1 (edited by sapier 2012-04-30 20:13:33)

Topic: [Generic MOD] AnimalMaterials - Version 0.0.7

As celeron suggested http://c55.me/minetest/forum/viewtopic.php?id=882  I'm going to create a material only mod for animals and other mods willing to add recieps for this matierials too. This mod won't contain any recieps or active code but only item/node definitions.
As not all materials do exist atm I'm asking for suggestions what this mod shall contain or not contain.

Current Version 0.0.7

License: Do whatever you want!

Current Materials included are:

Nodes:

  • wool_white

  • wool_grey

  • wool_brown

  • wool_black

  • wool_yellow (TODO)

  • wool_red (TODO)

  • wool_violet (TODO)

  • wool_blue (TODO)

  • wool_green(TODO)

  • wool_orange(TODO)

Items:

  • raw_meat

  • raw_meat_pork (TODO)

  • raw_meat_sheep (TODO)

  • raw_meat_beef (TODO)

  • raw_meat_deer (TODO)

  • horn (TODO)

  • fur (TODO)

  • bone

  • egg

  • egg_big

  • feather

  • scale_white

  • scale_grey

  • scale_blue

  • scale_golden

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

Add eggs and feathers also.

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

I would also suggest you to split animals mod to 3: library (API), friendly mobs, aggressive mobs.

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

@neko259 spliting friendly and unfriendly mobs won't make any sense as it would be 90% code duplication. A split in three parts is already planed but it will be: Materials,AnimalDefinitions,Engine.
Engine itself already contains different components, user will be able to replace each of it when defining an animal (if his replacement suits the api required for each component). Combat for example doesn't have much external dependencys.

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

spliting friendly and unfriendly mobs won't make any sense as it would be 90% code duplication

It make sense for the players that want animals but don't want to die every night. You can do that in one mod but implement some setting that toggles unfriendly mobs.

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6 (edited by sapier 2012-01-30 16:03:15)

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

Ok I misunderstood what you were trying to tell me. You were talking about splitting the "AnimalDefinitions" part further. That's a good idea, I'm going to split it down to animal level eg  mods animal_sheep animal_cow animal_deer ...

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

I'm going to split it down to animal level eg  mods animal_sheep animal_cow animal_deer ...

Does minetest have a constraint on mod count? Maybe so many mods will be too much...

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

There used to be the limit of ~30 (because of a bug with Lua stack handling), but not anymore. Number of registered nodes, items, ABMs etc. is more important.

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

Will there be dedicated threads for mods? Or it can't be done in the engine for now?

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

I don't know. First of all, Lua wasn't written with thread safety in mind (and there are no thread or synchronization / locking primitives in the stdlib, so an API for them would have to be designed from scratch). Also, thread safety is hard, there's enough of that stuff on the C++ side already. What do you want to use threads for?

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

kahrl wrote:

I don't know. First of all, Lua wasn't written with thread safety in mind (and there are no thread or synchronization / locking primitives in the stdlib, so an API for them would have to be designed from scratch). Also, thread safety is hard, there's enough of that stuff on the C++ side already. What do you want to use threads for?

Well, most servers have at least 2 CPUs. I would be nice if minetest be more parallel.

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

having multiple threads handling different entities would be great but adding thread safety is lots of work and this of topic in this thread too so let's get back to origin ;-)

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

If one has the Animals 0.9.9 mod, would they need this mod too or is the stuff in this mod also in the animals mod?

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

no animals doesn't contain those materials anymore and it doesn't contain animals as of 0.9.11 too. All animals got extracted to separate mods enabling user to remove those he/she doesn't like.

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

When will you add new wool texture? I'm going to make dyes mod to make the wool colored.

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

next animals mod will contain the colors listed, if you want other colors in this mod too please make suggestions.

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

I want to make it possible to combine flowers with wool to get flower color in it. All the rainbow colors :)

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

Can you add wool of all colors in this mod? They can be not obtainable, I just need them or I'll have to implement mine and it won't be very comfortable to have different colors in different mods.

Sorry for spam :)

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

can you be a little bit more precise about "all"? ;-)

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

Yellow, red, violet, blue, green, orange. These are the colors I can make from flowers and cactus. Grey and black wool can be made with coal. Brown wool... maybe make dyes from dirt? At last in will be useful :D

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

Brown wool... maybe make from tree ?

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

rinoux wrote:

Brown wool... maybe make from tree ?

Tree already makes wood. Maybe I'll have to make some item to combine with other items to make dyes, not just from flowers.

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23 (edited by sapier 2012-02-03 18:57:06)

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

probably adding some kind of furnacelike object "mill" might be a solution ... ok not exactly furnace as a mill wouldn't need fuel

Re: [Generic MOD] AnimalMaterials - Version 0.0.7

sapier wrote:

probably adding some kind of furnacelike object "mill" might be a solution ... ok not exactly furnace as a mill wouldn't need fuel

Mill needs some kind of power too. I think when luafurnace will be finished, we would make a mill powered with mesecons.

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Re: [Generic MOD] AnimalMaterials - Version 0.0.7

how do i get cotton?

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