gang, im making a mod to remove hunger from voxelibre (replaces all the foods with identical versions that heal you instead and just force toggles off mcl_hunger because APPARENTLY thats an option that exists) and i require inputshould food items stack?
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gang, im making a mod to remove hunger from voxelibre (replaces all the foods with identical versions that heal you instead and just force toggles off mcl_hunger because APPARENTLY thats an option that exists) and i require input
should food items stack? if so how much. im totally willing to let it vary by items cherries for instance provide so little health that having a full stack is fine in my eyes but im a bit hesitant for better food items like steak@coolbean i think 64 i don't see the point in restring it regarding the damage and fighting systems
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@coolbean i think 64 i don't see the point in restring it regarding the damage and fighting systems
@coolbean like healing when eating the item isnt that op of a mechanic, to keep some stakes, i would just have a short eating animation so the difficulty in fighting is more about positioning and not getting mobed, without getting in the way of exploring or building -
@coolbean like healing when eating the item isnt that op of a mechanic, to keep some stakes, i would just have a short eating animation so the difficulty in fighting is more about positioning and not getting mobed, without getting in the way of exploring or building@tisanae you're kinda right, with the eating animation stacking isnt as bad, ive still settled on the ultimate compromise of "why not all of them with a setting to pick" so thats what im doing
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@tisanae you're kinda right, with the eating animation stacking isnt as bad, ive still settled on the ultimate compromise of "why not all of them with a setting to pick" so thats what im doing@tisanae if i can figure out how to toggle the eating animation im adding a setting for that as well
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@fiore @kirby @tisanae because turns out thats also super easy. a bit of a pattern im falling into. its all so much easier than i thought, turns out i can retroactively edit the mob drops by just editing the table inside the minetest.registered_entities list in fact you can do it at runtime and from that point on all mobs of that type that spawn have the updated drops its SUPER liberal
@coolbean @kirby@freerobuxextremist.com @tisanae yea i thought so haha , i love lua
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@coolbean @kirby@freerobuxextremist.com @tisanae yea i thought so haha , i love lua
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@coolbean @kirby@freerobuxextremist.com @tisanae thats why i always say that lua is a lisp , its literally not that far from the truth you just s/list/table
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@coolbean @kirby@freerobuxextremist.com @tisanae thats why i always say that lua is a lisp , its literally not that far from the truth you just s/list/table
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@tisanae if i can figure out how to toggle the eating animation im adding a setting for that as well@coolbean i was thinking, with sprinting i would like a double bind toggle and hold, no healing penalty, but inability to fight at full damage (maybe even just shoving) , eat or mine non instaminable blocs (so that leaves only placing blocks, instamining stuff and interactions (buttons, doors)
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@coolbean @kirby@freerobuxextremist.com @tisanae yep
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@coolbean i was thinking, with sprinting i would like a double bind toggle and hold, no healing penalty, but inability to fight at full damage (maybe even just shoving) , eat or mine non instaminable blocs (so that leaves only placing blocks, instamining stuff and interactions (buttons, doors)@tisanae interesting ideas actually, i dont quite know how to do that but i will look into it im bookmarking this post so i can recheck your ideas when im at that point
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@tisanae if i can figure out how to toggle the eating animation im adding a setting for that as well@tisanae hahahahaha i found it