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
71 - breaker (mines whatever is in front of it)
72 - dispenser (shoots out first item in inventory, or shoots item into pipe)
73 - piston in general (if node is falling and piston is pointing up then FLING IT, if detects falling node entity FLING IT)
94 > #1 idea: weakness items, items that damage the mob more than diamond swords
97 - you can put a pumpkin on it's head to make it survive when it's not snowing out
98 - drops snowballs, coal, or carrot
101 - sheep can be punched to drop wool without damage
102 - you can dye a sheep with colored dye and it will change color, then will drop the color you dyed it
106 - disable pig aggression
107 - make porkchop look nicer
111 - make the default player model whited out
112 - ghosts can pass through any nodes
114 - will follow you groaning about "diamonds", "need food", and "join us"
115 - they will fling you up in the air or punch you
116 - ghosts can drag you down into nodes and suffocate you
117 - spawn with cave sounds
122 - gets built out of nodes in the area
123 - will probabaly destroy you
124 - drops all nodes that it's made of when killed
133 - enchanting/upgrading
134 - magic (wands, spells, etc)
135 - better combat ( sweep hit enemies, falling while hitting deals more damage )
136 - Enchanting food - gives buffs
137 - LATE effects https://forum.minetest.net/viewtopic.php?t=20724
145 ### mechanics (mechanical tools and machines)
146 - compressor (compresses nodes down)
147 - auto miner (digs whatever is in front of it)
148 - decompressor (opposite of compressor
156 - pipes should be able to move objects quickly
161 - corn and corn stalks
164 - costumes (somehow?)
166 - make grass and leaves orange during the month of October
167 - (Use a simple date check and override nodes)
172 - Soul cake, make with cake and soul
176 - add fertilizer (pig drops bone randomly)
177 - fertilizer is made out of bone -
178 - fertilizer can make tall grass grow on regular grass
179 - bread - 3 bread in a row
180 - make sandwich with bread and cooked porkchop
181 - fertilizer used on saplings randomly make tree grow (make sapling growth a function)
186 - player casts out a better lure if on a boat
194 > These don't seem to fit into any theme so list them all here
196 - rope and tnt arrows
197 - vehicles (car, powered minecarts, trains)
206 > These ideas are all over the place but are good for future updates
208 - make pistons able to push and pull any node that does not use meta or inv
209 - make pistons able to push and pull deactivated pistons
210 - upgrade minecart physics even more
211 - make torches abm that checks if player in area
212 - make furnace abm that checks if player in area
213 - make tnt hurt player
215 - fix tool rightclick torch placement to replace buildable to nodes
216 - if placed last node put another stack into hand
217 - have falling node hurt player?
218 - add a function to set a velocity goal to entities and then implement it with all entities
219 - ^make a value if below then stop?
220 - colored chat messages
221 - check if everyone is in bed before going to next night
222 - also lock player in bed until they get out or daytime
223 - create a function to check if a node or group is below
224 - ^ set meta for player so that all mods can use it without calculating it
225 - ^ over and over again (saves cpu cycles)
226 - cars buildable in crafting table
227 - require gas pumps refine oil
228 - drive next to gas pump and car will fill with gas
229 - maybe have pump be rightclickable and then manually fill with gass using nozel
230 - minecart car train? - off rail use
231 - automatic step height for off rail use
232 - make cars follow each other
233 - oil which spawns underground in pools
234 - powered minecart car (engine car)
236 - player controls engine car
237 - make entities push against players
243 ## Possible Applications
245 > causes object to magnetize towards player or other objects and stop after an inner radius
246 > use for better item magnet?
248 if object:is_player() and object:get_player_name() ~= self.rider then
249 local player_pos = object:getpos()
253 local currentvel = self.object:getvelocity()
254 local vel = vector.subtract(pos, player_pos)
255 vel = vector.normalize(vel)
256 local distance = vector.distance(pos,player_pos)
257 distance = (1-distance)*10
258 vel = vector.multiply(vel,distance)
259 local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
262 if self.axis == "x" then
263 self.object:add_velocity(vector.new(acceleration.x,0,0))
264 elseif self.axis == "z" then
265 self.object:add_velocity(vector.new(0,0,acceleration.z))
267 self.object:add_velocity(acceleration)
270 - acceleration = vector.multiply(acceleration, -1)
271 - object:add_player_velocity(acceleration)