wearing out the mouse. But...
by ThorfinnS
Mon Nov 04, 2019 15:49
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 105
Views: 39468

Re: [Mod] simple random houses spawning [basic_houses]

Sokomine , wondering about the bigger picture you have in mind. Long post; please bear with me. Naming conventions are sometimes consistent within the mod maker's folio, but certainly not across mods. Constructing the names of all the nodes from new mods you want to handle is going to involve const...
by ThorfinnS
Mon Nov 04, 2019 14:42
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 2531

Re: [Mod] cottages [cottages] (medieval, farming, country li

h_v_smacker , I don't recall whether I mentioned this in the PR, but if I didn't, here's all a mod maker need do to register his products with that function call. Our tweaks mod has an optional depend on cottages, and in the init.lua the following three lines to fully integrate farming_redo: cottag...
by ThorfinnS
Sun Nov 03, 2019 22:51
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 105
Views: 39468

Re: [Mod] simple random houses spawning [basic_houses]

Dreambuilder includes moreblocks, right? Every house with a pine roof will crash the game because moreblocks renamed the node to moreblocks:stair_pine_wood If you can disable moreblocks through the Dreambuilder modpack, it may well work. Alternatively, maybe you can add an alias and get through. I'v...
by ThorfinnS
Sun Nov 03, 2019 01:39
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 2531

Re: [Mod] Mobs Ghost Redo [0.6.0] [mobs_ghost_redo]

IMO, way too tough for as early as you encounter it, particularly in a multi-player server. Single player who knows what he's doing, maybe. Multiplayer, there's maybe one player who has any idea what's afoot, and often he's flat-footed. I don't know what you do, though. Maybe it's something about mu...
by ThorfinnS
Wed Oct 30, 2019 00:55
 
Forum: Mod Releases
Topic: [Mod] Mobs Ghost Redo [0.7.0] [mobs_ghost_redo]
Replies: 24
Views: 2095

Re: Ores mods, a complete list

Hamlet wrote:it is not possible to dynamically create local variables to store the found ores' names, amounts, etc.
That's what tables are for.

If you are going to include unique_ores and random_ores, you would have to do the dynamically-generated list. Check out how Shad did his lib_trm.
by ThorfinnS
Tue Oct 29, 2019 15:54
 
Forum: Modding Discussion
Topic: Ores mods, a complete list
Replies: 12
Views: 838

Re: [Mod] cottages [cottages] (medieval, farming, country li

Thought so. Looks like you already did it, assuming the examples like grinding cobble into gravel work. But haven't done much more than give it a cursory glance. Reason we got started on the threshing floor api was because it did pretty much what we wanted to do, then ran into your fork that accepts...
by ThorfinnS
Mon Oct 28, 2019 19:36
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 105
Views: 39468

Re: [Mod] cottages [cottages] (medieval, farming, country li

The same change should happen to the stone mill now, since they are soft of yin-and-yang of farming in cottages. Truth. We were just waiting to see if anyone was interested in the expanded function. If not, there wasn't much point in making a general use case if it was only for us. If you are, I'd ...
by ThorfinnS
Mon Oct 28, 2019 19:07
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 105
Views: 39468

Re: [Mod] cottages [cottages] (medieval, farming, country li

Threshing floor accepts various grains, just as the the mill Sent you a PR. API to add threshing products from your own mod rather than having to submit a PR for cottages to support your new crop. Or even farming redo's redefinition of the grass types. Simple one-line call. See PR for details. [EDI...
by ThorfinnS
Mon Oct 28, 2019 16:37
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 105
Views: 39468

Re: Recycling broken tools

I'm more the kind of hardcore gamer Oh, well with that in mind, maybe a recycle furnace? Put stuff into it, add fuel, and it returns whole numbers of ingots? It allows you to melt down window grates, steel bars, any odd metals you find. Don't think I'd use it for creating alloys, but maybe. Otherwi...
by ThorfinnS
Mon Oct 28, 2019 15:15
 
Forum: Modding Discussion
Topic: Recycling broken tools
Replies: 13
Views: 293

Re: Recycling broken tools

...repairing it with an anvil would require no new materials (i.e. almost no effort): we could grab the almost broken chestplate, repair it to "brand new" state and then recycle it getting the maximum amount of scrap metals. This sounds like cheating to me. The conclusion is that repairin...
by ThorfinnS
Sun Oct 27, 2019 19:45
 
Forum: Modding Discussion
Topic: Recycling broken tools
Replies: 13
Views: 293

Re: [Mod] simple random houses spawning [basic_houses]

This sounds good to me. Looking at the code for basic_houses and the underlying handle_schematics I think I'd like to extract this function and put into a much simpler API mod format. Is it doable or is it all tangled up in dependent code? Is the point to be able to define types of structures, like...
by ThorfinnS
Sat Oct 26, 2019 20:38
 
Forum: Mod Releases
Topic: [Mod] simple random houses spawning [basic_houses]
Replies: 24
Views: 2531

Re: [Mod] Farming_NG [farming_nextgen][1.2]

We are only thinking in terms of seeder and harvester. By the time you have a couple dozen diamonds sloshing around in inventory, there's no point to farming. While raising enough flax/cotton/sheep/whatever to equip yourself with bags and ropes to make getting diamonds plausible, you end up with eno...
by ThorfinnS
Sat Oct 26, 2019 19:52
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 30
Views: 5315

Re: [Mod] Bonemeal [1.1] [bonemeal]

Thanks. Turns out it was just that my mod.conf had a typo for "optional_depends". Is the modpath the accepted way to do that? I thought that tested only for the existence of the mod in the mods folder, not that it was enabled in the particular game. Do I have that backwards? That's why I w...
by ThorfinnS
Sat Oct 26, 2019 18:24
 
Forum: Mod Releases
Topic: [Mod] Bonemeal [1.1] [bonemeal]
Replies: 67
Views: 10708

Re: [Mod] Farming_NG [farming_nextgen][1.2]

I think all we are looking to do is pass in a fraction of full "Automatik Seed Planter", and have that be the fraction of seeds it will plant. And, of course, lesser and greater planters and/or harvesters. [EDIT] Sorry. The browser or connection barfed on me, not sure which, so I replied a...
by ThorfinnS
Fri Oct 25, 2019 23:21
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 30
Views: 5315

Re: [Mod] Farming_NG [farming_nextgen][1.2]

Would you at least consider [EDIT2]a PR[/EDIT2] converting your code to an api to be friendly, or should my students develop functionality independently? Not a silly question, BTW. One mod developer chose [EDIT]not[/EDIT] to take a friendly (though substantive) API conversion, and they are a little ...
by ThorfinnS
Fri Oct 25, 2019 23:18
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 30
Views: 5315

Re: [Mod] Farming_NG [farming_nextgen][1.2]

Would you consider an API to be friendly, or should my students just go ahead and create similar functionality independently.? Reason I ask is that one of my groups modified a mod with the intent to offer the original modmaker API functionality, and that was rejected. I don't really want to subject ...
by ThorfinnS
Fri Oct 25, 2019 23:06
 
Forum: Mod Releases
Topic: [Mod] Farming_NG [farming_nextgen][1.2]
Replies: 30
Views: 5315
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