[Mod] Angled Walls [1.2] [angledwalls]

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Thu Jun 30, 2016 00:11

KCoombes wrote:+100 That looks awesome! Thanks again!

You're welcome, and thank you for the feedback and for asking for the support. Because of your request, I have learned something new.
Remember though, I have not pushed this in yet. I will push it tomorrow early evening. There are a couple other mod support I'd like to add, and a few little tweaks to make still.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Thu Jun 30, 2016 01:50

Nathan.S wrote:
pithy wrote:
DS-minetest wrote:Is there a way to make a mesh use two or more textures in Minetest?

Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.

Thanks Nathan but there is a little more to it then that I had to look at your mod to see what it is.
Here is the result.
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Thu Jun 30, 2016 02:00

pithy wrote:Thanks Nathan but there is a little more to it then that I had to look at your mod to see what it is.
Here is the result.


I may not get a chance to look at this tonight pithy, but I want to leave it up to you if you feel this gives a better result and if they should be used. Does it give a better looking result that the textures I modified? You did the work for the models so I feel this is your choice : )
I just want to know what does it entail as far as changes to the init.lua (which is actually going to be the "angledwalls.lua" from here on, once I push my latest change in.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by azekill_DIABLO » Thu Jun 30, 2016 10:57

+100
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] Angled Walls [1.0] [angledwalls]

by pithy » Thu Jun 30, 2016 15:59

TumeniNodes wrote:
pithy wrote:Thanks Nathan but there is a little more to it then that I had to look at your mod to see what it is.
Here is the result.


I may not get a chance to look at this tonight pithy, but I want to leave it up to you if you feel this gives a better result and if they should be used. Does it give a better looking result that the textures I modified? You did the work for the models so I feel this is your choice : )
I just want to know what does it entail as far as changes to the init.lua (which is actually going to be the "angledwalls.lua" from here on, once I push my latest change in.

It looks the same but will make things easer for texture pack makers.
As for the init.lua all you have to change is the textures.
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
tiles = {"texture_for_edge.png", "glass_texture.png"},
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by DS-minetest » Thu Jun 30, 2016 16:20

Nathan.S wrote:
pithy wrote:
DS-minetest wrote:Is there a way to make a mesh use two or more textures in Minetest?

Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.

a lie!
pithy wrote:Is there a way to make a mesh use two or more textures in Minetest?

but it was a good qouestion

Edit from 25.3.2017: Huh, what did I write here and why?!
Last edited by DS-minetest on Sat Mar 25, 2017 12:28, edited 1 time in total.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Thu Jun 30, 2016 17:21

@DS-minetest, it is not a lie, there is just more to it like I said above.
In blender you don't only need different UV maps, you also need separate objects for each UV map.
When exporting to .obj you need to check "objects as obj groups".
When registering a node put in the tiles field "tiles = {"texture_for_object_1.png", "texture_for_object_2.png"...},".
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Thu Jun 30, 2016 21:18

I just finished tweaking all the glass textures. They definitely look much better now.
I feel, if the visual result is the same, then maybe best to simply keep it as it is now.? If the only benefit is to make it easier on potential / future texture pack artists/designers..., it would not be all that difficult to figure out. The new doors and fence texture layouts took me all of about 4 min. to figure out as soon as I saw them. So I honestly do not think it worth changing everything for that benefit alone.

pithy, I will most likely merge your angle-to change. I want to ask, do you think these angled windows will work with connected glass? I'm not sure if they will due to using custom textures... (maybe) vertically, but I am unsure about horizontally.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Nathan.S » Thu Jun 30, 2016 22:24

pithy wrote:@DS-minetest, it is not a lie, there is just more to it like I said above.
In blender you don't only need different UV maps, you also need separate objects for each UV map.
When exporting to .obj you need to check "objects as obj groups".
When registering a node put in the tiles field "tiles = {"texture_for_object_1.png", "texture_for_object_2.png"...},".

It can be the same object, just needs to be a separate material slot on the object. In the export there is something about UV objects or something like that. Not near a computer at the moment so I can't be sure of the exact wording.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Fri Jul 01, 2016 02:14

Added support for quartz.
Made changes to the quartz mod, doing a PR for it tonight.
Push will be done asa I have figured out a couple of problems I am stuck on with supporting cblocks.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by coeseta » Fri Jul 01, 2016 07:20

So far this mod looks awesome TumeniNodes, keep up the good work :)
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Milan* » Fri Jul 01, 2016 07:58

Hmm since it looks like for creative mode only by default, i wonder if it wouldn't be a neat extension/enhancement for the circular saw (https://github.com/minetest-mods/moreblocks)
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Fri Jul 01, 2016 17:55

coeseta wrote:So far this mod looks awesome TumeniNodes, keep up the good work :)

Thank you
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Fri Jul 01, 2016 17:56

Milan* wrote:Hmm since it looks like for creative mode only by default, i wonder if it wouldn't be a neat extension/enhancement for the circular saw (https://github.com/minetest-mods/moreblocks)

IDK, that is something I will have to look into at a later date.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Sat Jul 02, 2016 01:17

TumeniNodes wrote:Added support for quartz.
Made changes to the quartz mod, doing a PR for it tonight.
Push will be done asa I have figured out a couple of problems I am stuck on with supporting cblocks.

What is the issue with cblocks?
Also, when I have a chance I will add support for this mod in mypaint.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sat Jul 02, 2016 17:39

Don wrote:What is the issue with cblocks?
Also, when I have a chance I will add support for this mod in mypaint.


I'm too inexperienced to make it work right now :P
I'm putting cblocks support to the side for now.

Right now I have bakedclay and quartz supported. I need to do a PR for quartz.

That is very cool Don, thank you.

I have noticed a slight flaw with angled walls though. Not sure if it bugs users enough to change but, there is a small gap in the angle front and back which creates a visual issue with building (if using a floor etc.) has anyone noticed it? :P
My proposed solution, is to make the back of angled walls a solid cube rather than angled... this would resolve that eyesore. But for this, I need to summon the Blender God, pithy :D
I have been practising with Blender a little and so far..., I can make.... a cube : [
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Sat Jul 02, 2016 20:47

TumeniNodes wrote:-snip-
I have been practising with Blender a little and so far..., I can make.... a cube : [


But that IS progress, you know! Baby steps, we've all been there.
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Sat Jul 02, 2016 21:58

KCoombes wrote:
TumeniNodes wrote:-snip-
I have been practising with Blender a little and so far..., I can make.... a cube : [


But that IS progress, you know! Baby steps, we've all been there.

Forget baby steps. I prefer snail speed.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by D00Med » Sun Jul 03, 2016 05:51

This is a great mod, nice work!
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Sun Jul 03, 2016 19:26

mypaint now supports angledwalls.
You will need mypaint
https://github.com/DonBatman/mypaint
and you will need mypaint_angledwalls
https://github.com/DonBatman/mypaint_angledwalls
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sun Jul 03, 2016 20:11

Thanks DOOMed.

Thank you Don.
I do hope when I push the changes today, this will not make any problems for the work you've done? And..., did I list the stone types wrong? I'll have to look and fix that :P
The init.lua now only consists of dofiles/functions
There is an angledwalls.lua, bakedclay.lua, and quartz.lua.
Though I am nervous that I made a mistake, and may have set up quartz and bakedclay as hard dependencies, rather than soft?

I will show the code for bakedclay here. I do not want to push these changes if, indeed, I have set them up wrong. I did bakedclay and quartz the same way : /
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
angledwalls.register_angled_wall_and_low_angled_wall("bakedclayblack", "bakedclay:bakedclay_black",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_black.png"},
      "Baked Clay Black Angled Wall",
      "Baked Clay Black Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayblue", "bakedclay:bakedclay_blue",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_blue.png"},
      "Baked Clay Blue Angled Wall",
      "Baked Clay Blue Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaybrown", "bakedclay:bakedclay_brown",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_brown.png"},
      "Baked Clay Brown Angled Wall",
      "Baked Clay Brown Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaycyan", "bakedclay:bakedclay_cyan",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_cyan.png"},
      "Baked Clay Cyan Angled Wall",
      "Baked Clay Cyan Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaydarkgreen", "bakedclay:bakedclay_dark_green",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_dark_green.png"},
      "Baked Clay Dark Green Angled Wall",
      "Baked Clay Dark Green Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaydarkgrey", "bakedclay:bakedclay_dark_grey",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_dark_grey.png"},
      "Baked Clay Dark Grey Angled Wall",
      "Baked Clay Dark Grey Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaygreen", "bakedclay:bakedclay_green",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_green.png"},
      "Baked Clay Green Angled Wall",
      "Baked Clay Green Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaygrey", "bakedclay:bakedclay_grey",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_grey.png"},
      "Baked Clay Grey Angled Wall",
      "Baked Clay Grey Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaymagenta", "bakedclay:bakedclay_magenta",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_magenta.png"},
      "Baked Clay Magenta Angled Wall",
      "Baked Clay Magenta Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayorange", "bakedclay:bakedclay_orange",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_orange.png"},
      "Baked Clay Orange Angled Wall",
      "Baked Clay Orange Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaypink", "bakedclay:bakedclay_pink",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_pink.png"},
      "Baked Clay Pink Angled Wall",
      "Baked Clay Pink Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayred", "bakedclay:bakedclay_red",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_red.png"},
      "Baked Clay Red Angled Wall",
      "Baked Clay Red Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayviolet", "bakedclay:bakedclay_violet",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_violet.png"},
      "Baked Clay Violet Angled Wall",
      "Baked Clay Violet Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaywhite", "bakedclay:bakedclay_white",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_white.png"},
      "Baked Clay White Angled Wall",
      "Baked Clay White Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayyellow", "bakedclay:bakedclay_yellow",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_yellow.png"},
      "Baked Clay Yellow Angled Wall",
      "Baked Clay Yellow Low Angled Wall",
      default.node_sound_wood_defaults())
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Sun Jul 03, 2016 22:18

As long as you have this code or similar in your init.lua file then it would not be a hard dependency.

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
if minetest.get_modpath("bakedclay") then
   dofile(minetest.get_modpath("mymeshnodes").."/bakedclay.lua")
end


Edit - I also made a PR to add a mod.conf file to the mod.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sun Jul 03, 2016 23:14

Don wrote:As long as you have this code or similar in your init.lua file then it would not be a hard dependency.

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
if minetest.get_modpath("bakedclay") then
   dofile(minetest.get_modpath("mymeshnodes").."/bakedclay.lua")
end


Edit - I also made a PR to add a mod.conf file to the mod.


Yep, it has that.
Thank you..., I will push my recent changes tonight then, and merge yours and pithy's PRs.
Then, just a few more changes I want to make, which I need to ask pithy about..., then hopefully it will be ready to be moved into mod release : )
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Mon Jul 04, 2016 00:19

TumeniNodes wrote:Yep, it has that.
Thank you..., I will push my recent changes tonight then, and merge yours and pithy's PRs.
Then, just a few more changes I want to make, which I need to ask pithy about..., then hopefully it will be ready to be moved into mod release : )

Hold off on my PR I may need to check it with your update to make sure nothing breaks.
Don's PR should be fine.
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Mon Jul 04, 2016 05:03

pithy wrote:
TumeniNodes wrote:Yep, it has that.
Thank you..., I will push my recent changes tonight then, and merge yours and pithy's PRs.
Then, just a few more changes I want to make, which I need to ask pithy about..., then hopefully it will be ready to be moved into mod release : )

Hold off on my PR I may need to check it with your update to make sure nothing breaks.
Don's PR should be fine.

Hopefully I get this in before pwr out again. pwr has gone off n on a few times so wait until tomorrow for push sorry
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Mon Jul 04, 2016 19:11

Just finished updated files / textures, for those who have PRs and want to check.
Yep. last night, my power went off and on several times..., seems some overly festive, typical American, snapped a pole at the base. Anyway, all is back to normal now
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Re: [MOD] Angled Walls [1.1] [angledwalls]

by coeseta » Tue Jul 05, 2016 08:57

Hi TumeniNodes, do you think it would be possible to add crafting recipes for survival, maybe something like that:

O = nothing
X = full block
H = half slab
G = glass

Angled wall:

O X X
X X X
X X O


Angled wall half size:

O H H
H H H
H H O


Angled window:

O O O
X G X
O O O
 

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Re: [MOD] Angled Walls [1.1] [angledwalls]

by azekill_DIABLO » Tue Jul 05, 2016 10:12

yeh great idea! also don't forget to make reversible

HHO
HHH
OHH
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [MOD] Angled Walls [1.1] [angledwalls]

by TumeniNodes » Tue Jul 05, 2016 17:01

coeseta wrote:Hi TumeniNodes, do you think it would be possible to add crafting recipes for survival, maybe something like that:

O = nothing
X = full block
H = half slab
G = glass

Angled wall:

O X X
X X X
X X O


Angled wall half size:

O H H
H H H
H H O


Angled window:

O O O
X G X
O O O

If these are available crafts, I'll gladly register them.
or, if you like, you can do a pull request, and I will merge your work, provided the recipes do not conflict with any from other mods.
Flick?... Flick who?
 

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Milan*
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Re: [MOD] Angled Walls [1.1] [angledwalls]

by Milan* » Sun Jul 10, 2016 13:35

The recipe idea is not bad but keep in mind that many servers use the circular saw.
To have this stuff with recipes instead don't really make sense/confuse players i think.. .

Edit: maybe with some kind of specific saw if not as an enhanced circular saw?
 

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