[Mod] Zeg9's craft guide [github] [zcg]

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Zeg9
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[Mod] Zeg9's craft guide [github] [zcg]

by Zeg9 » Thu Apr 11, 2013 18:34

Hi !
This is yet another craft guide mod.
It should load all crafting recipes, unlike the other craft guides (this is the main reason why I made this one)

Depends: Inventory++ (recommended), inventory_plus or mod menu
If you choose inventory++ or inventory_plus, the craft guide will be inside the inventory, else it will be in the mod menu (/m)
License: WTFPL
Download: latest or browse code on github
Screenshots:
Image
Image Image
WARNING: This mod is tested with the latest development of minetest.
It should work with 0.4.7 but not with older versions.
Last edited by Zeg9 on Sat Jul 13, 2013 08:03, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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addi
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by addi » Fri Apr 12, 2013 14:50

yeah! i have waited for this!

but it doesent work for me :(

if i click in the inventory on "craft guide" it needs 3 secounds to load all, Thats ok and not the problem.
then the list is displayed correct, but if i click on a item, minetest crashes :(

here is the code from the debug.txt i hope it helps
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
Loading all crafts, this may take some time...
All crafts loaded !
16:39:34: ACTION[ServerThread]: singleplayer leaves game. List of players:
16:39:35: ERROR[main]: ServerError: LuaError: error: [...]\mods\zcg\init.lua:48: table index is nil
16:39:35: ERROR[main]: stack traceback:
In trans_func.
Access violation at 506E4920 write?=8 address=1349404960
16:39:35: ERROR[main]: Some exception: "Access violation"
 

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Zeg9
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by Zeg9 » Fri Apr 12, 2013 15:39

That's weird... Probably you're running 0.4.6, or any version before this commit that fixes get_all_craft_recipes.
And thanks for trying my mod ;)
I'll add that you require the latest git to run this in the first post.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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addi
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by addi » Fri Apr 12, 2013 15:59

that means u need a server compiled 2 days ago and than u can acces it wich each 0.4.6 client?
than it helps a lot! :) thanks for that info!
and lot of thanks for that mod! :D
 

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by Zeg9 » Fri Apr 12, 2013 16:08

addi wrote:that means u need a server compiled 2 days ago and than u can acces it wich each 0.4.6 client?
than it helps a lot! :) thanks for that info!
and lot of thanks for that mod! :D


Yeah you can access it with a 0.4.6 client :-)
That's what I'm doing on my server (actually, most players use 0.4.6).
Please tell me if you have any problem with the mod (or if it works great :P)
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Zeg9 » Sat Apr 13, 2013 16:01

Hybrid Dog wrote:
Zeg9 wrote:Depends: inventory_plus
This one?
http://forum.minetest.net/viewtopic.php?id=3876


It should work with any implementation, but 0gb.us's is recommended.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Zeg9 » Sat May 18, 2013 12:51

Hybrid Dog wrote:.4.7 doesn't exist yet. But it works with a new 0.4.6 version.

Notice the "when it's out"
But "git version" would be more appropriate.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Zeg9 » Sun Jun 02, 2013 16:29

Updated!
Changelog:
* Bug fixes
* Added page count
* Sort items so it is easier to find what you're looking for
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Evergreen » Sun Jun 02, 2013 17:14

0gb_us closed his github account. How am I supposed to get inventory_plus then?
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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by Zeg9 » Sun Jun 02, 2013 17:17

Evergreen wrote:gb_us closed his github account. How am I supposed to get inventory_plus then?

There are other inventory_plus implementation: cornernote's (the original one), and mod menu (/m to see the menu).
Please wait a few minutes, I'll find the links back.
EDIT:
* cornernote's is there: http://forum.minetest.net/viewtopic.php?id=3100
* mod menu is there: http://forum.minetest.net/viewtopic.php?id=5824
Last edited by Zeg9 on Sun Jun 02, 2013 17:19, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Evergreen » Sat Jun 08, 2013 13:00

You should change the link to inventory_plus to your fork of inventory_plus.
Last edited by Evergreen on Sat Jun 08, 2013 13:00, edited 1 time in total.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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by Zeg9 » Sat Jun 08, 2013 13:01

Evergreen wrote:You should change the link to inventory_plus to your fork of inventory_plus.

I was going to do it when I forgot what I was doing on this topic.
Updating, thanks !
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by cornellius » Sat Jun 08, 2013 13:11

Nice mod
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by Temperest » Fri Jul 12, 2013 22:54

Simple and works, it's perfect.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

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by Zeg9 » Sat Jul 13, 2013 08:03

Temperest wrote:Simple and works, it's perfect.

Well, thanks :p
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Neuromancer » Sat Aug 31, 2013 13:03

Just a couple of notes:

Is there a way to get rid of recipies with unknown blocks?
Can you change the "V" key to something else more obvious for "alternative" recipies.
I think some recipies are missing, for example cotton string. Not sure how we get them added.


This comes up when people try to craft mossmanikin's fishing poles when the mesecons mod is not installed. It shows several unknown blocks where the mesecon wires would be. But it isn't obvious that the "V" key show you alternative recipies for fishing poles.

I think if you had just a number of buttons that would have a tiny picture of the 3 by 3 crafting grid with "Recipie 1 of 3", or 3 buttons Grid1,Grid2,Grid3 with the 3 by 3 crafting grid icon people would know that there are 3 recipies.
Last edited by Neuromancer on Sat Aug 31, 2013 13:09, edited 1 time in total.
 

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by jojoa1997 » Mon Sep 02, 2013 23:40

Could you add the ability to see multiple recipes of a single node and also the replacements if there is any.
Coding;
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by Minearriatest » Mon Dec 30, 2013 22:46

Thanks for this mod. It's a big help as it not only shows crafting for things native to the game it also shows recipes for modded items as well.
Minetest user name: asg
Try out some mods which I contributed in:
Jungle Tools(made) Ice + Magma Tools(contributed) Ultimate Tools(made)
 

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by deasanta » Tue Dec 31, 2013 02:03

Thanks dude
 

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by Misty » Fri Mar 07, 2014 19:54

Is it possible to add a search function to this craft guide?
you know, the type of thing that lets us type in "planks" to find all the available planks, so we can choose the recipe we need from the smaller list of choices? manually searching thru all available recipes page by page can get really annoying when there are a lot of recipes.
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by CraigyDavi » Fri Mar 07, 2014 19:57

Misty wrote:Is it possible to add a search function to this craft guide?
you know, the type of thing that lets us type in "planks" to find all the available planks, so we can choose the recipe we need from the smaller list of choices? manually searching thru all available recipes page by page can get really annoying when there are a lot of recipes.

That would be brilliant. I think its the only thing this craft guide needs.
 

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by TenPlus1 » Sun Mar 16, 2014 19:38

For some reason your Protector Block or PilzAdam's Beds don't appear in this crafting guide...
 

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by CraigyDavi » Sun Mar 16, 2014 19:45

TenPlus1 wrote:For some reason your Protector Block or PilzAdam's Beds don't appear in this crafting guide...

It's due to the way that the crafts in those mods are structured.

If you want to make sure that the protection block shows in the inventory:

Change this:
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
minetest.register_craft({
    output = protector.node .. " 4",
    recipe = {
        {"default:stone","default:stone","default:stone"},
        {"default:stone","default:steel_ingot","default:stone"},
        {"default:stone","default:stone","default:stone"},
    }
})


To this:
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
minetest.register_craft({
    output = protector:protect 4,
    recipe = {
        {"default:stone","default:stone","default:stone"},
        {"default:stone","default:steel_ingot","default:stone"},
        {"default:stone","default:stone","default:stone"},
    }
})
 

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by TenPlus1 » Sun Mar 16, 2014 20:50

Thanks CraigyDavi, changed the recipe and protector block is shown now, the beds mod by pilzadam is next :) thx dude...
 

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by CraigyDavi » Sun Mar 16, 2014 21:03

TenPlus1 wrote:Thanks CraigyDavi, changed the recipe and protector block is shown now, the beds mod by pilzadam is next :) thx dude...

Glad I could help :)
 

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by TenPlus1 » Mon Mar 17, 2014 20:22

Tried applying same technique to beds mod by pilzadam, didn't work, the craft is too complicated and has all functions within the registered node... pah!
 

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by TenPlus1 » Mon Mar 17, 2014 20:23

Tried applying same technique to beds mod by pilzadam, didn't work, the craft is too complicated and has all functions within the registered node... pah!
 

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by 4aiman » Tue Mar 18, 2014 05:28

I don't get it...
It shouldn't matter how one registers any node...
By the time zcg kicks in all crafts should be registered and
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
protector.node .. ' 4'

should already be substituted by
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
'protector:protector 4'


Could you try to re-read craft recipe every time instead of on 1st run only?

*Also I had found that setting formspec not inside the receive_fields func result in formspec changed but the node itself still shows an old formspec until some button will be pressed*
 

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by gsmanners » Mon Mar 31, 2014 09:59

I made a few changes to the init file. It's mostly cosmetic changes.

I've been noticing some strange quirks, mostly in various mods (like the beds mod, which uses an alias as its registered craft name).
Attachments
zcg-init.lua.zip
(2.06 KiB) Downloaded 50 times
 

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by TenPlus1 » Mon Mar 31, 2014 14:47

gsmanners: beds show using your edited init.lua file but it brings up unknown items for the recipe, adding a simple crafting recipe to the beds mod still doesnt make it show either...
 

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