[game] Dreambuilder [20210626-0349]
- Miniontoby
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Re: [Modpack] Dreambuilder [20200216-1308][dreambuilder]
How to use the digistuff player detector??
- VanessaE
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Re: [Modpack] Dreambuilder [20200405-2219][dreambuilder]
Build #20200405-2204, Updated castles, bakedclay, basic_materials, currency, digistuff, farming_redo, homedecor, street_signs, technic, and unified inventory
Removed teleport_request (there was never much reason to have it at all, only useful on multiplayer servers).
Also removed item_tweaks, as it's massively-outdated, and broken under MT 5.2.0. But, since a lot of what item_tweaks used to do is now handled by the engine, the current item_drop mod can do the rest of the job just fine. If you want it, just download and add it like you would any other mod. Use these settings in your minetest.conf to get it to behave similar to item_tweaks:
I'll add item_drop back into Dreambuilder at some point in the near future.
Build 20200405-2219, removed areas, areasprotector, xban2, and notice (these are also only useful on multiplayer servers, users can just locate and re-install these mods if they need them)
Removed teleport_request (there was never much reason to have it at all, only useful on multiplayer servers).
Also removed item_tweaks, as it's massively-outdated, and broken under MT 5.2.0. But, since a lot of what item_tweaks used to do is now handled by the engine, the current item_drop mod can do the rest of the job just fine. If you want it, just download and add it like you would any other mod. Use these settings in your minetest.conf to get it to behave similar to item_tweaks:
Code: Select all
item_drop.enable_item_drop = false
item_drop.enable_item_pickup = true
item_drop.enable_pickup_key = false
item_drop.pickup_age = 3
item_drop.pickup_radius= 1
item_drop.magnet_radius = 3
Build 20200405-2219, removed areas, areasprotector, xban2, and notice (these are also only useful on multiplayer servers, users can just locate and re-install these mods if they need them)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- VanessaE
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Re: [Modpack] Dreambuilder [20200430-0443][dreambuilder]
Build #20200430-0241: lots of updates!
* Updated biome_lib, bonemeal, digidisplay, digistuff, dreambuilder hotbar, farming redo, roads, maptools, mesecons, moretrees, pipeworks, rgblightstone, signs_lib, technic (except I kept it back from that broken commit), unifiedmesecons, and worldedit.
* Removed the inventory sorter mod, people tell me it's just broken.
* I also added my two dreambuilder management scripts (look in dreambuilder_mp_extras; I'm surprised I never published these!)
EDIT: build #20200430-0250, added the aforementioned item_drop mod, see above for recommended settings.
EDIT: build #20200430-0443, reworked the customizer script so that it can also be run on my game server.
* Updated biome_lib, bonemeal, digidisplay, digistuff, dreambuilder hotbar, farming redo, roads, maptools, mesecons, moretrees, pipeworks, rgblightstone, signs_lib, technic (except I kept it back from that broken commit), unifiedmesecons, and worldedit.
* Removed the inventory sorter mod, people tell me it's just broken.
* I also added my two dreambuilder management scripts (look in dreambuilder_mp_extras; I'm surprised I never published these!)
EDIT: build #20200430-0250, added the aforementioned item_drop mod, see above for recommended settings.
EDIT: build #20200430-0443, reworked the customizer script so that it can also be run on my game server.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Re: [Modpack] Dreambuilder [20200430-0443][dreambuilder]
Removed the inventory sorter mod, people tell me it's just broken.
that was the only error i kept getting .seeing the red text was bugging me.
this is such an excellent modpack .very much appreciate the time and effort you have put in here to compile this. it gives the player true freedom to tailor the base game to thier own prefrences rather than be restricted by a subgame where the creator dictates the gui and utilities etc that can be used .
i am far from happy that they are suggesting removing the base game to force players to use restrictive subgames as a means of promotion.
Project BrutalTest...hide your Petz
- VanessaE
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Re: [Modpack] Dreambuilder [20200507-1248][dreambuilder]
Build #20200507-1248, updated bonemeal, digistuff, facade, farming, pipeworks, technic, and unified inventory. Removed notify_hud_provider (nothing uses it, and it's broken).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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Re: [Modpack] Dreambuilder [20200507-1248][dreambuilder]
The titanium sword has not been working against mobs_monster, and possibly other mobs but I haven't tested others. I made a support request to the "Titanium" developer in the forums at viewtopic.php?p=374165#p374165 and Hybrid Dog responded with a mod update at: https://github.com/HybridDog/titanium. The new Titanium update copied 1:1 into the new Dreambuilder version 20200507-1248 caused the titanium mod to not regester at all. I therefore modified only the new titanium sword code to Dreambuilder's version of the titanium mod. I've modified the file, "init.lua" at \mods\dreambuilder\titanium\init.lua and replaced the code between lines 101-113
FROM:
TO:
Now, the sword works fine against mobs from mobs_monster, and probably all others. I thought I'd report in on this as an FYI. I should also note that I've compared the code from Titanium's init.lua from your new Dreambuilder version 20200507-1248 and the new Titanium mod release from Hybrid Dog in Notepad++ (Compare plugin) and the code has many differences. Thanks.
FROM:
Code: Select all
minetest.register_tool("titanium:sword", {
description = "Titanium Sword",
inventory_image = "titanium_sword.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
fleshy={times={[1]=2.00, [2]=0.60, [3]=0.20}, uses=100, maxlevel=2},
snappy={times={[2]=0.60, [3]=0.20}, uses=100, maxlevel=1},
choppy={times={[3]=0.70}, uses=100, maxlevel=0}
}
}
})
Code: Select all
minetest.register_tool("titanium:sword", {
description = "Titanium Sword",
inventory_image = "titanium_sword.png",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=1,
groupcaps={
snappy={times={[2]=0.60, [3]=0.20}, uses=1000, maxlevel=1},
choppy={times={[3]=0.70}, uses=1000, maxlevel=0}
},
damage_groups = {fleshy=6},
}
})
- VanessaE
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Re: [Modpack] Dreambuilder [20200507-1248][dreambuilder]
Please file a merge request against https://gitlab.com/VanessaE/titanium
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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- VanessaE
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Re: [Modpack] Dreambuilder [20200531-1644][dreambuilder]
Build #20200531-1620, updated cool_trees, basic_materials, bonemeal, castles, cblocks, currency, facade, farming redo, item_drop, mesecons, pipeworks, technic, titanium, and worldedit.
Switched to cheapie's display_blocks redo mod (replaces jojo1997's old version).
I tried to push an update earlier today but was forced to git reset --hard and wipe it out due to a bug I didn't catch until it was too late. The above build replaces that.
EDIT: build #20200531-1644, switched to HybridDog's titanium fork
Technowolf, sorry if I made you do extra work. You may want to double-check that fork to see if you need to submit your changes again, since I just deleted mine. https://github.com/HybridDog/titanium
Switched to cheapie's display_blocks redo mod (replaces jojo1997's old version).
I tried to push an update earlier today but was forced to git reset --hard and wipe it out due to a bug I didn't catch until it was too late. The above build replaces that.
EDIT: build #20200531-1644, switched to HybridDog's titanium fork
Technowolf, sorry if I made you do extra work. You may want to double-check that fork to see if you need to submit your changes again, since I just deleted mine. https://github.com/HybridDog/titanium
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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Re: [Modpack] Dreambuilder [20200531-1644][dreambuilder]
I've just tested build #20200531-1644 without modifications. Titanium isn't registering (not working). No results in unified inventory search for titanium, and my titanium items have "Unknown Item" thumbs. I had the same issue with HybridDog's build earlier today, which is why I used only his new Titanium Sword code in your previous instance of Titanium, and it works that way. Thought I'd let you know. Thanks.
- VanessaE
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Re: [Modpack] Dreambuilder [20200531-2327][dreambuilder]
Ooops! Looks like I forgot to add his function_delayer mod.
Fixed with build #20200531-2327, or you can just get that mod from here: https://github.com/HybridDog/function_delayer .
Fixed with build #20200531-2327, or you can just get that mod from here: https://github.com/HybridDog/function_delayer .
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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Re: [Modpack] Dreambuilder [20200531-2327][dreambuilder]
The campfire mod appears to be broken, meaning there is no interaction available to add fuel or things to cook. Looking at it's init.lua suggests it is calling the default.furnace. I suspect the source is from: https://github.com/Doc22/campfire-mod. Would a better option be this?: viewtopic.php?t=16611
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Re: [Modpack] Dreambuilder [20200531-2327][dreambuilder]
Yep, Doc22's is the one currently in-use; the one you linked to may be a viable replacement. Have you used it much?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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Re: [Modpack] Dreambuilder [20200531-2327][dreambuilder]
Just tested it out (new_campfire). I like the presentation of it. A bug I've noticed is that I was feeding raw food. I started with 17 raw. When I was done, I had 4-5 newly cooked foods in inventory, and 18 raw. It's not deleting the held inventory when placed on the fire, or something along those lines. It's even increasing them in your inventory by some means.
I've also just tested this campfire mod: https://github.com/Napiophelios/campfire
It appears to work straight-away as expected, and without any bugs. It's okay, but the new_campfire is nicer, if not for it's inventory bugs.
I've also just tested this campfire mod: https://github.com/Napiophelios/campfire
It appears to work straight-away as expected, and without any bugs. It's okay, but the new_campfire is nicer, if not for it's inventory bugs.
- VanessaE
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Re: [Modpack] Dreambuilder [20200531-2327][dreambuilder]
I decided I like googol's mod and have forked it and made some changes. In addition to minor changes to improve code style or whatever, now you must craft and place a grille over the fire before you can cook with it, because I don't like that food hovers inside the fire. :-)
You can find it here: https://gitlab.com/VanessaE/new_campfire
Doing a few minor tweaks elsewhere and then I'll use my fork to replace Doc22's old mod.
You can find it here: https://gitlab.com/VanessaE/new_campfire
Doing a few minor tweaks elsewhere and then I'll use my fork to replace Doc22's old mod.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- VanessaE
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Re: [Modpack] Dreambuilder [20200603-0020][dreambuilder]
Build #20200603-0020, as above, deleted Doc22's campfire mod, and switched to my fork of googol's new_campfire. Also, brought in an update to homedecor (its fake_fire mod now has the same model and fire particle effects as googol's mod).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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Re: [Modpack] Dreambuilder [20200531-2327][dreambuilder]
Great work, love the grill idea for cooking! One issue (bug?) I've found is that a plain campfire without grill does not allow right-clicking to add fuel to extend burn time, and burns out really fast. The campfire with grill does, and seems fine.
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Re: [Modpack] Dreambuilder [20200603-1015][dreambuilder]
Oops! Fixed :-)
Build #20200603-1015
I did not change the default burn times, though I may do so (30s is kinda short...)
Build #20200603-1015
I did not change the default burn times, though I may do so (30s is kinda short...)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- TechnoWolfTV
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Re: [Modpack] Dreambuilder [20200603-1015][dreambuilder]
Just realized a few things about the new campfire and a "bug". For either plain or with grill, when it burns out you must mine the campfire and then re-craft it with the cobble slabs that it returns to your inventory. When you mine the grill version, the grill is totally destroyed and you must re-craft a new grill from new iron. Technically not a bug if that's how you want it, but seems expensive.
Another thought, perhaps it would be better to obviously still allow mining to "break" down and remove the campfires (and get your grill back), but make it not required to mine the campfire to restart the fire when it burns out. Perhaps right-clicking with sticks on an empty, burnt-out campfire could replenish it with unlit wood without the need to re-craft the whole campfire?
If you wanted to take it even further, have hot "coals" or "embers" which last x-time after campfire fuel runs out. During the ember stage, you can place sticks on the campfire and after x-time (60 seconds?) they flare back to a fire. If you miss the embers stage, you must place sticks and use the flint & steel. Another further idea is what about right-clicking a campfire with grill while it's in an off state with an empty hand would remove the grill in-tact to your inventory, leaving the campfire there.
Another thought, perhaps it would be better to obviously still allow mining to "break" down and remove the campfires (and get your grill back), but make it not required to mine the campfire to restart the fire when it burns out. Perhaps right-clicking with sticks on an empty, burnt-out campfire could replenish it with unlit wood without the need to re-craft the whole campfire?
If you wanted to take it even further, have hot "coals" or "embers" which last x-time after campfire fuel runs out. During the ember stage, you can place sticks on the campfire and after x-time (60 seconds?) they flare back to a fire. If you miss the embers stage, you must place sticks and use the flint & steel. Another further idea is what about right-clicking a campfire with grill while it's in an off state with an empty hand would remove the grill in-tact to your inventory, leaving the campfire there.
- VanessaE
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Re: [Modpack] Dreambuilder [20200604-1626][dreambuilder]
Build #20200604-1626, updated new_campfire and homedecor (and a bunch of mods got mod.conf updates but nothing important)
TechnoWolf, I have implemented some of your changes, but lets move the discussion of the campfire mod over to its forum topic. My post there describes the update:
viewtopic.php?p=375093#p375093
TechnoWolf, I have implemented some of your changes, but lets move the discussion of the campfire mod over to its forum topic. My post there describes the update:
viewtopic.php?p=375093#p375093
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Modpack] Dreambuilder [20200603-1015][dreambuilder]
Hi:
I'm setting up a world using Dreambuilder:
But I'm having a conflict with farming I really don't know how to manage:
Any suggestion, please?
I'm setting up a world using Dreambuilder:
Code: Select all
$ minetest --version
Minetest 5.1.0 (Linux)
Using Irrlicht 1.8.4
BUILD_TYPE=Release
RUN_IN_PLACE=0
USE_GETTEXT=1
USE_SOUND=1
USE_CURL=1
USE_FREETYPE=1
USE_LUAJIT=1
STATIC_SHAREDIR="/usr/share/minetest"
Code: Select all
020-06-16 12:37:16: WARNING[Main]: Mod name conflict detected: "farming"
2020-06-16 12:37:16: WARNING[Main]: Will not load: /usr/share/minetest/games/minetest_game/mods/farming
2020-06-16 12:37:16: WARNING[Main]: Overridden by: /home/olea/.minetest/mods/dreambuilder_modpack/farming
ljrObrQC5NXm4Quy37k0FxyRmYtel7qb
- VanessaE
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Re: [Modpack] Dreambuilder [20200603-1015][dreambuilder]
This is not a conflict (the engine is being a little too literal in its warning message).
farming_redo overrides the default farming mod to add more features, that's all.
farming_redo overrides the default farming mod to add more features, that's all.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Modpack] Dreambuilder [20200603-1015][dreambuilder]
Great! Thanks :)
ljrObrQC5NXm4Quy37k0FxyRmYtel7qb
Re: [Modpack] Dreambuilder [20200603-1015][dreambuilder]
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?
(PS I personally prefer the ones from the anvil mod, and wish they could be unified in Dreambuilder.)
(PS I personally prefer the ones from the anvil mod, and wish they could be unified in Dreambuilder.)
- VanessaE
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Re: [Modpack] Dreambuilder [20200712-0803][dreambuilder]
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.
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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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