somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v 0.1]

ShadMOrdre
Member
 
Posts: 465
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v

by ShadMOrdre » Thu Sep 05, 2019 19:43

Ok, so a buggy start. Thanks for all the feedback, debugging, testing, and all the rest. This is such a great community.


Now for the details.

I've updated this mod, so the above mentioned issue becomes moot. Now, the mod uses on_mods_loaded to essentially override all items with a registered tool_capabilities, ie, all tools, but also, armor.

The tool ranks are applied to everything. The c-t-m modifiers currently are only applied to tools with a tool_cap of cracky, choppy, crumbly, or snappy. This can probably be expanded.

Essentially, no mod needs to modify code or even depend on this mod.

The links above work, the support mod is no longer relevant, necessary or even desired, so please just disregard it.

lib_trm stands on it's own, thanks to the fine coding of lisacvuk and davidthecreator. Thanks and credits to you both.


Shad
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

ShadMOrdre
Member
 
Posts: 465
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v

by ShadMOrdre » Fri Sep 06, 2019 22:56

I felt that lib_trm deserved it's own thread, for what it does. It is no longer WIP, but ready for release.

Please visit the lib_trm thread to report issues regarding that mod, preserving this thread for its original mod, c-t-m.


Shad
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

User avatar
FreeGamers
Member
 
Posts: 212
Joined: Sat May 25, 2019 00:15
Location: United States

Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v

by FreeGamers » Sat Sep 07, 2019 04:39

I just tried the latest version of lib_trm.

I don't see any effect modifier/title description being applied to the tools or stats.

Also, it says "nodes dug" for each tool including swords, armor, and axes. Not all of these use digging. Didn't toolranks use something like "times used" or something more general for this?

This is the first version of this mod that didn't disable every other mod on my server for some reason.


EDIT: https://notabug.org/TenPlus1/toolranks
This version just uses "Used" and has some updates from the original that might be useful. Check it out?
Last edited by FreeGamers on Sat Sep 07, 2019 05:04, edited 1 time in total.
 

User avatar
FreeGamers
Member
 
Posts: 212
Joined: Sat May 25, 2019 00:15
Location: United States

Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v

by FreeGamers » Sat Sep 07, 2019 04:48

Another issue I've had since trying lib_trm is I can't disable trm and just use standard toolranks anymore without all my mods getting disabled through a large dependency check failure that cascades to other mods that have optional tool ranks dependencies?

SOLVED
Apparently I'm hitting this bug: https://github.com/minetest-mods/moreores/issues/33
When using the master/original version of toolranks which suffers from a dependency loop when used with moreores and farming.
Switching to 10+1's version resolved this:https://notabug.org/TenPlus1/toolranks
 

ShadMOrdre
Member
 
Posts: 465
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: somewhat terraria-ish Crafted Tool Modifiers [c_t_m] [v

by ShadMOrdre » Sat Sep 07, 2019 05:50

FreeGamers,

I can't see why this latest version would cause dependency issues, it has none, nor requires any.

If you are running into that bug, chances are, you have both toolranks and lib_trm installed. Effects and modifiers do get applied to tools. The toolranks ranks are applied to all registered tools, while only tools with a tool_cap of cracky, crumbly, choppy, or snappy will get the c-t-m modifiers. The tool must be crafted, and the craft must trigger the on_crafted callback.

Swords have always been a member of one of the standard tool_caps groups. I agree that the message should change.

For the record, the toolranks code contained herein was lifted directly from Hamlet's Quest subgame, so I am not sure of which version was used.

Please provide either screenshots or debug messages, and if you type /mods in MT, it'll list all the loaded mods. If you take a screenshot while the loaded mods are shown in chat, this can also help.

I should also note, do not run toolranks, c-t-m, and lib_trm simultaneously. lib_trm is a drop in replacement for both of those mods. If you choose to use lib_trm, you should completely remove the other two mods.

Shad
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

Previous

Return to WIP Mods



Who is online

Users browsing this forum: Google [Bot], hanifmusen and 4 guests