[Mod] Extensible gridless craft system [simplecrafting_lib]

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

Awesome, thanks FaceDeer. I'll update to your latest build.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

And thanks for the testing. This kind of stuff is hard to notice when it's just me doing my usual routine. This latest change touched on code that's widely used throughout simplecrafting_lib, so hopefully I didn't break anything in the process of fixing stuff.

Oh, I just looked up how to make the search field trigger an update of the guide when you press "enter". Turned out to be super easy, barely an inconvenience. So I pushed an update for that as well.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

OK, trying it out.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

FaceDeer, one of the users on my server reported that items in the crafting materials area do not get dropped on death.

Seems to be the case, at least with the item_drop mod on.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

FreeGamers wrote:FaceDeer, one of the users on my server reported that items in the crafting materials area do not get dropped on death
Argh. I don't suppose you would accept "every other mod except mine is making bad assumptions about what inventory lists the player has and they should all fix their stuff instead of making me work around them"...?

Oh well. :) I just pushed a code change that switches the crafting input inventory list to "craft", which is the list the old built-in crafting system used. Also added some temp code to move the contents of the previous inventory into it so nobody should lose anything in the process. That should mean that existing drop-on-death mods will be able to find those items now.

Thanks for catching this. Not a scenario I'd thought to test.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

I should have turned off the item_drop mod and tested simplecrafting_lib without it, but I've been restarting my server a bit too much with players online, so I gave them some time to just enjoy the game without any interference.

Thanks for patching this FD. I've not found any other problems thus far. Hope everything is going well!
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

No problem. I don't actually have item_drop available to test with, but the default bones mod makes the same assumption so probably breaks the same way and the same fix will probably account for item_drop as well.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

FaceDeer wrote:Oh, I just looked up how to make the search field trigger an update of the guide when you press "enter". Turned out to be super easy, barely an inconvenience.
That reference just clicked for me. lol

New update is functioning as intended.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

New bug found.

When players die, they now lose their inventory and materials grid items. Yay.

However, on respawn players can grab items from the crafting selection area without cost. I've had two players report this to me independently of each other. I was able to reproduce this with a test user account myself too. The craft options remain after death and can be selected from without cost. (I'm glad crafting an item doesn't crash the server though).

Screenshot attached. Testuser died with 4 sticks and dropped them. The attached image are the crafting options after death

Additional feature request: make search page navigation arrows wrap around if at the last page, this not really a big issue though.

Unrelated, but I've decided to start giving bug bounties to players to incentive reporting bugs that might otherwise go unreported.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

Delayed reactions to hidden references are tight. :)

Yeah, I should have seen that bug coming I guess. Previously the only thing that could change the input list's contents were player inventory actions (taking, moving, etc) and I had "refresh output" calls on all of those. But now that I'm using the standard "craft" list for input other mods can change the input list's contents without triggering any of those. I've pushed a change that adds a "refresh output" call to the process of making the formspec for display, so that should catch this case now - the output is updated whenever you open the crafting interface or click on any of the buttons in it. Not sure if it's possible for me to explicitly trigger this update when other mods modify the "craft" inventory list while the crafting formspec is actually open (without just constantly polling for changes), but that seems like it'll be a pretty obscure edge case that's unlikely to come up. I'll leave that case unaddressed for now.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

OK. I've updated to the latest version again. Verified working ok with a testuser account.

I tried some more of your mods by the way. I gave workshops a try and it was a nice concept, I found it was a bit confusing to use at the moment though. I can see the purpose of it and I do like it, I personally like having workshops for each subtype of item for whatever reason it makes machines more useful and item creation a bit different. I can't quite find the words as to why though at the moment.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

Thanks. :) workshops is still just in the prototyping stage, so it's not surprising it's unintuitive yet. Once simplecrafting_lib is more solidly complete I'll probably get back to that one. My goal is to try to add some more sense of progression as well as giving reason to build a 'base' besides just storing mass quantities of raw materials. The player will need to build up their workshop infrastructure to unlock certain crafting recipes, and perhaps be limited in how fast they can craft stuff based on how big their workshop is. It's going to be challenging keeping it balanced and fun, as well as supporting as many other mod as I can out of the box. I definitely don't want it to feel grindy.

I dream of a world where a player can decide they want to be a stonemason, become awesome at that, and just trade for the other stuff from metalsmiths or farmers who are specialists in those fields. While still allowing them to be a jack of all trades but master of none if they want, and with a selection of basic crafts they can all still do in the field.

When the time comes to move workshops beyond just prototype I'll start a dedicated forum post for it, and of course mention it in this one. :)

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

FaceDeer wrote:My goal is to try to add some more sense of progression as well as giving reason to build a 'base' besides just storing mass quantities of raw materials
Yeah that's probably one of the reasons I find the concept interesting. simple machines and crafting items like that that can do unique things I find very interesting in MT. I have biomes more or less fully implemented in my server, at least the underground ones. I use your branch of Caverealms since I use dfcaverns as well (along with mines_with_shafts and geomoria above the reams and nether below the underworld). Those make up a majority of the underground layers. I have some spelunking tools like ropes, sounding line, and a few others. I haven't been convinced to try bread crumbs yet but some players are asking me for navigation aids underground. I've held off because I have a set of orienteering items that can be used that give location info on the HUD. I'd prefer that approach as more challenging than mysterious on screen markers. But if i do make that easier, I'll use breadcrumbs or ccompass most likely.

I've been implementing mobs a bit lately. removing 3d models and using basic skins paired with basic MT character model and animations instead. I plan to implement some traders from different races throughout the world and create sets of mobs to raise difficult below the surface. But I'd like more incentive to players to trek underground too, which I haven't figured out, besides ores. I'm working on building planetary / space biomes as well.

I saw a few biome mods in your github that were a bit curious. I saw you had a few optional dependencies on real_minerals with your new API's. What do you do with those minerals? I like the concept of implementing more ores and minerals but I don't implement things unless theyre useful, with depth and compelling, or at the very least very fun for players, or seldom if its nice trim decor that fits nicely in the game.

Waterworks is cool but unfortunately I have technic and pipeworks already installed. I may give this a second try again, I only used it for 5 minutes maybe and couldn't get a water pump to pump to an outlet. I was short on time then though.

Deep roads was interesting. It seems like it could be useful to implement rail networks across the world for players. Its a bit too easy, I'd maybe prefer players bore tunnels with digtron instead I think. It has a cost to it then and gets the player to interact with the world.

I find my additions to my server are slowing down, I've gone through countless mods quite a number of times and now I feel like I'm going to start working towards a more stable server (in terms of sets of items and functions), and start expanding on the depth of the systems in the game already as best I can.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

Breadcrumbs could use some updating, I think - I wrote it a long time ago and I bet I could do better if I gave it an overhaul. It's behind a few other things on my priority list though, alas.

I've been doing a bunch of fiddling with real_minerals lately with the goal of replacing "default:stone" with a more interesting three-dimensional "landscape" of real rock types like granite, basalt, limestone, sandstone, and so forth. I had a basic mapgen working in the "rocks" branch of the repository right before I went on vacation, if you want to take a peek at where I'm aiming with it. I want to replace the existing ore distribution with larger strata-based veins and blobs that should require players to make more realistic and extensive "mines" when they come across a deposit. Right now the real_minerals mod is laden with lots of ores that aren't actually useful for anything, so the big remaining challenge is going to be a combination of pruning them down and finding uses for some of them. Can't do mapgen work with the tablet I've got with me though so that'll wait until I get home.

I've also got an entirely new approach to deep_roads gestating that's more oriented around creating complex "dungeons". The plan is to create schematics for various dungeon 'tiles' that have 'connectors' of various types designated in them, and then build the dungeon by clicking various compatible connectors together to make something that looks deliberately constructed. I still want to have the long-range pathways linking them together, but if I can pull off my plan as I hope to pull it off you should be able to disable those and still get something interesting out of it. Nothing up on github yet, I'm afraid - I've just done some initial work setting up the tools for creating tile schematics easily in-world.

Waterworks was created because I didn't find pipeworks' water pipes to play well with dynamic_liquid when I did some experimentation back in the day. I started tinkering with ideas and it got out of control. :) I hope to clean up waterworks a bit and make its pumping simulation more flexible, and also add the ability to register pipes and pumps for arbitrary liquid types - lava, oil, etc. Was just starting to hack at that a bit before vacation interrupted.

Are you using both Caverealms and DFCaverns simultaneously? How's that working out? I would have assumed the caverns would overlap messily in that case, I've never actually tried it. Oh, someone's filed an issue on dfcaverns that might lead me to doing some more tinkering and additional features, so if you've got any ideas or suggestions feel free to jump in there.

This is diverging a little far off the subject of simplecrafting_lib. :) I'm happy to keep chatting though, perhaps we should start a thread in game discussion to mull over how multiple mods like this work together well for these purposes?

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by texmex » Post

FaceDeer wrote:The plan is to create schematics for various dungeon 'tiles' that have 'connectors' of various types designated in them, and then build the dungeon by clicking various compatible connectors together to make something that looks deliberately constructed.
Yes please! Check out exschem for a more intelligent schematic placement method.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

The debug log for recipes is really helpful. I've done a feature freeze today in order to fix all recipes I noticed have been missing from the guide. The log is invaluable.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

How will simplecrafting_lib handle recipes that have been given the same exact crafting recipe in the game, lets say by accident, from two different programmers? Will it register them both and be able to output both? I suppose I could test this myself later if its not already known.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

It looks like simplecrafting_lib has trouble understanding groups in the replacements section of crafts. See below:

Code: Select all

2019-07-23 10:21:39: ERROR[Main]: [simplecrafting_lib] recipe has a replacement target mobs:bucket_milk but an input matching it can't be found.
{
	recipe = {
		{
			"group:food_orange",
			"group:food_milk",
			"group:food_orange"
		},
		{
			"group:food_sugar",
			"group:food_egg",
			"group:food_sugar"
		},
		{
			"group:food_wheat",
			"group:food_flour",
			"group:food_wheat"
		}
	},
	replacements = {
		{
			"mobs:bucket_milk",
			"bucket:bucket_empty"
		}
	},
	output = "pie:orange_0"
}

It doesn't look like it has a problem dealing with groups in the recipe section of the craft.


Also, on a lighter note, I feel like your program is humorously very defensive about it possibly being at fault for crafts breaking. I've read each instance comes with a nice disclaimer "This could be due to an error in the mod that defined this recipe, rather than an error in simplecrafting_lib itself."
After reading this two dozen times or so today, its only a matter of time before I need to reassure it. "Yes simplecrafting_lib, I know, I'm sorry you get blamed for things sometimes, I understand everything isn't your fault."

It's not a problem with the recipe either, I was able to output the orange cake without SC_L. See attached.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

Heh. I admit, given how many of my mods use standard api's and callbacks that rely on other people's mods implementing handlers correctly I do tend to get a bit twitchy about bug reports that happen to have my code in the call stack but that actually originate elsewhere. :) in the case of simplecrafting_lib, I have been more rigorous in detecting and calling out broken recipes than Minetest itself has so I keep finding other mods' issues like this.

I've actually encountered the bucket of milk problem before. I take it you have the farming plus mod installed but not the mobs plus mod (specifically the cow)? There's a hidden dependency there, I filed a bug about it but TenPlus1 disagreed it was a problem and closed it.

I believe I handle groups in replacements, see the wonderfully-named "get_replacement_group_haver" function in legacy.lua. The second half of it in particular, it should be looking for inputs that are groups that mobs:bucket_milk belongs to. If mobs:bucket_milk isn't registered it won't be able to find any groups for it and will throw that error. Perhaps I should explicitly check if the replacement item has been registered or not, I could give a more informative error here. But this part of recipe handling is kind of tricky and obscure so it's possible I overlooked something. I barely have enough internet right now to respond to this post, but I should be back in civilization by Friday and able to download mods for testing, which mod in particular has the problem recipe? Do you have the mobs mod installed? If the error is still coming up with the bucket of milk actually defined then there may be something I need to address there. If you do have both mobs and farming installed perhaps try adding mobs_animals as an optional dependency for farming, to ensure the bucket of milk is defined when the recipe is processed.

In theory, if two mods register duplicate recipe inputs simplecrafting_lib should handle it correctly and present both output options to the player. I think Minetest records both recipes even though only one is usable with the built-in crafting system, and simplecrafting_lib can pry both of them out while it's importing stuff. But it's been a while since I experimented with that so it may be worthwhile to retest in case my memory is wrong or minetest has changed how it stores recipes.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

My cow is based off of two seperate cow mobs merged into a single mob registration. Eventually, I'll have it in my own custom mobs_animals folder, but right now I took the code for the milking from mobs_redo (which was quite good with the grass replacement requirement needed for milking) and applied it to the cow and mooshroom cow from mobs_mc. So my cow+mooshroom.init file exists in a mobs_mc directory.

This is registered in my cow+mooshroom.lua

Code: Select all

-- bucket of milk
minetest.register_craftitem(":mobs:bucket_milk", {
        description = "Bucket of Milk",
        inventory_image = "mobs_bucket_milk.png",
        stack_max = 1,
        on_use = minetest.item_eat(8, 'bucket:bucket_empty'),
        groups = {food_milk = 1, flammable = 3},
})
It looks fine to me. So i'm not sure whats up here. I dug around in mobs_redo, mobs_animal, mobs_mc cow+mooshroom.lua, and pies, for anything that had "milk" in the code but couldn't find anything weird. I'm may just give in and workaround by changing the recipe to just be mobs:bucket_milk. I had the same issue with the gelatin group too.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

Try adding an optional dependency to the farming mod such that the mod with mobs:bucket_milk gets loaded before the recipe that uses it is loaded, I bet that's the problem - simplecrafting_lib tries to process the recipe immediately and the bucket_milk definition doesn't exist yet.

If that's what's happening then solving it in the general case might take a big reorganization to do this group resolution stuff post-load. Not a thing I would like to do on the road.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

Adding a dependency to farming made a lot of mods upset, probably because it overrides stuff in the default farming mod and gets loaded first regardless?

I've added the "mobs_mc" dependency to "pies" and that caused the cakes to get registered properly. Then I manually edited the jaffa cake recipe to just use the item milk bucket instead of the group. It registered OK.

Thanks for your help!

By the way, there are errors with default items... I would image thats more due to a table registering items that don't exist in an indirect way. It looks like the dye mod probably looks for flower colors that match dye outputs to register crafts. You've probably seen this before, I would image.

Code: Select all

2019-07-24 12:27:25: ERROR[Server]: [simplecrafting_lib] Uncraftable recipe purged due to no registered items matching the group requirement flower,color_grey
{
input = {
        ["flower,color_grey"] = 1
},
output = "dye:grey 4",
}
This could be due to an error in the mod that defined this recipe, rather than an error in simplecrafting_lib itself.
2019-07-24 12:27:25: ERROR[Server]: [simplecrafting_lib] Uncraftable recipe purged due to no registered items matching the group requirement flower,color_dark_grey
{
input = {
        ["flower,color_dark_grey"] = 1
},
output = "dye:dark_grey 4",
}
This could be due to an error in the mod that defined this recipe, rather than an error in simplecrafting_lib itself.
2019-07-24 12:27:25: ERROR[Server]: [simplecrafting_lib] Uncraftable recipe purged due to no registered items matching the group requirement flower,color_brown
{
input = {
        ["flower,color_brown"] = 1
},
output = "dye:brown 4",
}
This could be due to an error in the mod that defined this recipe, rather than an error in simplecrafting_lib itself.
This could be due to an error in the mod that defined this recipe, rather than an error in simplecrafting_lib itself.
If I get this tattooed onto myself, will I have to get another tattoo with the MIT License clause as well?

My log is now error free apart from the default:dyes, which can be ignored. What a helpful feature.
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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

Yeah, there are no grey or brown flowers, though the dye mod has those recipes just in case some are added someday. I've been tempted to add some fungal "flowers" that match those recipes to df_caverns just to make the log spam stop. :)

Have you played around with simplecrafting_lib 's graphml export functions, btw? They're nice for visualizing the overall shape of the loaded recipes, I've used it to look for oddities such as how in technic the only recipe that calls for an on/off switch is the chainsaw. The graphml editor yEd is the one I would recommend, if it is available for your OS.

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FaceDeer » Post

I've had a look at the code in more detail and I think it might not be as hard to handle the bucket_milk issue as I first thought, this specific type of case turns out to be the only one where I need to look up the definition of the crafting item to properly convert the recipe. So I won't have to defer recipes in the general case. Still, this is something I need to be at my home command center to fix properly, so it'll be a few days. Estimating Friday. Sounds like you've worked around it okay in the meantime.

Then I'll also be able to show off the brand new mod I spent the rest of my spare time working on between bugfixing this. Had to pick an idea that fit my resources - no art, no mapgen, no running around in-world building stuff. Hope it's useful. :)

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Re: [Mod] Extensible gridless craft system [simplecrafting_l

by FreeGamers » Post

At some point, could you add pages and and elements to flip pages on the main crafting menu? I find that the output/crafts can overflow and there isn't a way to access the additional crafts without removing items from the input/materials section. At some point I could see how this will make items uncraftable with generic and commonly used materials.
Have you played around with simplecrafting_lib 's graphml export functions, btw?
I haven't yet. But I suspect I'll use that very soon. I'll read up on how to access it. I've added two ores into my game that will occur at ymax -15,000 and -20,000 in order to get players to use the deeper layers. I've also moved "moreores:mithril" into -10,000 ymax. I'll need to use these items in crafting rewarding items. I'll also be taking a look at how player progression typically works and I think graphml might help with that.
Then I'll also be able to show off the brand new mod I spent the rest of my spare time working on between bugfixing this.
I look forward to checking it out!
Looking forward to checking out what you came up with on Friday.
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