1 <img src="https://github.com/oilboi/Crafter/blob/master/menu/header.png">
3 > Designed for Minetest 5.3.0-DEV
5 >Built using textures from <a href="https://forum.minetest.net/viewtopic.php?t=16407">Mineclone 2</a>
9 ## Be sure to install the clientside mod for this game mode: <a href="https://github.com/oilboi/crafter_client">Download here</a>
14 ## If you want to run this on a server you must add this to your server minetest.conf:
17 enable_client_modding = true
18 csm_restriction_flags = 0
19 enable_mod_channels = true
20 secure.http_mods = skins
25 ## This game is in early alpha and uses a lot of experimental features in the engine
29 # ALPHA STATE CHANGELOG
31 > <a href="https://github.com/oilboi/Crafter/blob/master/old_changelog.md">Old Version Changelogs</a>
35 > Multiplayer Polishing Update
36 - Fixed only one player being able to run on a server
37 - Fixed only one person being able to teleport in the same server step
38 - Players now use the same damage mechaninism as mobs
39 - Fixed wrong variable for durability assigned to all swords
40 - Fix bug in experience
41 - Fully implemented bows and arrows
42 - Tuned the bow and arrows even further
43 - Snowmen now drop a carrot, coal, stick, or snowball
45 - Tuned a lot of things
47 - Added in Krock's awesome Colored Names mod for csm chat
49 - Fixed global mob handling
50 - Added in better fire
51 - Overhauled weather effects
52 - Added in clientside modchannel lockout to check if server sending message
54 - Overhauled client mod version checking
55 - Overhauled mob pathfinding AI
57 - Fixed Crafter Client from crashing if joining a non-crafter server
58 - Heavily optimized network usage with player mechanics to client mod
59 - Updated player_api for next step in optimization
60 - ElCeejo remodeled and fixed snowman head tracking. Thanks!
72 - breaker (mines whatever is in front of it)
73 - dispenser (shoots out first item in inventory, or shoots item into pipe)
74 - piston in general (if node is falling and piston is pointing up then FLING IT, if detects falling node entity FLING IT)
95 > #1 idea: weakness items, items that damage the mob more than diamond swords
98 - you can put a pumpkin on it's head to make it survive when it's not snowing out
99 - drops snowballs, coal, or carrot
102 - sheep can be punched to drop wool without damage
103 - you can dye a sheep with colored dye and it will change color, then will drop the color you dyed it
107 - disable pig aggression
108 - make porkchop look nicer
112 - make the default player model whited out
113 - ghosts can pass through any nodes
115 - will follow you groaning about "diamonds", "need food", and "join us"
116 - they will fling you up in the air or punch you
117 - ghosts can drag you down into nodes and suffocate you
118 - spawn with cave sounds
123 - gets built out of nodes in the area
124 - will probabaly destroy you
125 - drops all nodes that it's made of when killed
134 - enchanting/upgrading
135 - magic (wands, spells, etc)
136 - better combat ( sweep hit enemies, falling while hitting deals more damage )
137 - Enchanting food - gives buffs
138 - LATE effects https://forum.minetest.net/viewtopic.php?t=20724
146 ### mechanics (mechanical tools and machines)
147 - compressor (compresses nodes down)
148 - auto miner (digs whatever is in front of it)
149 - decompressor (opposite of compressor
157 - pipes should be able to move objects quickly
162 - corn and corn stalks
165 - costumes (somehow?)
167 - make grass and leaves orange during the month of October
168 - (Use a simple date check and override nodes)
173 - Soul cake, make with cake and soul
177 - add fertilizer (pig drops bone randomly)
178 - fertilizer is made out of bone -
179 - fertilizer can make tall grass grow on regular grass
180 - bread - 3 bread in a row
181 - make sandwich with bread and cooked porkchop
182 - fertilizer used on saplings randomly make tree grow (make sapling growth a function)
187 - player casts out a better lure if on a boat
195 > These don't seem to fit into any theme so list them all here
197 - rope and tnt arrows
198 - vehicles (car, powered minecarts, trains)
207 > These ideas are all over the place but are good for future updates
209 - make pistons able to push and pull any node that does not use meta or inv
210 - make pistons able to push and pull deactivated pistons
211 - upgrade minecart physics even more
212 - make torches abm that checks if player in area
213 - make furnace abm that checks if player in area
214 - make tnt hurt player
216 - fix tool rightclick torch placement to replace buildable to nodes
217 - if placed last node put another stack into hand
218 - have falling node hurt player?
219 - add a function to set a velocity goal to entities and then implement it with all entities
220 - ^make a value if below then stop?
221 - colored chat messages
222 - check if everyone is in bed before going to next night
223 - also lock player in bed until they get out or daytime
224 - create a function to check if a node or group is below
225 - ^ set meta for player so that all mods can use it without calculating it
226 - ^ over and over again (saves cpu cycles)
227 - cars buildable in crafting table
228 - require gas pumps refine oil
229 - drive next to gas pump and car will fill with gas
230 - maybe have pump be rightclickable and then manually fill with gass using nozel
231 - minecart car train? - off rail use
232 - automatic step height for off rail use
233 - make cars follow each other
234 - oil which spawns underground in pools
235 - powered minecart car (engine car)
237 - player controls engine car
238 - make entities push against players
244 ## Possible Applications
246 > causes object to magnetize towards player or other objects and stop after an inner radius
247 > use for better item magnet?
249 if object:is_player() and object:get_player_name() ~= self.rider then
250 local player_pos = object:getpos()
254 local currentvel = self.object:getvelocity()
255 local vel = vector.subtract(pos, player_pos)
256 vel = vector.normalize(vel)
257 local distance = vector.distance(pos,player_pos)
258 distance = (1-distance)*10
259 vel = vector.multiply(vel,distance)
260 local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
263 if self.axis == "x" then
264 self.object:add_velocity(vector.new(acceleration.x,0,0))
265 elseif self.axis == "z" then
266 self.object:add_velocity(vector.new(0,0,acceleration.z))
268 self.object:add_velocity(acceleration)
271 - acceleration = vector.multiply(acceleration, -1)
272 - object:add_player_velocity(acceleration)