Amoeba wrote:Thanks for this mod! I got a bit carried away and created a bunch on modifications and additions:
The new init.lua and config.lua.
I've tested them a bit, and they don't seem to break or crash anything (anymore..).
I can push them to github if you want.
Neuromancer wrote:I looked at the code, what changes did you make? Did you make more valuable loot show up the deeper you go? Did you add new items to the loot? Or something else?
Neuromancer wrote:Awesome. Thanks for adding all of this. I wish there were a way of getting things from mods like the gear from these mods:
Night Vision Goggles - Aqua
Hook - UjEdwin
Simple Shooter - Stu
Byakuren wrote:Could you add a way for mods to register items to be spawned as loot? I think it would be impractical for a server owner to have to go through all the loot items from each mod and add them to config.lua.
Neuromancer wrote:Loot is incredibly important part of making Minetest fun. This is a huge step forward.
What would be cool is to add traps to some chests, so when you open them you lose hit points or get poisoned.
But if you open them when you have a lock picks in your hand, then you have a much greater chance of avoiding the trap. If you get poisoned, you need to craft a potion based on some flowers or plants that cures your poison. This could add an element of challenge to loot.
Neuromancer wrote:Or another cool idea would be to use the x-decor mod to randomly decorate dungeons with chandeliers, bookcases, cauldrons, tables, chairs, beds anvils etc.
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