[Mod] Simple Beacons [1.1] [beacon]

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AgentNagel42
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[Mod] Simple Beacons [1.1] [beacon]

by AgentNagel42 » Sun May 03, 2015 22:43

Introducing Beacons in Minetest!

This Mod adds 4 different colored beacons to Minetest
-Red
-Green
-Violet
-Blue

Mod dependencies: none
License: WTFPL
Download Beacons v1.1 https://drive.google.com/open?id=0B0hWVTX88TGHRXVJMU02dzl1c2s&authuser=0

Older versions:
v1.0: https://drive.google.com/open?id=0B0hWVTX88TGHTTdXaHM5bHB3ZWM&authuser=0

How to install and use:
https://youtu.be/NA1T4Vu6f5g

Crafts:

Iron Ingot = ii
Glass = gl
Torch = to
Mese Crystal fragment = mf
Obsidian = ob
Red dye = rd
Green dye = gd
Violet dye = vd
Blue dye = bd

Unactivated Beacon:
[ii ] [gl] [ii]
[mf] [to] [mf] = Unactivated Beacon [ub]
[ob] [ob] [ob]

Red Beacon:
[ ] [rd] [ ]
[rd] [ub] [rd] = Red Beacon
[ ] [rd] [ ]

Violet Beacon:
[ ] [vd] [ ]
[vd] [ub] [vd] = Violet Beacon
[ ] [vd] [ ]

Blue Beacon:
[ ] [bd] [ ]
[bd] [ub] [bd] = Blue Beacon
[ ] [bd] [ ]

Green Beacon:
[ ] [gd] [ ]
[gd] [ub] [gd] = Green Beacon
[ ] [gd] [ ]

Todo:
-add 4 heavy duty beacons that use full sized nodes
-add a special red beacon that regenerates health
-add a special green beacon that gives area protection
-add a special purple beacon that gives tools double strength and regen
-add a special blue beacon that creates a force field that doesn't allow things in or out
-eventually have a beacon for every dye color

Changelog:

---Beacons v1.1---

-Cleaned up the messy beamgen code with for loops
-Renamed Purple --> Violet Beacon to reduce confusion with dye
-Added README.txt, For some reason I forgot to include it in the first release
-Changed "Screenshots" --> "Crafts" Folder, now only contains craft recipes
-Added little message in log/console when loaded "[OK] Beacons"

---Beacons v1.0---

-Added Red Beacon
-Added Blue Beacon
-Added Purple Beacon
-Added Green Beacon

Any ideas will be really helpfull!
Last edited by AgentNagel42 on Tue May 05, 2015 00:19, edited 4 times in total.
 

slemon
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Re: [Mod] Simple Beacons [1.0] [beacon]

by slemon » Sun May 03, 2015 23:51

Nice mod!
You can add a beacon that creates a force field.
 

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ExeterDad
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Re: [Mod] Simple Beacons [1.0] [beacon]

by ExeterDad » Mon May 04, 2015 00:58

Great video! They look useful and downright pretty!
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

Morn76
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Re: [Mod] Simple Beacons [1.0] [beacon]

by Morn76 » Mon May 04, 2015 14:46

Nice mod, but why aren't you using for loops in the code? Then beam height could be configurable too.

Bad code:

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
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebase"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
      pos.y = pos.y + 1
      minetest.add_node(pos, {name="beacon:bluebeam"})
………


Better solution:

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
pos.y = pos.y + 1
minetest.add_node(pos, {name="beacon:bluebase"})
for i=1,150 do
  minetest.add_node({x=pos.x, y=pos.y+i, z=pos.z}, {name="beacon:bluebeam"})
end


And remove the beam with remove_node() instead of add_node():

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
for i=1,151 do
  minetest.remove_node({x=pos.x, y=pos.y+i, z=pos.z})
end
 

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AgentNagel42
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Re: [Mod] Simple Beacons [1.0] [beacon]

by AgentNagel42 » Mon May 04, 2015 17:34

I am not all that good with Lua, I often tend to just copy code from other mods. This code is awesome! thanks this will probably be in the next update
 

Morn76
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Re: [Mod] Simple Beacons [1.0] [beacon]

by Morn76 » Mon May 04, 2015 18:01

AgentNagel42 wrote:I am not all that good with Lua, I often tend to just copy code from other mods. This code is awesome! thanks this will probably be in the next update

Looking at other mods is a great way to learn MT modding, but I would also check out a brief Lua tutorial (e.g. https://awesome.naquadah.org/wiki/The_b ... ion_to_Lua or something on YouTube if you prefer) so that you know the basics like loops. :-)
 

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AgentNagel42
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Re: [Mod] Simple Beacons [1.1] [beacon]

by AgentNagel42 » Mon May 04, 2015 20:59

Version 1.1 has been released with some extra little things added and some code revision suggested by Morn76! Enjoy!
 

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Re: [Mod] Simple Beacons [1.0] [beacon]

by Diamond knight » Wed Jun 17, 2015 21:19

AgentNagel42 wrote:I am not all that good with Lua, I often tend to just copy code from other mods. This code is awesome! thanks this will probably be in the next update

same with me
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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wilkgr76
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Re: [Mod] Simple Beacons [1.1] [beacon]

by wilkgr76 » Sun Oct 25, 2015 23:05

Adding pointable = false allows the player to stand in the beam but manipulate the blocks outside of it.

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
--Blue Beam
minetest.register_node("beacon:bluebase", {
   visual_scale = 1.0,
   drawtype = "plantlike",
   tiles = {"bluebase.png"},
   paramtype = "light",
   walkable = false,
   diggable = false,
   pointable = false,
   light_source = 13,
   groups = {not_in_creative_inventory=1}
})
I do not care.
 

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Wuzzy
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Re: [Mod] Simple Beacons [1.1] [beacon]

by Wuzzy » Mon Mar 13, 2017 16:08

The beacons looks great at night and from afar. Really funky.

But the beacon blocks themselves look … meh.

But I noticed they are extremely destructive. For instance, if you place a blue beacon in a cave, the beam completely destroys everything above. This doesn't seem right..


PS: wilkgr76, your avatar is … GRRR! xD
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Mod] Simple Beacons [1.1] [beacon]

by wilkgr76 » Mon Mar 13, 2017 21:57

Wuzzy wrote:PS: wilkgr76, your avatar is … GRRR! xD


Just call me wilkgr please =)
I do not care.
 

xisd
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Re: [Mod] Simple Beacons [1.1] [beacon]

by xisd » Wed Mar 22, 2017 01:06

Nice mod !
I noticed it some time ago but I didn't gave it a go until today.
I really wanted to see some of those special effect mentioned in the first post... so I started working on adding these : health regeneration around the red beacon, flying privilege enabled around the green one, and (optionnal) area protection using areas mod around the blue one,.
I posted it here: https://github.com/xisd/beacon.
It is probably still buggy but that's a start.
EDIT : I added an option to prevent a beacon from being active inside the radius of another beacon. I also tried to add a kind of force field around the blue beacon area but I deactivated to option for now because placement and removal doesn't work that well.
 

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wilkgr76
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Re: [Mod] Simple Beacons [1.1] [beacon]

by wilkgr76 » Sun Mar 26, 2017 22:03

xisd wrote:I also tried to add a kind of force field around the blue beacon area but I deactivated to option for now because placement and removal doesn't work that well.

Have you looked at Technic's code? I believe it has a forcefield
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