[Mod] Specialties [3.5] [specialties]
I can't upload the new build of Specialties right now but I added the ability to super heat your tools now. What this does is whenever you mine something with a super heated tool it returns the result of cooking it. For example, cobblestone turns to stone. Also, when stone is dug it returns stone because the normal output is cobble which when cooked yields stone. The only issue with the system is it creates a separate tool for each addition(ie "superheat") you add to a tool so adding multiple additions could cause an exponential amount of tools being added to the game which would make it really cumbersome. A way around this is to allow only one addition to be applied to a single tool this way additions also don't conflict with one already applied.
I plan to add a trash and refill system to the builder skill which will work a lot like EE in minecraft. It is just going to take a while to calculate the values for everything but it isn't that hard.
I haven't worked on farming yet but it shouldn't be too hard to implement. The only thing is skills that could be useful to the farming aspect.
I know some people have been discussing that there should be an XP for swords. I am not going to implement this until there is really a standard mob system in the game to work with.
I plan to add a trash and refill system to the builder skill which will work a lot like EE in minecraft. It is just going to take a while to calculate the values for everything but it isn't that hard.
I haven't worked on farming yet but it shouldn't be too hard to implement. The only thing is skills that could be useful to the farming aspect.
I know some people have been discussing that there should be an XP for swords. I am not going to implement this until there is really a standard mob system in the game to work with.
Last edited by ashenk69 on Tue Dec 04, 2012 20:47, edited 1 time in total.
Youtube Channel: http://www.youtube.com/user/ashenkster69
Updated the first post with new info and updated the file so try it out and have fun with it.
Currently the tools that are registered through this mod are shown in the creative inventory. I am not sure if I should leave them or remove them from the creative side. The reason to remove them is that the number of registered tools is equal to (number of tools currently)*(number of specialties and additions). That many can make it cluttered in the inventory. Keeping them would mean if someone was to make an adventure map they could place such tools onto the map through the inventory and not just the /giveme.
Currently the tools that are registered through this mod are shown in the creative inventory. I am not sure if I should leave them or remove them from the creative side. The reason to remove them is that the number of registered tools is equal to (number of tools currently)*(number of specialties and additions). That many can make it cluttered in the inventory. Keeping them would mean if someone was to make an adventure map they could place such tools onto the map through the inventory and not just the /giveme.
Youtube Channel: http://www.youtube.com/user/ashenkster69
Update
Just added farming to specialties. This adds a new ability to which affects the usefulness of hoes. A hoe with "Greenthumb" on it now allows the player to not only till soil but also harvest crops without breaking them. For example, a fully grown wheat plant when harvested by a hoe with greenthumb will drop the normal drops and then be turned into the lowest form of itself to regrow again. It also doesn't break crops until they are fully grown.
*Problem*The code to figure out which node the hoe is targeting is a little off because the on_use function only gives you pointed_thing and that only contains under and above which aren't the true under and below either. What I mean is sometimes you will have to circle the crop until you find the right direction to do it from.
I have added a gui for builder but have not implemented it yet. I am still working on the code to transfer things from items to xp and vice versa.
Just added farming to specialties. This adds a new ability to which affects the usefulness of hoes. A hoe with "Greenthumb" on it now allows the player to not only till soil but also harvest crops without breaking them. For example, a fully grown wheat plant when harvested by a hoe with greenthumb will drop the normal drops and then be turned into the lowest form of itself to regrow again. It also doesn't break crops until they are fully grown.
*Problem*The code to figure out which node the hoe is targeting is a little off because the on_use function only gives you pointed_thing and that only contains under and above which aren't the true under and below either. What I mean is sometimes you will have to circle the crop until you find the right direction to do it from.
I have added a gui for builder but have not implemented it yet. I am still working on the code to transfer things from items to xp and vice versa.
Youtube Channel: http://www.youtube.com/user/ashenkster69
13:07:43: ERROR[main]: ========== ERROR FROM LUA ===========
13:07:43: ERROR[main]: Failed to load and run script from
13:07:43: ERROR[main]: E:\Dropbox\minetest-0.4.4-win32\bin\..\games\dwarves\mods\specialties\init.lua:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: attempt to concatenate local 'technic' (a nil value)
13:07:43: ERROR[main]: stack traceback:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: in main chunk
13:07:43: ERROR[main]: [C]: in function 'dofile'
13:07:43: ERROR[main]: ...win32\bin\..\games\dwarves\mods\specialties\init.lua:5: in main chunk
13:07:43: ERROR[main]: =======END OF ERROR FROM LUA ========
13:07:43: ERROR[main]: Failed to load and run script from
13:07:43: ERROR[main]: E:\Dropbox\minetest-0.4.4-win32\bin\..\games\dwarves\mods\specialties\init.lua:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: attempt to concatenate local 'technic' (a nil value)
13:07:43: ERROR[main]: stack traceback:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: in main chunk
13:07:43: ERROR[main]: [C]: in function 'dofile'
13:07:43: ERROR[main]: ...win32\bin\..\games\dwarves\mods\specialties\init.lua:5: in main chunk
13:07:43: ERROR[main]: =======END OF ERROR FROM LUA ========
Worked on the issue for a while and finally got it resolved. The first issue was really simple just a small condition fix. The real issue was handling node drops when it doesn't know which player did it. I finally got it fixed so if you disable item drops it will add them to your inventory like normal. Also a few other fixes.Mito551 wrote:13:07:43: ERROR[main]: ========== ERROR FROM LUA ===========
13:07:43: ERROR[main]: Failed to load and run script from
13:07:43: ERROR[main]: E:\Dropbox\minetest-0.4.4-win32\bin\..\games\dwarves\mods\specialties\init.lua:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: attempt to concatenate local 'technic' (a nil value)
13:07:43: ERROR[main]: stack traceback:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: in main chunk
13:07:43: ERROR[main]: [C]: in function 'dofile'
13:07:43: ERROR[main]: ...win32\bin\..\games\dwarves\mods\specialties\init.lua:5: in main chunk
13:07:43: ERROR[main]: =======END OF ERROR FROM LUA ========
Youtube Channel: http://www.youtube.com/user/ashenkster69
thank you!
will be your each realease not working and when a patch with a ver x.1 go out?
will be your each realease not working and when a patch with a ver x.1 go out?
Last edited by Mito551 on Sun Dec 09, 2012 20:24, edited 1 time in total.
It just seems like there is always something that I forget to test properly.Mito551 wrote:thank you!
will be your each realease not working and when a patch with a ver x.1 go out?
Youtube Channel: http://www.youtube.com/user/ashenkster69
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can you use a version-controll-system like hg or git for this mod?
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
I updated the first post to include a link to the new git repository.Iqualfragile wrote:can you use a version-controll-system like hg or git for this mod?
Youtube Channel: http://www.youtube.com/user/ashenkster69
- Likwid H-Craft
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Why I didn't see this early??
Well anyways Now I think I will take this, mod for a test run.
Well anyways Now I think I will take this, mod for a test run.
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
http://likwidtest.hj.cx/ (Not Done)
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- Menche
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A crash, when "green thumb" is used without a tool available:
Code: Select all
.minetest/mods/minetest/specialties/init.lua:82: attempt to perform arithmetic on local 'colonpos' (a nil value)
An innocent kitten dies every time you top-post.
- windmere33
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Seems this mod and technic mod doesn't work well together?
11:14:03: ERROR[main]: ========== ERROR FROM LUA ===========
11:14:03: ERROR[main]: Failed to load and run script from
11:14:03: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/specialties/init.lua:
11:14:03: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:12: attempt to index local 'readfile' (a nil value)
11:14:03: ERROR[main]: stack traceback:
11:14:03: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:12: in main chunk
11:14:03: ERROR[main]: [C]: in function 'dofile'
11:14:03: ERROR[main]: ...netest/games/minetest_game/mods/specialties/init.lua:5: in main chunk
11:14:03: ERROR[main]: =======END OF ERROR FROM LUA ========
11:14:03: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
11:14:03: INFO[main]: BanManager: saving to /home/keyxmakerx/.minetest/worlds/Ruby/ipban.txt
11:14:03: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
In thread 7fba9280c780:
/build/buildd/minetestc55-201306070407/src/main.cpp int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7fba9280c780:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 void Server::sendDetachedInventoryToAll(const string&))
Aborted (core dumped)
keyxmakerx@Tanzanite:~$
11:14:03: ERROR[main]: ========== ERROR FROM LUA ===========
11:14:03: ERROR[main]: Failed to load and run script from
11:14:03: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/specialties/init.lua:
11:14:03: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:12: attempt to index local 'readfile' (a nil value)
11:14:03: ERROR[main]: stack traceback:
11:14:03: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:12: in main chunk
11:14:03: ERROR[main]: [C]: in function 'dofile'
11:14:03: ERROR[main]: ...netest/games/minetest_game/mods/specialties/init.lua:5: in main chunk
11:14:03: ERROR[main]: =======END OF ERROR FROM LUA ========
11:14:03: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
11:14:03: INFO[main]: BanManager: saving to /home/keyxmakerx/.minetest/worlds/Ruby/ipban.txt
11:14:03: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
In thread 7fba9280c780:
/build/buildd/minetestc55-201306070407/src/main.cpp int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7fba9280c780:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 void Server::sendDetachedInventoryToAll(const string&))
Aborted (core dumped)
keyxmakerx@Tanzanite:~$
- MPKAdventurer
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Fix a bunch of issues.
Removed dependence to Inventory Plus
Added chat command /spec to open menu
Fixed Technic compatibility issue
Fixed item entities having flame texture on them
Superheat and Green Thumb textures are now 16x16
Updated farming code to current default style
Removed dependence to Inventory Plus
Added chat command /spec to open menu
Fixed Technic compatibility issue
Fixed item entities having flame texture on them
Superheat and Green Thumb textures are now 16x16
Updated farming code to current default style
Youtube Channel: http://www.youtube.com/user/ashenkster69
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Sorry, but I still get a error. Thanks for trying to fix it though! :3ashenk69 wrote:Fix a bunch of issues.
Removed dependence to Inventory Plus
Added chat command /spec to open menu
Fixed Technic compatibility issue
Fixed item entities having flame texture on them
Superheat and Green Thumb textures are now 16x16
Updated farming code to current default style
========== ERROR FROM LUA ===========
18:02:27: ERROR[main]: Failed to load and run script from
18:02:27: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/specialties/init.lua:
18:02:27: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:32: attempt to concatenate global 'technic' (a nil value)
18:02:27: ERROR[main]: stack traceback:
18:02:27: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:32: in main chunk
18:02:27: ERROR[main]: [C]: in function 'dofile'
18:02:27: ERROR[main]: ...netest/games/minetest_game/mods/specialties/init.lua:5: in main chunk
18:02:27: ERROR[main]: =======END OF ERROR FROM LUA ========
18:02:27: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
18:02:27: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
In thread 7f6caed8e740:
/build/buildd/minetestc55-201306280734/src/main.cpp int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f6caed8e740:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
Aborted
joshua@joshua-p6774y:~$
Last edited by keyxmakerx on Sat Jun 29, 2013 23:06, edited 1 time in total.
More updates and fixes.
Fixed typo with Technic compatibility
Cleaned up file management
Added feller skill
Added item pickup option
Fixed item drop to work properly
@keyxmakerx
This should fix the issue. It was a small renaming issue from the latest update. If there is another issue let me know.
Fixed typo with Technic compatibility
Cleaned up file management
Added feller skill
Added item pickup option
Fixed item drop to work properly
@keyxmakerx
This should fix the issue. It was a small renaming issue from the latest update. If there is another issue let me know.
Youtube Channel: http://www.youtube.com/user/ashenkster69
The new feller skill only applies to the axe and it works much like the Technic chainsaw. If you break the bottom tree block it will fall all the blocks on the trunk. It will work with any trees that have the item group of "tree".
Youtube Channel: http://www.youtube.com/user/ashenkster69
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Yet another Error =/ This time if just crashes the server without a backtrace. Also no specialties menu option for the mod menu mod. It's the mod that lets you type /m and see your available mods. But it's missing. Although it didn't crash the server upon login this time! It's when I log out that it does this. I'm going to create a new map, and see what that does, but we shall see! ^^
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I lied, heres the error backtrace. Does on new map as well.keyxmakerx wrote:Yet another Error =/ This time if just crashes the server without a backtrace. Also no specialties menu option for the mod menu mod. It's the mod that lets you type /m and see your available mods. But it's missing. Although it didn't crash the server upon login this time! It's when I log out that it does this. I'm going to create a new map, and see what that does, but we shall see! ^^
00:02:04: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...netest/games/minetest_game/mods/specialties/init.lua:27: attempt to call field 'updateXP' (a nil value)
00:02:04: ERROR[main]: stack traceback:
In thread 7f92c6559740:
/build/buildd/minetestc55-201306280734/src/main.cpp int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f92c6559740:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
Aborted
joshua@joshua-p6774y:~$
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