[Mod] comboblock [comboblock]

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pithy
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[Mod] comboblock [comboblock]

by pithy » Fri Jul 29, 2016 01:58

comboblock
Last edited by pithy on Thu Dec 15, 2016 17:06, edited 2 times in total.
 

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azekill_DIABLO
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Re: [Mod] comboblock [comboblock]

by azekill_DIABLO » Fri Jul 29, 2016 09:10

great! but there is already stack slab mod:)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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Re: [Mod] comboblock [comboblock]

by Onyx » Fri Jul 29, 2016 10:13

Awesome!, compatibility with "moreblocks" can be envisaged?
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Re: [Mod] comboblock [comboblock]

by Modern Hippie » Fri Jul 29, 2016 11:43

The description is as easy as a description can be ;D

But it would be great, if you could post one or two screenshots!

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Re: [Mod] comboblock [comboblock]

by TumeniNodes » Fri Dec 09, 2016 01:59

Hi pithy,
I seem to run into an error with comboblock, and unable to figure it out.
Wondering if you can help me...

A quick note ahead of time, I have been stripping the $h#t out of minetest but, any nodes I have removed, I removed from the ID list at the top of the init.lua for this mod. I can't see any errors in your code so, not sure what's tripping this error

Thanks, hope all is well

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Re: [Mod] comboblock [comboblock]

by pithy » Fri Dec 09, 2016 16:17

TumeniNodes wrote:Hi pithy,
I seem to run into an error with comboblock, and unable to figure it out.
Wondering if you can help me...

A quick note ahead of time, I have been stripping the $h#t out of minetest but, any nodes I have removed, I removed from the ID list at the top of the init.lua for this mod. I can't see any errors in your code so, not sure what's tripping this error


Try adding this debug code just before line 44 in the init.lua of comboblock.

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 not v2_def then minetest.log("error", "[comboblock] "..v2.." is not registered") end


Then check debug.txt for the word comboblock and read that line.
 

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Re: [Mod] comboblock [comboblock]

by TumeniNodes » Sat Dec 10, 2016 03:23

Try adding this debug code just before line 44 in the init.lua of comboblock.

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 not v2_def then minetest.log("error", "[comboblock] "..v2.." is not registered") end


Then check debug.txt for the word comboblock and read that line.


Thank you,
Stupid me, I missed one of the IDs :P
I completely overlook/miss such minor things these days.

Anyway, such a cool mod, and a far better approach than my extremely primitive stack slabs! Aspen does NOT play nice with others though.... (maybe due to being such a light color?) Sometimes it completely takes over the other slab-node and sometimes it mixes quite oddly... other than that small glitch.... the mod is awesome and I think someone like Nathan or anyone else should do a mod review of it because I think a lot of people will love it. A lot more people than you would think have thought it would be really cool to be able to do what this provides... just needs promotion.
If you can figure out this funky aspen glitch it should be ready for release. I will end up cancelling stack slabs and put a link to comboblock

This mod actually opens up some other possibilities... such as using the same approach to enable placing items like flower pots, etc., on the coffee and end tables in homedecor
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Re: [Mod] comboblock [comboblock]

by Nathan.S » Sat Dec 10, 2016 05:31

I don't even know what this mod does, but you could always request a review over on my website once you get it all polished up. :)
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Re: [Mod] comboblock [comboblock]

by pithy » Sat Dec 10, 2016 19:05

TumeniNodes wrote:Aspen does NOT play nice with others though.... (maybe due to being such a light color?) Sometimes it completely takes over the other slab-node and sometimes it mixes quite oddly... other than that small glitch.... the mod is awesome and I think someone like Nathan or anyone else should do a mod review of it because I think a lot of people will love it. A lot more people than you would think have thought it would be really cool to be able to do what this provides... just needs promotion.
If you can figure out this funky aspen glitch it should be ready for release. I will end up cancelling stack slabs and put a link to comboblock

Are you using a texture pack?

I may need to use new Minetest api, to be less sensitive to texture packs.
 

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Re: [Mod] comboblock [comboblock]

by TumeniNodes » Sun Dec 11, 2016 20:08

Nathan.S wrote:I don't even know what this mod does, but you could always request a review over on my website once you get it all polished up. :)


Nathan, this mod allows the user to place a slab, and then set another slab of another material atop it, and they join as a split/combo block. It may not sound like a huge deal but, I know others have thought it would be cool to be able to do, and it opens up some added creative options when building.
I think if pushed more, it might provide the ability to place other items or even another full block atop slabs as well. Maybe if there were a way to substitute a second slab of another material with something like "air" or something?

pithy wrote:Are you using a texture pack?

I may need to use new Minetest api, to be less sensitive to texture packs.


I am using a custom TP. I attached the aspen texture. With some blocks when they join, it takes over the entire block, but with some, such as wood it mixes oddly. Meaning there are some pixels of wood taken over by aspen.

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