[Mod] X-Decor [git] [xdecor]

JingoJagget
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Re: [Mod] X-Decor [git] [xdecor]

by JingoJagget » Sun Apr 24, 2016 22:47

RHR wrote:
jp wrote:Well, I'm aborting the showcase idea : actually you can just drop your items and place a woodframed glass at the same position. And you get an item showcase.

Yeah, but dropped items are removed after some time.


No showcase shelf?
I was looking forward to having one in my house... Oh well.
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Re: [Mod] X-Decor [git] [xdecor]

by Fixerol » Mon May 02, 2016 13:00

Nice mod.
Few things I noticed:
1) if you look at trampoline from below, it will look near invisible
2) ender chest, is it ok if I put items in it and remove it totally (no items were ejected) and then place somewhere else, items will be there, so it is kind of hidden storage? you can have items in it with zero ender chests around, at any moment you can place it down and have access to them, is this correct?
3) can't saw the straw :)
 

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jp
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Re: [Mod] X-Decor [git] [xdecor]

by jp » Mon May 02, 2016 15:05

Fixerol wrote:1) if you look at trampoline from below, it will look near invisible

I know, see here : https://github.com/kilbith/xdecor/issues/42

Fixerol wrote:2) ender chest, is it ok if I put items in it and remove it totally (no items were ejected) and then place somewhere else, items will be there, so it is kind of hidden storage? you can have items in it with zero ender chests around, at any moment you can place it down and have access to them, is this correct?

Yes, that's a feature. It mimics Minecraft's Ender Chest.

Fixerol wrote:3) can't saw the straw :)

Yes that's normal, straw is not in group "cracky" or "choppy" (i.e. not solid).
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Tue May 03, 2016 19:21

[Update] Project moved on minetest-mods, since I don't intend to be active on Minetest anymore.

sofar accepted to take the relay for maintaining it.
 

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Re: [Mod] X-Decor [git] [xdecor]

by azekill_DIABLO » Fri May 06, 2016 15:32

i'm sad :(
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
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Re: [Mod] X-Decor [git] [xdecor]

by JingoJagget » Wed May 11, 2016 01:06

There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?
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Re: [Mod] X-Decor [git] [xdecor]

by KCoombes » Wed May 11, 2016 14:07

JingoJagget wrote:There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?


I believe those are the lantern placed against a wall, a candle hanging from the ceiling and the fake fire (might be wrong on that one).
 

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Re: [Mod] X-Decor [git] [xdecor]

by everamzah » Wed May 11, 2016 15:00

The first version had a metal cabinet, a skull and a brass ingot, and brass and wrought iron fences. Other versions added now gone items like a trash can, a crate, a plant potter, ... a bunch of stuff really, too much to recall.

I'm working on an xdecor_plus mod that re-adds them all (they're still present in the fork used in DCB), along with other goodies like the letterbox which only accepts written books. It's a slow going project though, and am not sure how far it'll go. I'll publish the results to online when I finish/quit.
 

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Re: [Mod] X-Decor [git] [xdecor]

by JingoJagget » Sat May 14, 2016 06:58

KCoombes wrote:
JingoJagget wrote:There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?


I believe those are the lantern placed against a wall, a candle hanging from the ceiling and the fake fire (might be wrong on that one).


I've placed those on walls and ceilings and they don't look like that. And I don't think the version I have has fake fire. Hmmm.
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Re: [Mod] X-Decor [git] [xdecor]

by KCoombes » Sat May 14, 2016 10:49

JingoJagget wrote:
KCoombes wrote:
JingoJagget wrote:There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?


I believe those are the lantern placed against a wall, a candle hanging from the ceiling and the fake fire (might be wrong on that one).


I've placed those on walls and ceilings and they don't look like that. And I don't think the version I have has fake fire. Hmmm.


My bad - the ceiling light is the lantern (judging from the .png file in the textures). I don't see the other textures in the mod at all, so it could be the screenshot in the OP isn't current.
 

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Re: [Mod] X-Decor [git] [xdecor]

by bark » Sun May 22, 2016 14:30

When I updated xdecor, loads of my buildings broke because xdecor:cobble_wall_(variants: "ln","c1" and "c2") is missing. Does anyone know how to get them back?
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Sun May 22, 2016 15:14

bark wrote:When I updated xdecor, loads of my buildings broke because xdecor:cobble_wall_(variants: "ln","c1" and "c2") is missing. Does anyone know how to get them back?


The aliases were dropped from the mod for some reason.
add this to your nodes.lua from xdecor

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 _, n in pairs({"c0", "c1", "c2", "c3", "c4", "ln"}) do
   minetest.register_alias("xdecor:cobble_wall_"..n, "walls:cobble")
   minetest.register_alias("xdecor:mossycobble_wall_"..n, "walls:cobble")
end


However mossycobble walls will now be cobble walls.
 

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Re: [Mod] X-Decor [git] [xdecor]

by everamzah » Sun May 22, 2016 15:21

The old walls in X-Decor were from Sokomine's xconnected mod. They were dropped when NDT_CONNECTED and walls mod were added to minetest and minetest_game. I'm surprised that an alias wasn't added; perhaps a patch is in order.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Sun May 22, 2016 15:23

jp had aliases in the mod but removed them (and others) for some reason.
the code I posted above is his.
 

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Re: [Mod] X-Decor [git] [xdecor]

by bark » Sun May 22, 2016 16:57

Thank you! That did the trick :D

I'm having another issue: default:meselamp_microslab (i.e. meselamp that has been chopped up on workbench) doesn't exist anymore. I partly solved the issue by commenting out the bottom lines of this paragraph in workbench.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
-- Nodes allowed to be cut.
-- Only the regular, solid blocks without metas or explosivity can be cut.
local nodes = {}
for node, def in pairs(minetest.registered_nodes) do
   if (def.drawtype == "normal" or def.drawtype:sub(1,5) == "glass") and
      (def.groups.cracky or def.groups.choppy) and
      not def.on_construct and
      not def.after_place_node and
      not def.on_rightclick and
      not def.on_blast and
      not def.allow_metadata_inventory_take and
      not (def.groups.not_in_creative_inventory == 1) and
      not def.groups.wool and
      not def.description:find("Ore") -- and
      def.description and
      def.description ~= ""
      -- def.light_source == 0
   then
      nodes[#nodes+1] = node
   end
end


Now, my meselamps are being registered, and appear in-game. But they don't emit any light. Got any suggestions?
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Sun May 22, 2016 17:27

Haven't tested it, but open the handlers folder,
then open the registration.lua file
and add:

def.light_source = def.light_source

to the function xdecor.register(name, def) at line 45.


EDIT:

also add:

light_source = def.light_source,

to minetest.register_node at line 256
of the workbench.lua file.

seems to work for me.
 

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Re: [Mod] X-Decor [git] [xdecor]

by bark » Sun May 22, 2016 19:02

Works like a charm :)
 

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Re: [Mod] X-Decor [git] [xdecor]

by bark » Thu May 26, 2016 17:03

Warning to server admins running xdecor: https://github.com/minetest-mods/xdecor/issues/48

I temporarily solved the issue by commenting out the right-click function on node xdecor:chair in xdecor/nodes.lua.
 

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Re: [Mod] X-Decor [git] [xdecor]

by bark » Tue May 31, 2016 21:02

I'm missing yet another node. xdecor:stone_tile_stair

Got some code to get it back?
 

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Re: [Mod] X-Decor [git] [xdecor]

by FrancMacon » Sun Jul 24, 2016 04:28

160724072556.png
160724072556.png (448.18 KiB) Viewed 4308 times


Via colorize
Attachments
xdecor_cushions.tar.gz
(2.32 KiB) Downloaded 125 times
 

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Re: [Mod] X-Decor [git] [xdecor]

by addi » Mon Jul 25, 2016 06:49

Hi,
is there a way I can register nodes for use with the saw of Workbench?
 

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Re: [Mod] X-Decor [git] [xdecor]

by RHR » Mon Jul 25, 2016 08:59

addi wrote:Hi,
is there a way I can register nodes for use with the saw of Workbench?

Sure addi, just change the general registration of them in workbench.lua
e.g. if you want to add straw from the farming mod then add or def.name == "farming:straw" like shown in the code below

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
local nodes = {}
for node, def in pairs(minetest.registered_nodes) do
   if (def.drawtype == "normal" or def.drawtype:find("glass")) and
         (def.groups.cracky or def.groups.choppy) and not
         def.on_construct and not def.after_place_node and not
         def.after_place_node and not def.on_rightclick and not
         def.on_blast and not def.allow_metadata_inventory_take and not
         (def.groups.not_in_creative_inventory == 1) and not
         def.groups.wool and not def.description:find("Ore") and
         def.description and def.description ~= "" and def.light_source == 0
         or def.name == "farming:straw"
         then       nodes[#nodes+1] = node
   end
end
 

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Re: [Mod] X-Decor [git] [xdecor]

by Krock » Mon Jul 25, 2016 09:08

RHR: Be careful with these checks, for example
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
not def.description:find("Ore")

will not work when intllib is activated. It will also not work when a mod is loaded after xdecor, thus you have to put the whole thing into minetest.after or add all mods to your depends.txt.
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Re: [Mod] X-Decor [git] [xdecor]

by RHR » Mon Jul 25, 2016 11:04

Krock wrote:RHR: Be careful with these checks, for example
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
not def.description:find("Ore")

will not work when intllib is activated. It will also not work when a mod is loaded after xdecor, thus you have to put the whole thing into minetest.after or add all mods to your depends.txt.


Krock: These checks were already part of jp's xdecor mod. I just added the one "or" line, as example to allow another node to be registered for the workbench.
 

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Re: [Mod] X-Decor [git] [xdecor]

by addi » Mon Jul 25, 2016 13:17

Uhm OK thanks so far. I thought something like minetest.register_stair()...
I created an issue about this: https://github.com/minetest-mods/xdecor/issues/56
I also found out, that there are hundreds of nodes registered for that saw that doesn't make logically and from looking of the textures sense.
 

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Re: [Mod] X-Decor [git] [xdecor]

by azekill_DIABLO » Mon Jul 25, 2016 13:50

it's even cutting spawners and mesecons :D
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
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Re: [Mod] X-Decor [git] [xdecor]

by KCoombes » Sat Aug 27, 2016 21:18

Any fix for 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
2016-08-27 17:04:24: WARNING[Main]: Undeclared global variable "xpanes" accessed at ...sktop\minetest-0.4.14-win32\bin\..\mods\xdecor/nodes.lua:4
2016-08-27 17:04:24: ERROR[Main]: ModError: Failed to load and run script from C:\Users\User\Desktop\minetest-0.4.14-win32\bin\..\mods\xdecor\init.lua:
2016-08-27 17:04:24: ERROR[Main]: ...sktop\minetest-0.4.14-win32\bin\..\mods\xdecor/nodes.lua:4: attempt to index global 'xpanes' (a nil value)
2016-08-27 17:04:24: ERROR[Main]: stack traceback:
2016-08-27 17:04:24: ERROR[Main]:    ...sktop\minetest-0.4.14-win32\bin\..\mods\xdecor/nodes.lua:4: in function 'register_pane'
2016-08-27 17:04:24: ERROR[Main]:    ...sktop\minetest-0.4.14-win32\bin\..\mods\xdecor/nodes.lua:18: in main chunk
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Sun Aug 28, 2016 04:57

I downloaded the latest Minetest game, the latest xdecor mod,
and the latest windows build by Krock; and I am not getting any errors.
 

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Re: [Mod] X-Decor [git] [xdecor]

by KCoombes » Sun Aug 28, 2016 09:13

Napiophelios wrote:I downloaded the latest Minetest game, the latest xdecor mod,
and the latest windows build by Krock; and I am not getting any errors.


I'm using sfan5's stable 04.14-win32 build with a fresh copy (yesterday) of xdecor in Minetest_game - could the build be the problem?
 

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Re: [Mod] X-Decor [git] [xdecor]

by Krock » Sun Aug 28, 2016 09:55

KCoombes wrote:could the build be the problem?

Better sue Trump for this problem because it has absolutely nothing to do with the build.
Your error log tells me that it can't find the xpanes API function. If there is a copy of xpanes in your mods directory, remove it. Then also remove the subgame minetest_game and re-download it.
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