[Mod] BobBlocks [git] [bobblocks]

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VanessaE
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by VanessaE » Fri Jun 29, 2012 19:46

Could you update this mod to allow for the recently-added slab and stair forms also?
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by RabbiBob » Sun Jul 01, 2012 20:25

Will look into it this upcoming weekend. Just getting back from vacation today and back to work tomorrow.
 

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by RabbiBob » Wed Jul 04, 2012 13:34

I'm going to wait until it flows into the next release rather than the github version.

It would be nice if default mods could be called from other mods without tripping the namespace restriction. If this were possible, it would extremely simple to call stair mod registration function to create new custom nodes without the need to essentially copy the code for each custom mod (though that example has customization on the original code, but you get the idea). I understand why the namespace restriction is in place, however default mods could be exempt as they are included and hence approved.

Example (ignore the wood, I was testing the concept).

boblocks/stairs.lua

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
stairs.register_stair_and_slab("redblock", "default:wood",
      {snappy=2,choppy=2,oddly_breakable_by_hand=2},
      {"default_wood.png"},
      "Redblock stair",
      "Redblock slab")


I think it would also count towards efficiency as eventually every mod is going to be adding step support resulting in Minetest needing to read in that core code for each mod as a unique function when it could be a singular function.

I may pop this thought over into Suggestions.
Last edited by RabbiBob on Wed Jul 04, 2012 13:37, edited 1 time in total.
 

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VanessaE
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by VanessaE » Mon Jul 16, 2012 21:53

Also, you may be interested in my Unified Dyes mod. It has a total of 89 colors (including black, white, and three greys), and comes with a BASH script to help you generate all of the colored texture files. There's also a modding template along with it that will help greatly in generating the actual nodes and crafting recipes.

I figure it might be useful to you - I'm trying to get everyone to lean towards this mod to get their colorants from, for however many colors they want to use in their mod. It's so that everyone doesn't have to re-invent the wheel and possibly cause recipe conflicts from one mod to another.

http://minetest.net/forum/viewtopic.php?pid=28399
Last edited by VanessaE on Mon Jul 16, 2012 21:55, edited 1 time in total.
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by RabbiBob » Sun Aug 19, 2012 10:39

  • Tested with 0.4.2. RC1
  • Tested with fresh download of github Mesecons
  • Fixed 0.0.6 zip link
  • Fixed post subject to include tested versions (did someone change that?)
  • Added stairs to the to the current worklist (it's summer, I'm not working)
Last edited by RabbiBob on Sun Aug 19, 2012 10:40, edited 1 time in total.
 

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by RabbiBob » Tue Aug 28, 2012 00:52

For use with minetestmapper.py: Append to util\colors.txt

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
bobblocks:redblock 255 0 0
bobblocks:orangeblock 255 69 0
bobblocks:yellowblock 255 255 0
bobblocks:greenblock 50 205 50
bobblocks:blueblock 0 0 255
bobblocks:indigoblock 111 0 255
bobblocks:violetblock 238 130 238
bobblocks:whiteblock 255 250 250
bobblocks:redpole 255 0 0
bobblocks:orangepole 255 69 0
bobblocks:yellowpole 255 255 0
bobblocks:greenpole 50 205 50
bobblocks:bluepole 0 0 255
bobblocks:indigopole 111 0 255
bobblocks:violetpole 238 130 238
bobblocks:whitepole 255 250 250
bobblocks:redblock_off 205 92 92
bobblocks:orangeblock_off 255 140 0
bobblocks:yellowblock_off 255 215 0
bobblocks:greenblock_off 34 139 34
bobblocks:blueblock_off 0 0 128
bobblocks:indigoblock_off 75 0 130
bobblocks:violetblock_off 148 0 211
bobblocks:whiteblock_off 245 245 245
bobblocks:redpole_off 205 92 92
bobblocks:orangepole_off 255 140 0
bobblocks:yellowpole_off 255 215 0
bobblocks:greenpole_off 34 139 34
bobblocks:bluepole_off 0 0 128
bobblocks:indigopole_off 75 0 130
bobblocks:violetpole_off 148 0 211
bobblocks:whitepole_off 245 245 245
bobblocks:health_off 245 245 245
bobblocks:health_on 255 0 0
bobblocks:trap_spike 139 134 130
bobblocks:trap_spike_set 255 222 173
bobblocks:trap_spike_major 131 139 131
bobblocks:trap_spike_major_set 255 222 173
bobblocks:trap_grass 0 100 0
 

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by madchicken13 » Wed Sep 26, 2012 23:57

 

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by RabbiBob » Sat Jan 26, 2013 23:44

I'll have to look into this issue with the mesecons dependency. Just noticed the post while searching.
 

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by RabbiBob » Sun Jan 27, 2013 21:05

Latest mesecons update breaks BobBlocks functionality and I'm looking at how to correct my code to compensate.

In the meantime, edit blocks.lua and remove everything (all the way to the end of the file) below the following lines:


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
-- MESECON
-- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua


This will break any power dependency and switch mechanism to activate BobBlocks, however it well allow the mod to load.

For my reference: http://mesecons.net/developers.php & check pipeworks for homedecor soft checking.

Update:

Figured it out, just need to code it all in.

Examples:

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
    mesecons = {conductor={
            state = mesecon.state.on,
            offstate = "bobblocks:redblock_off"
        }}

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
    mesecons = {conductor={
            state = mesecon.state.off,
            onstate = "bobblocks:redblock"
        }}


Image
Image
Last edited by RabbiBob on Sun Jan 27, 2013 22:41, edited 1 time in total.
 

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by RabbiBob » Mon Jan 28, 2013 11:26

Blocks have been implemented as conductors with the latest Mesecons and I'll do poles later this week when I have a moment. If you need to fix your install right now, here is the pastebin drop:

http://pastebin.com/qw3fvxmC

Back up your original blocks.lua just in case there are any issues.
 

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by RabbiBob » Tue Jan 29, 2013 00:23

Updated mod with the License To Kill version.

0.0.7
  • Corrected for latest Mesecons version
  • All blocks and poles are now Mesecon conductors
  • Removed Jeija support (not backwards compatible)
  • Added conductor property to health block
  • Added VanessaE's colors.txt to lead post
 

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by Inocudom » Tue Jan 29, 2013 04:30

I am glad to see that this mod is still being supported.
 

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by VanessaE » Sun Mar 17, 2013 01:54

Bob, could you consider removing the 'off' variants of the poles and blocks from the creative inventory? Seems a little redundant to have them in there. (add "not_in_creative_inventory=1" to the groups field for those objects).
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by RabbiBob » Sun Mar 17, 2013 13:14

0.0.8
  • BobBlocks has a birthday! (3/13/12)
  • Added "not_in_creative_inventory=1" to all off-state light blocks & sprung traps per suggestion
  • Corrected drop type issues (major trap dropped minor trap, extra orange pole)
  • Corrected internal version documentation issue
  • Added GitHub repo. We'll see how that goes...
Last edited by RabbiBob on Sun Mar 17, 2013 14:20, edited 1 time in total.
 

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by VanessaE » Sun Mar 17, 2013 14:38

Sweet, thanks!
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by VanessaE » Thu May 30, 2013 03:59

Two requests:

1, You can get rid of the water alpha thing for the "off" blocks, as we can do proper alpha now. It's still considered slightly experimental, and recommends the use of shaders for best results, but it works far better than water alpha. You'd just need to put "use_texture_alpha = true," in your register_node calls, and then set the alpha channel as desired in your texture files. As long as your alpha channel is less than 50% transparent, non-alpha-capable clients should fall back to showing fully opaque textures.
2, I've had to remove the trap objects from my local copy of this mod because of abuse of them on my server. Could you consider moving those into a separate mod?
You might like some of my stuff:
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by RabbiBob » Fri May 31, 2013 01:12

1. I'll do it the next time I need a revision or have some time, currently in the middle of softball\baseball season with the kids.
2. I don't believe I had any cross dependency, just comment it out of init.lua (I left it that way to make it the server owner's choice).
 

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by Inocudom » Fri May 31, 2013 03:00

Glad to see you posting here again, RabbiBob. Have you tried the newest dev version of Minetest yet? I think you will find the new alpha transparency feature to be very useful.
 

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by tinoesroho » Fri May 31, 2013 04:27

Yay, RabbiBob! I hope softball's being fun; I did some volunteer coaching last year for a under-12 league.
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by Inocudom » Wed Jun 12, 2013 18:41

There is a mod made by Hybrid Dog that uses this mod. It is beyond the link below.
http://forum.minetest.net/viewtopic.php?id=5987
 

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by Darth Vader/ Awesome Spy » Fri Aug 23, 2013 06:28

how do I download this?
 

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by LionsDen » Fri Aug 23, 2013 15:58

Darth Vader/ Awesome Spy wrote:how do I download this?


In the first post under where it says Downloads are a list of downloads in tar and zip format. Just choose the version you want and the format you want.
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by mischk » Mon Oct 20, 2014 12:43

Hello, I installed bobblocks mod on my server. It works, but I cant destroy the blocks now. However. Server throws an exception:

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
08:32:14: ERROR[main]: stack traceback:
   .../minetest/games/minetest_game/mods/default/functions.lua:98: in function 'register_falling_node'
   ...test/.minetest/worlds/world/worldmods/bobblocks/init.lua:15: in main chunk
08:32:14: ERROR[main]: WARNING: default.register_falling_node is deprecated


whats wrong? Thank you! Mischk
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by Topywo » Mon Oct 20, 2014 17:06

Did you perhaps install an older version of boblocks?

Try this one from the GitHub link:
https://github.com/rabbibob/BobBlocks.git
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by RabbiBob » Mon Oct 20, 2014 17:51

Please verify that you are using v0.0.8 (found in the readme.txt file).

Anyone want ownership of the mod? Requirements are that the name stays the same and initial creation credit goes to me. Serious inquiries only (and I'll probably research the forums a little to get a feel for who you are)!
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by mischk » Mon Oct 20, 2014 18:42

thanks! the git version works perfect! Mischk
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by Hybrid Dog » Thu Oct 23, 2014 17:20

 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by Minetestforfun » Tue Nov 25, 2014 17:36

Hi,

Good work !

I think this mod need to be updated, because the mesecons api changed recently...
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by rubberduck » Wed Nov 26, 2014 06:50

i also included your mod in my mod

viewtopic.php?f=11&t=10202
i added new recipes (because they were not craftable for me, that was the reason for including this mod) and added a few more colors.
if my mod gets bigger and when i have planned to make a modpack out of my mod, it will be an own mod in my modpack too.
i have credited you in the license file as original author.
the code looks a bit different because i cleaned it
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by VanessaE » Mon Jan 30, 2017 11:24

This mod has been converted to use the new param2-based colorization scheme.

There are four base block/pole crafts in this mod now:

Base block: [ default glass ], [ default torch ], [ default cobble]
Base pole/fence: [ Base block ], [ default stick ]
Wavy block: [ Base block ], [ Base block ]
Wavy pole/fence: [ Wavy block ], [ default stick ]

The "Wavy" block is the block this mod used to refer to as "grey block", and is so-named because of its base texture.

This mod still provides that odd "BTM" node as well as trap/spike and health nodes. The BTM recipe had to be changed since it relied on outdated stuff. To get one of those, place one each of glass, torch, leaves, mese crystal, and diamond into the crafting grid. Traps and health cannot be crafted. None of these nodes can be colorized.

Place one of the four above "base" or "wavy" blocks on the ground, then right-click on it while holding some dye, and it changes to that color.

Digging a colorized block or pole/fence gives you back the plain one you crafted, and the dye color you last painted it with.

As a side effect of using this new feature, this mod now depends on Unified Dyes, and the entire 89-color Unified Dyes palette is supported for all four colorized nodes now (as opposed to 7 colors and "grey block" prior to this update).

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, and the latest git of Unified Dyes, otherwise newly-placed blocks/poles can't be colored and you'll get unknown items for any existing ones.
You might like some of my stuff:
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