[Modpack] Dreambuilder [20210219-0938][dreambuilder]

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VanessaE
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Re: [Modpack] Dreambuilder [20200712-0803][dreambuilder]

by VanessaE » Post

syimyuzya, you'll need to talk to Philipnbenr and Sokomine about the hammer/anvil issue. As a general rule, I prefer changes be made at the individual mod level, both so that those changes have little risk of becoming stale or unmanageable, and also so that others who don't run Dreambuilder still get whatever benefits are there.

Meanwhile:

Build #20200712-0803, updated bakedclay, basic_materials, bonemeal, currency, farming_redo, maptools, mesecons, moreblocks, moreores, new_campfire, cool_trees, pipeworks, staines_glass, technic, unified_inventory, and unifieddyes.
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Re: [Modpack] Dreambuilder [20200712-0803][dreambuilder]

by Sokomine » Post

syimyuzya wrote: Has anyone also found that cottages and anvil each provides its own anvil & hammer, but they cannot be used interchangeably, and only the anvil from the cottages mod can be crafted because of the same crafting recipe?
Quite probably yes. VanessaE keeps reminding me about doublicate nodes and that they're a problem.
VanessaE wrote: syimyuzya, you'll need to talk to Philipnbenr and Sokomine about the hammer/anvil issue.
Ah :-) Right in the next answer. Should have read the full thread first. Anyway...the problem is that I need the nodes in my cottages mod to exist in order to be able to spawn houses using them in mg_villages. I'm working on workarounds, but aliases on that level are still not entirely satisfactory :-(
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Re: [Modpack] Dreambuilder [20200712-0803][dreambuilder]

by Inocudom » Post

Dreambuilder still seems to be missing a certain sense of immersion. How about TenPlus1's version of the ambience mod? You can find it here:
https://notabug.org/TenPlus1/ambience
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Re: [Modpack] Dreambuilder [20200712-0803][dreambuilder]

by VanessaE » Post

I'd like input from others on that.

I'm not against it, but I've generally avoided adding a sounds mod out of fear of bloating-up the already large download (iirc, there is some 40 MB of media).
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Re: [Modpack] Dreambuilder [20200712-0803][dreambuilder]

by TechnoWolf » Post

Inocudom wrote:
Thu Jul 30, 2020 03:24
How about TenPlus1's version of the ambience mod? You can find it here:
https://notabug.org/TenPlus1/ambience
I use that very mod alongside Dreambuilder, among others. It's fantastic, and really helps make the game for me! Ambient sounds like birds and crickets is one thing I've always said is still awkwardly missing from the vanilla version of, "the other mining game" as well.

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Re: [Modpack] Dreambuilder [20201101-1455][dreambuilder]

by VanessaE » Post

Build #20201101-1302, updated castles, cool_trees, plantlife, basic_materials, bees, bonemeal, homedecor, currency, digilines, farming redo, item_drop, maptools, mesecons, moreblocks, moreores, moretrees, pipeworks, signs_lib, stained_glass, technic, titanium, unified_inventory, unifieddyes,and worldedit.

Added Tenplus1's ambience mod.

EDIT: build #20201101-1455, switched to a temporary fork of cool_trees to resolve a dependency issue
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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by VanessaE » Post

Build #20201202-1007, updated cottages, cool_trees, bonemeal, homedecor, mesecons, moretrees, plantlife, unified dyes
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by Marshall_maz » Post

Hi , I wasn't sure if I should post this issue in this thread or in the main problems forum.
I have an issue with signs. I constantly get an LuaEntity name error with signs and they also doesn't display correctly in the game. ( See screenshot ).
I am using the latest Windows 64bit build of Sfan of minetest 5.4 ( as can be seen in the screenshot ) and the latest build of Dreambuilder modpack. I am using Win 10.

Could you help me with how to fix this error please ? Or tell me if I should post it in another section.

Thank you
MineTestSignsError.jpg
(258.43 KiB) Not downloaded yet

EDIT: It looks like if I punch them they auto correct themselves. Seems to be sorted thank you.

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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by VanessaE » Post

Oh that's a simple one, looks like a leftover from an API change in signs_lib from some time ago.

Simply walk around your world for a while. When you think you've found all of the glitched signs, run /regen_signs. All signs that are currently loaded up will be cleared and re-created, and this should also delete those rogue entities, as well as fixing any sign where its text is positioned wrong.

You can use that command any time you want, if you should find more glitched signs later.

If that doesn't work, there's the nuclear option: you can run /clearobjects full , which will dig through your entire world database and delete every single entity it finds. But, that will kill animals and perhaps other things, as well, and it can take hours and hours to finish on big worlds. You'd then restart Minetest once it's done, and signs_lib will rebuild the signs as you explore and they're re-loaded.
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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by Marshall_maz » Post

VanessaE wrote:
Thu Feb 11, 2021 15:00
Oh that's a simple one, looks like a leftover from an API change in signs_lib from some time ago.

Simply walk around your world for a while. When you think you've found all of the glitched signs, run /regen_signs. All signs that are currently loaded up will be cleared and re-created, and this should also delete those rogue entities, as well as fixing any sign where its text is positioned wrong.

You can use that command any time you want, if you should find more glitched signs later.

If that doesn't work, there's the nuclear option: you can run /clearobjects full , which will dig through your entire world database and delete every single entity it finds. But, that will kill animals and perhaps other things, as well, and it can take hours and hours to finish on big worlds. You'd then restart Minetest once it's done, and signs_lib will rebuild the signs as you explore and they're re-loaded.
Thank you

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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by TechnoWolf » Post

Hi VanessaE,
I've just noticed that both "mint tea" and "cup of coffee" from the "farming" mod subfolder have no crafting recipe appearing in Unified Inventory.

In farming/crops/mint.lua the "mint tea" recipe appears as:

Code: Select all

minetest.register_craft({
	output = "farming:mint_tea",
	type = "shapeless",
	recipe = {
		"vessels:drinking_glass", "group:food_mint",
		"group:food_mint", "group:food_mint",
		"farming:juicer", "group:water_bucket"
	},
	replacements = {
		{"group:food_juicer", "farming:juicer"},
		{"group:water_bucket", "bucket:bucket_empty"}
	}
})

if minetest.get_modpath("bucket_wooden") then
	minetest.register_craft({
		output = "farming:mint_tea",
		type = "shapeless",
		recipe = {
			"vessels:drinking_glass", "group:food_mint",
			"group:food_mint", "group:food_mint",
			"farming:juicer", "group:water_bucket_wooden"
		},
		replacements = {
			{"group:food_juicer", "farming:juicer"},
			{"group:water_bucket_wooden", "bucket_wooden:bucket_empty"}
		}
	})
In farming/crops/coffee.lua the "cup of coffee" recipe appears as:

Code: Select all

minetest.register_craft( {
	output = "farming:coffee_cup",
	type = "shapeless",
	recipe = {
		"vessels:drinking_glass", "group:food_coffee",
		"group:water_bucket", "group:food_saucepan"},
	replacements = {
		{"group:water_bucket", "bucket:bucket_empty"},
		{"group:food_saucepan", "farming:saucepan"}
	}
})

if minetest.get_modpath("bucket_wooden") then
	minetest.register_craft( {
		output = "farming:coffee_cup",
		type = "shapeless",
		recipe = {
			"vessels:drinking_glass", "group:food_coffee",
			"group:water_bucket_wooden", "group:food_saucepan"},
		replacements = {
			{"group:water_bucket_wooden", "bucket_wooden:bucket_empty"},
			{"group:food_saucepan", "farming:saucepan"}
		}
	})
I've looked at the latest commit at TenPlus1's "Farming Redo" at https://notabug.org/TenPlus1/Farming, and the crafting code matches when doing a compare plugin in notepad++ between his code and what's in DreamBuilder's in the respective .lua's. Any ideas how to fix?

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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by VanessaE » Post

As far as I know, if a recipe doesn't appear in Unified Inventory's crafting guide, it's because you don't have one of the items the recipe needs, or if the recipe points to an undefined/unknown item. Maybe you uninstalled (or just didn't enable) one of Dreambuilder's mods?

Both the mint tea and the cup of coffee show up fine for me.
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Re: [Modpack] Dreambuilder [20201202-1007][dreambuilder]

by TechnoWolf » Post

Interesting... I normally use several mods alongside Dreambuilder. If I start a new test world, and enable only Dreambuilder, I can see the recipes for both. So, in further testing if I enable all except, "BBQ" from https://github.com/Grizzly-Adam/BBQ I can see the tea and coffee recipes. There's obviously some conflict with that mod.

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Re: [Modpack] Dreambuilder [20210219-0938][dreambuilder]

by VanessaE » Post

Build #20210219-0938, updated ambience, cottages, bakedclay, cooltrees, basic_materials, bees, blox, bonemeal, homedecor, cblocks, currency, digilines, digistuff, farming_redo, gloopblocks, jumping, mesecons, moreblocks, pipeworks, quartz, signs_lib, technic, unified_inventory, unifieddyes, and worldedit
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Dreambuilder [20210219-0938][dreambuilder]

by VanessaE » Post

So, since minetest_game is officially maintenance-only now, which is to say it isn't expected to receive new features, only bugfixes, I have been pondering the idea of re-organizing Dreambuilder as a game, and integrating minetest_game into it as its stable base.

So instead of it being a modpack as it is now, that you'd install on top of everything else, it'd be its own separate game that you'd install on its own just like mtg or the dozen or so other games the engine can run.

Dreambuilder used to be its own game some years ago, but it became difficult to maintain because mtg was too active and a bit unstable for a while there. Now that mtg is all but dead, I don't foresee that being a problem again.

Updating won't be difficult. I'll spell that out in a follow-up post.

The game content wouldn't change appreciably. Once updated, you in theory shouldn't notice a difference, apart from Dreambuilder appearing as an icon below your world list, and the world list being filtered accordingly, when you first start Minetest.

I am not yet committed to the idea. If folks here have opinions on this, I'm all ears.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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