NodeCore is a major reconstruction of "survival" gameplay from the ground up. Relearn much of what you thought you knew about Minetest!
Features
Immersive gameplay. Zero in-game pop-up GUIs. Minimal HUDs. All interactions take place in continuous first-person perspective. Nothing gets between you and the game world.
Nearly everything is on the grid. Item stacks settle onto the grid and persist. Complex machines (e.g. furnaces, storage) are built in-world and can be designed, customized, optimized.
In-world crafting. Assemble more complex recipes directly on the grid or in-place. Learn how to "pummel" nodes to hammer things together or break things apart.
Built-in player guide and hint system provides low-spoiler guidance.
Rich and subtle interactions. Some materials dig and transform in stages. Some materials slump into repose when stacked high. Some things transform if conditions are met, but transform faster based on environment. Experiment and see what effects what!
Build complex in-game systems. Design your own furnace. Construct digital logic circuits. Build gears and rotary machinery. Assemble portable storage containers.
Eggcorns!
Note that NodeCore is a complete game, but new features are still actively developed. If you're looking for the latest experimental stuff, and don't mind a little instability or a few bugs, check out the NodeCore ALPHA early-access releases.
Could someone type up a quick reference for how to define nodecore compatible nodes, tools, and especially crafts?
There is basically no documentation on the api that I can find, that needs to change. The most basic modding procedure is to define nodes and crafts, the next most basic is tools, so could someone provide a quick guide that will get a low XP modder started?
Thanks.
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Nodecore is such a good game, and though I dont like EVERYTHING the way it is out-of-the-box, its much better than MT. I would love to be able to mod it. Extensive api documentation should be a goal at some point...
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API documentation would require somebody to dedicate the time and effort to learn the API, write such documentation, and maintain that documentation as the underlying API evolves. The most common way other modders learn the API is by looking at example code, both in the game itself and in other mods. Someone who learns the API that way could probably produce some documentation, but so far everyone who does seems to be interested only in producing mods.
Nodes and tools are defined the same way as in other MT games; the only thing to be aware of is that nodecore groups are non-reversed, so e.g. a cracky=5 node is 4 tiers harder than a cracky=1 node. There is a helper for building toolcaps that's used universally. You can find extensive tool registration examples throughout the game, and a few in mods.
Recipes are registered with nodecore.register_craft. Each recipe needs an "action" like place/pummel/cook; note that "cooking" recipes simply process over time and it's the recipe's responsibility itself to decide if heat is required and to check for it. Each recipe also needs to have a match defined at relative (0,0,0) for indexing. You'll find a lot of examples throughout NodeCore and many of the mods.
Thank you for the info, it'll help get me started.
What do you mean by:
"Each recipe also needs to have a match defined at relative (0,0,0) for indexing."
?
My English isn't good and somehow I didn't think to ask someone for help with language issues, but, well... this is not a professional youtube channel release. As there is no other organized introduction to this game at the moment - at least I think so - this presentation can fill the gap and explain something a bit.