[Mod] Achievements [2.3] [awards] – UI support, more awards

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Re: [Mod] Achievements [0.5] [awards] – HUD

by LNJ » Tue Mar 29, 2016 10:11

Which license have got the textures?
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Re: [Mod] Achievements [0.5] [awards] – HUD

by azekill_DIABLO » Tue Mar 29, 2016 15:52

adding it to my subgame!
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Code: Select all
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Re: [Mod] Achievements [2.0] [awards] – nicer API

by rubenwardy » Fri Jul 29, 2016 15:42

Awards 2.0 Released!



New Features

  • Craft trigger
  • 2 new secret awards
  • Add intlib support (no languages yet)

API

  • awards.register_api
  • Refactor awards.give_achievement, and rename to awards.unlock
  • register_on_unlock and on_unlock
 

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Re: [Mod] Achievements [2.1] [awards] – nicer API

by rubenwardy » Fri Jul 29, 2016 16:44

Awards 2.1.1 Released!



Bug fixes

  • Fix exiting of awards.unlock if a prize is unknown

API

  • awards.run_trigger_callbacks
  • awards.increment_item_counter

It's now even easier to make triggers.

Example Trigger



Here is a trigger you could define in another mod:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
awards.register_trigger("punch", function(def)
   local tmp = {
      award  = def.name,
      node   = def.trigger.node,
      target = def.trigger.target
   }
   table.insert(awards.on.punch, tmp)
end)
minetest.register_on_punchnode(function(pos, node, puncher)
   if not puncher or not pos or not node or not puncher:get_player_name() or puncher:get_player_name()=="" then
      return
   end
   local data = awards.players[puncher:get_player_name()]

   -- Increment the punch counter for this node
   if not awards.increment_item_counter(data, "punch", node.name) then
      return
   end

   -- Check to see if any awards have been unlocked
   awards.run_trigger_callbacks(puncher, data, "punch", function(entry)
      if entry.node and entry.target then
         local tnodedug = string.split(entry.node, ":")
         local tmod = tnodedug[1]
         local titem = tnodedug[2]
         if not tmod or not titem or not data.punch[tmod] or not data.punch[tmod][titem] then
            -- table running failed!
         elseif data.punch[tmod][titem] > entry.target-1 then
            return entry.award
         end
      end
   end)
end)
 

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Re: [Mod] Achievements [2.1.1] [awards] – nicer API

by cHyper » Fri Jul 29, 2016 19:56

what about player data?
how can I see the information on the screen?
 

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Re: [Mod] Achievements [2.1.1] [awards] – nicer API

by rubenwardy » Fri Jul 29, 2016 21:48

The next release will show a progress bar for each award, showing how much you have done so far. Currently you can't see these infos as a player - but you can by looking in awards.txt or by looking at awards.players.username from lua
 

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Re: [Mod] Achievements [2.1.1] [awards] – nicer API

by Wuzzy » Mon Aug 01, 2016 12:59

Is it normal that I don't get any achievements at all? I tried Minetest 0.4.14 and the development version, and mod version 2.1.1.

Edit: Okay, I guess I figured out what might be the problem: The achievement Crafter of Sticks is not obtained after crafting 100 sticks, you have to actually craft a couple of sticks more than that. My first guess would be that this mod only counts the number of times you have crafted instead of the actual number of items being crafted.
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Re: [Mod] Achievements [2.1.1] [awards] – nicer API

by rubenwardy » Mon Aug 01, 2016 16:05

Nice catch! Damn refactoring and rebasing :/

Fixed 48bb2

2.1.2 Released!



  • Fix craft trigger not taking stack count into account
 

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Re: [Mod] Achievements [2.1.2] [awards] – nicer API

by Wuzzy » Mon Aug 01, 2016 17:40

Thanks. Comments about this mod:

Nice mod and nice API.
I think the default achievements are kinda lame / there could be more interesting ones. I think all the death achievements should be removed because IMO they are not actually achievements but more like failures. ;-)
I also think just doing achievements with huge numbers is rather boring. Maybe I'll post a pull request with my suggested achievements later (just standard achievements like dig etc.).

It would be cool if there would be more variety in achievement types, especially in the default achievements, IMO the current achievements are all rather too similar.

Ideas for completely new achievements:
- How did you get up there? (hidden achievement): Reach a height of 250 or higher
- Mountain Climber: Reach a height of 90 or higher
- Going Down: Reach a height of -100 or lower
- We Have To Go Deeper: Reach a height of -1024 or lower
- Boom!: Ignite 25 TNTs

Require damage enabled:
- Crazy Diver: Survive with no breath (=0 breath) for 1 minute (real time)
- Lava Escape: Touch the lava and survive (Player was inside lava for >1 second, but got out of it and did not die)
- Crazy Mushroom Tester: Eat a red mushroom and survive (achievement is won when player does not die for 3 seconds after eating)
- Jackass: Fall at 90 nodes/second and survive (achievement is won when player comes to a halt/is very slow and does not die 3 seconds afterwards)
- Living on the Edge: Survive for 5 minutes (real time) with 1 HP (0.5 hearts) only
- Endurance: Don't suffer any damage for 1 hour (real time)

Require PvP, Damage enabled and multiplayer:
- Killer: Kill a player
- Serial Killer: Kill 15 players
- Mass Murderer: Kill 30 players
- Rage: Kill 5 players without dying
- Killing Spree: Kill 10 players without dying
- Humiliation!: Kill a player with your hand
- Tough Combat: Kill a player who had a stronger weapon than you (compare damage groups of equipped weapon)
- Walking on the Dead: Collect 25 bones
- Short Shrift: Kill 3 players in less than 1 minute (real time)

Minor issue: Long Achievement names are not really possible, since when you get them, their name might be partly hidden by the achievement icon.

Ideas for new generic achievement types:
- Eat: Triggers when the player eats something
- Kill: Triggers when a player kills another player
- Punch: Triggers when a player punches a node
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Re: [Mod] Achievements [2.1.2] [awards] – nicer API

by rubenwardy » Mon Aug 01, 2016 17:49

Good suggestions. I agree that the current achievements are boring. They should be more situation based, rather than digging based
 

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Re: [Mod] Achievements [2.1.2] [awards] – nicer API

by rubenwardy » Mon Aug 01, 2016 19:29

2.2.0 Released!



Progress bars!

Image
Last edited by rubenwardy on Sat Aug 06, 2016 13:37, edited 1 time in total.
 

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Re: [Mod] Achievements [2.3.0] [awards] – nicer API

by rubenwardy » Mon Aug 01, 2016 23:08

2.3.0 Released!


  • New awards! (Wuzzy)
    • craft: 200 stone bricks, 400 desert stone bricks, 100 sandstone bricks, 7 bookhelves
    • dig: 1 obsidian, 1 jungle grass, 1 grass, 1 dry grass, 1 cactus, 1 dry shrub, 1 wheat, 1 ice, 1 gold ore, 45 gold ore, 1 diamond ore, 18 diamond ores, 1 diamond block, 1 mossy cobble
    • Plus 1 secret award
  • Removed all death awards (Wuzzy)
  • Add unified inventory support (Wuzzy)
  • Add sfinv inventory support
  • Announce secret awards as secret awards
  • Make secret awards darking in awards list
  • Stop progress bars from going over 100%
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by twoelk » Fri Aug 05, 2016 08:42

hehe - no place for 200% jobs

really like this mod though
 

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Re: [Mod] Achievements [2.3.0] [awards] – nicer API

by azekill_DIABLO » Sat Aug 06, 2016 08:19

rubenwardy wrote:1 gold ore, 45 gold ore,


what?
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by Wuzzy » Sat Aug 06, 2016 13:07

Well, one achivement for digging the first gold ore (stone with gold), the other achievement for digging 45 gold ores in total. See it as progress. :-)
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by azekill_DIABLO » Sun Aug 07, 2016 16:01

ok! nice!
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Code: Select all
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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WEIRD MODDING CONTEST !!!
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by cHyper » Tue Aug 09, 2016 19:26

+1
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by xisd » Tue Oct 04, 2016 16:50

Hi I made a fork and pull request

To add an 'Award Board' (signlike block) to interact with
it show awards from placer to clicker (or puncher)
Exemple : if I place the award board, I can see my awards AND my friends can come visit me and admire my achievements !
-right click show formspec
-left click use chat

And I also added complete French translation for the award mod

On the not fun side : Gitthub fail to import the 16x16 texture I made, so I post it here (it's needed by the nodes.lua)
Attachments
screenshot.png
In-game Screenshot
screenshot.png (57.32 KiB) Viewed 10328 times
awards_trophy_icon.png
Trophy texture that gitthub wouldn't upload
awards_trophy_icon.png (793 Bytes) Viewed 10328 times
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by rubenwardy » Tue Oct 04, 2016 17:42

That's a neat idea!
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by Wuzzy » Wed Oct 05, 2016 11:06

To add an 'Award Board' (signlike block) to interact with
it show awards from placer to clicker (or puncher)
Exemple : if I place the award board, I can see my awards AND my friends can come visit me and admire my achievements !
-right click show formspec
-left click use chat

Good idea, except for the chat. I recommend only implementinting the formspec on rightclick but ignoring the leftclick.

First, I always hate it when mods abuse the chat for non-chat or non-command purposes, this should always only be used as a last resort when everything else fails. Usually, abusing the chat can often be avoided when using formspecs or by adding HUD elements (hud_add, etc.). In this case, we already have a formspec, so there's no need to abuse the chat.
Second, your chat will automatically be spammed if you just want to dig the node because you MUST use left click it in order to dig it. This will be pretty annoying.

The board texture you used looks almost okayish. Meaning that it could be better. It looks more like an icon rather than a board IMO. But this is just my opinion, of course.
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by xisd » Wed Oct 05, 2016 14:54

As recommended by sofar I have split the translation from the rest
So there is now two branch, one named intllib with only fr translation, the other named awards_board with award block AND translation

I have also uploaded the texture file and corrected the right-click mispell and removed left-click action in nodes.lua

The board texture you used looks almost okayish. Meaning that it could be better. It looks more like an icon rather than a board IMO. But this is just my opinion, of course.


This texture is doing ok for me, but if you want to make something better (in 16x16) that would be great !
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by cHyper » Tue Dec 27, 2016 18:59

Image

when i klick into an entry of the list, i get following error message!

    2016-12-27 19:55:42: ERROR[Main]: ServerError: Lua: Runtime error from mod 'sfinv' in callback on_playerReceiveFields(): ...4\win64\bin\..\games\minetest_game\mods\awards/sfinv.lua:25: attempt to call field 'set' (a nil value)
    2016-12-27 19:55:42: ERROR[Main]: stack traceback:
    2016-12-27 19:55:42: ERROR[Main]: ...4\win64\bin\..\games\minetest_game\mods\awards/sfinv.lua:25: in function <...4\win64\bin\..\games\minetest_game\mods\awards/sfinv.lua:20>
    2016-12-27 19:55:42: ERROR[Main]: ...ents\minetest x64\win64\bin\..\builtin\game\register.lua:412: in function <...ents\minetest x64\win64\bin\..\builtin\game\register.lua:392>

i use stable version 0.4.15 of minetest.
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minetest 2016-12-27 19-56-21-06.jpg
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by rubenwardy » Tue Dec 27, 2016 19:24

 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by cHyper » Tue Dec 27, 2016 19:33



thanks, works fine now!
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by cHyper » Wed Dec 28, 2016 14:39

+1
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by cHyper » Fri Dec 30, 2016 16:15

i use stable version 0.4.15 of minetest.

when I dig wood, the wood counter would not be added!
maybe the acacia, pine and aspen wood from v7-mapgen will not be counted?

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
awards.register_achievement("award_lumberjack_firstday_acacia", {
      title = S("First Day in the acacia Woods"),
      description = S("Dig 6 acacia tree blocks."),
      icon = "default_acacia_tree.png^awards_level1.png",
      trigger = {
         type = "dig",
         node = "default:acacia_tree",
         target = 6
      }
   })

   -- Lumberjack acacia
   awards.register_achievement("award_lumberjack_acacia", {
      title = S("Lumberjack acacia"),
      description = S("Dig 36 acacia tree blocks."),
      icon = "default_acacia_tree.png^awards_level2.png",
      trigger = {
         type = "dig",
         node = "default:acacia_tree",
         target = 36
      }
   })
      -- Semi-pro Lumberjack acacia
   awards.register_achievement("award_lumberjack_semipro_acacia", {
      title = S("Semi-pro Lumberjack acacia"),
      description = S("Dig 216 acacia tree blocks."),
      icon = "default_acacia_tree.png^awards_level3.png",
      trigger = {
         type = "dig",
         node = "default:acacia_tree",
         target = 216
      }
   })

   -- Professional Lumberjack acacia
   awards.register_achievement("award_lumberjack_professional_acacia", {
      title = S("Professional Lumberjack acacia"),
      description = S("Dig 1,296 acacia tree blocks."),
      icon = "default_acacia_tree.png^awards_level4.png",
      trigger = {
         type = "dig",
         node = "default:acacia_tree",
         target = 1296
      }
   })


Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   awards.register_achievement("award_lumberjack_firstday_aspen", {
      title = S("First Day in the aspen Woods"),
      description = S("Dig 6 aspen tree blocks."),
      icon = "default_aspen_tree.png^awards_level1.png",
      trigger = {
         type = "dig",
         node = "default:aspen_tree",
         target = 6
      }
   })

   -- Lumberjack aspen
   awards.register_achievement("award_lumberjack_aspen", {
      title = S("Lumberjack aspen"),
      description = S("Dig 36 aspen tree blocks."),
      icon = "default_aspen_tree.png^awards_level2.png",
      trigger = {
         type = "dig",
         node = "default:aspen_tree",
         target = 36
      }
   })
   
      -- Semi-pro Lumberjack aspen
   awards.register_achievement("award_lumberjack_semipro_aspen", {
      title = S("Semi-pro Lumberjack aspen"),
      description = S("Dig 216 aspen tree blocks."),
      icon = "default_aspen_tree.png^awards_level3.png",
      trigger = {
         type = "dig",
         node = "default:aspen_tree",
         target = 216
      }
   })

   -- Professional Lumberjack aspen
   awards.register_achievement("award_lumberjack_professional_aspen", {
      title = S("Professional Lumberjack aspen"),
      description = S("Dig 1,296 aspen tree blocks."),
      icon = "default_aspen_tree.png^awards_level4.png",
      trigger = {
         type = "dig",
         node = "default:aspen_tree",
         target = 1296
      }
   })


Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   awards.register_achievement("award_lumberjack_firstday_pine", {
      title = S("First Day in the pine Woods"),
      description = S("Dig 6 pine tree blocks."),
      icon = "default_pine_tree.png^awards_level1.png",
      trigger = {
         type = "dig",
         node = "default:pine_tree",
         target = 6
      }
   })

   -- Lumberjack pine
   awards.register_achievement("award_lumberjack_pine", {
      title = S("Lumberjack pine"),
      description = S("Dig 36 pine tree blocks."),
      icon = "default_pine_tree.png^awards_level2.png",
      trigger = {
         type = "dig",
         node = "default:pine_tree",
         target = 36
      }
   })
   
      -- Semi-pro Lumberjack pine
   awards.register_achievement("award_lumberjack_semipro_pine", {
      title = S("Semi-pro Lumberjack pine"),
      description = S("Dig 216 pine tree blocks."),
      icon = "default_pine_tree.png^awards_level3.png",
      trigger = {
         type = "dig",
         node = "default:pine_tree",
         target = 216
      }
   })

   -- Professional Lumberjack pine
   awards.register_achievement("award_lumberjack_professional_pine", {
      title = S("Professional Lumberjack pine"),
      description = S("Dig 1,296 pine tree blocks."),
      icon = "default_pine_tree.png^awards_level4.png",
      trigger = {
         type = "dig",
         node = "default:pine_tree",
         target = 1296
      }
   })


Image

Image

Image
Attachments
minetest 2016-12-30 19-52-36-82.jpg
minetest 2016-12-30 19-52-36-82.jpg (60.56 KiB) Viewed 10328 times
minetest 2016-12-30 19-51-21-21.jpg
minetest 2016-12-30 19-51-21-21.jpg (61.44 KiB) Viewed 10328 times
minetest 2016-12-30 19-51-10-37.jpg
minetest 2016-12-30 19-51-10-37.jpg (63.01 KiB) Viewed 10328 times
 

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Wuzzy
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Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by Wuzzy » Sat Dec 31, 2016 01:46

No, please don't add achievements for each tree type, this just clutters the achievements and doesn't really add something new. It would be better to add group support for achievements (e.g. instead of checking for default:tree, check for any node in the “tree” group).
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

xisd
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Posts: 42
Joined: Sun Oct 02, 2016 22:38
GitHub: xisd

Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by xisd » Sat Dec 31, 2016 20:01

Hi, I made 2 new PR for the french translation. One for the translated strings and the other with formspec adjustment because french strings are longer.
(I actually did that some time ago but it was messy and I made a mistake on github that caused me to re-fork re-edit, and re-PR, so that was finally a good thing)

I also made a small mod to add a node "awards board" to open the awards window when clicked.
https://github.com/xisd/awards_board
(That was originally a fork but now it is a separate mod dependent to this one)
 

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cHyper
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by cHyper » Mon Jan 02, 2017 16:13

Wuzzy wrote:No, please don't add achievements for each tree type, this just clutters the achievements and doesn't really add something new. It would be better to add group support for achievements (e.g. instead of checking for default:tree, check for any node in the “tree” group).


Lets add group:tree to the achievements!!
 

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texmex
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GitHub: tacotexmex
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by texmex » Tue Jan 17, 2017 13:38

Thank you for writing this mod, it adds a lot of fun to the gameplay. There's an issue with the awards mod tab in the inventory formspec.
• When tab is clicked, the whole window and tab bar moves down.
• When tab is clicked it does not get selected, inventory tab still is. So to tab back to inventory one has to again click awards tab, then the inventory tab.

My client is .4.15.
I spend all my days going down to the mines. Under the ground where the sun never shines. Breaking my back I put heat in your house. I’ve got the roar of a digtron, the breath of a mouse.
 

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