_E7 wrote:OK, i've submitted a pull request for adding aliases to lib_materials. There is a couple where i couldn't figure out the origin but the bulk is covered. Let me know what you think.
Having had a closer look at the code i have some observations/suggestions:
- I'd split the crafting recipes and probably also the item definitions from the nodes. The code is pretty massive and it's hard to get an overview so breaking it down into smaller chunks would improve maintainability a lot in my opinion.
- There is quiet a bit of duplication among the nodes. I guess you just didn't get to it yet but given some nodes are just differentiated by numbers there is probably some that could simply be deleted without losing any noticeable variety.
- Some nodes could/should be added to more generic groups. For example there is like 4+ marble/granite nodes. If all of them get used in the map it would be somewhat annoying to just have a single one of them work with technic. Even if just one of them gets used being able to refer to a group instead of hardcoding the actual node would be advantageous. I think patching the target mod would be the lesser evil here.
- The mapgen/biome code feels out of place in a library dedicated to providing materials. It's not much of a problem though since this code is confined to it's own files and doesn't really get in the way. It just feels wrong.
Edit: I know that lib_materials is ment to be a general resource but since it's main (public) use seems to be to provide nodes for lib_ecology it might be a good idea to make it into a specialized world node library. People who want to use lib_ecology won't get much out of the building nodes since they often aren't even craftable.
ShadMOrdre wrote:_E7,
I've been very busy with updates. I know things have been broken in the process. With that said, I have not yet updated github, but have a copy that you might otherwise dl and try.
If you are willing / able, you can download the map, and all relevant mods, here. https://github.com/ShadMOrdre/MTGameDev/tree/master
I'll try to get the individual mods updated on github this next week.
ShadMOrdre wrote:Immersion. Anything that adds to the immersive aspect. By this, I mean, things that happen inworld, versus, via a formspec. Crafting, in my opinion, is a big culprit here. I prefer mechanisms that make materials, versus crafting. Instead of dropping a tree node into the craft grid and pulling out 4 wood nodes, I prefer a saw, that could be added to a larger workshop, but also stands alone, modular. This kind of immersion.
ShadMOrdre wrote:The lib_materials / lib_ecology mods are meant as a base. Any mapgen requires nodes to generate. MTG supplies some, but they are basic, few, and really only mimic MC. My hope is to provide a broader base for mapgens. A way to generate any world that a user could conceive, and configure. Modders, especially mapgen modders, should be able to spend more time with the actual mapgen, and less trying to decorate. Materials/Ecology supplies the nodes, biomes, ores, and decorates. Hopefully this finds support, but if not, thats ok.
ShadMOrdre wrote:The lib_mapgen mod, included in the DevWorld download, is meant to be expanded to make world gen more intuitive for basic players. I envision a dialog where players can select more meaningful options, such as continental, archipelago, flat, mountainous, or variations to that effect, or to select various lua mapgens on the fly. Most users would get lost with the mapgen noises. I've spent months "perfecting" the mgv7 params that I use, and I am still not satisfied. And most of this time was spent just trying to figure out what a particular setting does.
ShadMOrdre wrote:All this aside, I am by no means a lone wolf. Just a very bored, former IT pro and now stay at home single dad. I may not be an extrovert, but I do keep comms open.
ShadMOrdre wrote:As a mapgen, materials/ecology can stand on their own, but there would need to be massive support from other mods, or a very health community of folks willing to make mods cooperate.
ShadMOrdre wrote:Please understand that while I am programming this with a bigger goal in mind, the goal includes enough modularity and cohesion so as to make integration with the exisiting ecosystem possible. While backwards compatibility isn't a particular goal, that doesn't mean it isn't important. I do want this mod used. Widely. I want to disrupt the simplicity that makes MC/MT seem dull after a relatively short time, at least for an adult. I hope to expand some horizons while drawing from, what IMHO, is the best of previous efforts. All media content is drawn from other mods, therefore it is only right to assume that others would want to integrate these mods with those mods, therefore requiring me to consider compatibility at all times.
A serialization error occurred:
Malformatted inventory list. list=main, read 1484 of 4134 ItemStacks.
The server is probably running a different version of Minetest.
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