Crafter/todo.txt

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2020-02-12 18:01:40 -05:00
--make a grass biome
--make trees
--make hand - mod another mod
--make items drop
--make tools
--make trees drop stuff with shears
--add treecapitator
--itemstack max 1000
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--ores
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--vignette
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--furnace
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--add signs with vanessae's sign library
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--crafting recipes
2020-02-16 07:09:21 -05:00
--beds - set respawn point - only sleep at night
2020-02-16 02:29:03 -05:00
--make treecapitator cut down whole tree if using axe - make trees drop items on treecapitator
--tnt
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--sand fall down
--tnt throw player - and items
--water flow faster
2020-02-17 02:56:57 -05:00
--torches with particle
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--make a mob
--fix tools causing crash on pigs with no fleshy definition
2020-02-18 16:33:58 -05:00
--ladders - only placeable on walls
2020-02-18 17:06:25 -05:00
--eating animation - particles? - entity?
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--boats
--make entities push against players
rewrite minecart
2020-02-19 03:46:24 -05:00
redstone - make nodes drop multiple items individually
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crafting bench
fishing
bows
2020-02-18 11:28:51 -05:00
fix full inventory collection deletion bug
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3d character
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boat
shiftclick with tool tries to place torch
2020-02-18 11:27:28 -05:00
make tnt hurt player
2020-02-18 11:37:47 -05:00
right click with tool places torch
if placed last node put another stack into hand
2020-02-19 07:17:39 -05:00
add a function to set a velocity goal to entities and then implement it with all entities
^make a value if below then stop?
2020-02-18 16:33:58 -05:00
open bugs:
fix torches not deleting particles when mounted node dug <- meta glitch?
2020-02-19 13:21:50 -05:00
possible applications:
causes object to magnetize towards player or other objects and stop after an inner radius
use for better item magnet?
if object:is_player() and object:get_player_name() ~= self.rider then
local player_pos = object:getpos()
pos.y = 0
player_pos.y = 0
local currentvel = self.object:getvelocity()
local vel = vector.subtract(pos, player_pos)
vel = vector.normalize(vel)
local distance = vector.distance(pos,player_pos)
distance = (1-distance)*10
vel = vector.multiply(vel,distance)
local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
if self.axis == "x" then
self.object:add_velocity(vector.new(acceleration.x,0,0))
elseif self.axis == "z" then
self.object:add_velocity(vector.new(0,0,acceleration.z))
else
self.object:add_velocity(acceleration)
end
--acceleration = vector.multiply(acceleration, -1)
--object:add_player_velocity(acceleration)
end