[Mod] More Fire [1.0][more_fire]

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[Mod] More Fire [1.0][more_fire]

by Nathan.S » Wed Oct 15, 2014 23:42

This mod adds campfires, 3d torches, flint, a lighter, oil lanterns and lantern oil, a smoke bomb and molotov cocktail. I'm always open to more suggestions for fire related stuff.

Image
licensed CC by SA
Depends on;
default
fire
farming
vessels

Items in this mod currently:
3d torches
flint
charcoal
campfire
contained fire
kindling
lighter akin to flint and steel in minecraft, but only lights kindling
Oil lantern and lantern fuel.
Molotov cocktails and smoke bombs.

3d torches replace the default torches, use same recipe.
Flint can be found by digging gravel.
Charcoal is made by cooking wood in a furnace. It has a longer burn time than wood, but shorter than coal.
A campfire is made using this recipe.
empty, empty, empty,
stick, torch, stick,
wood, wood, wood
A contained fire is made using this recipe
blank, campfire, blank,
cobble, cobble, cobble,
The lighter is made with flint and steel.
Kindling is made with a stick, group:wood, and two flammable grouped items.
The lantern is made with a glass block stacked above a string above an iron lump.
Lantern oil is made with six group:leaves above a centered glass vessel. Lantern oil will burn only in the lantern, and gives 12 minutes of light.

The flames use the default animated flames from the texture pack, so they will change to match whatever texture pack you are using.


You can download the mod here: https://github.com/NathanSalapat/more_fire/archive/master.zip
or browse the source code here: https://github.com/NathanSalapat/more_fire
live on the edge and use the dev version: https://github.com/NathanSalapat/more_fire/tree/dev
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more_fire-6-15.png
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Last edited by Nathan.S on Wed Jun 03, 2015 20:58, edited 19 times in total.
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Re: [Mod]More_Fire[0.1]

by Nathan.S » Thu Oct 16, 2014 01:12

Napiophelios wrote:I think combustible materials already have a "fuel" time built in.


I want to do a 2x2 grid for fuel, and change the brightness dependent on the grid spots filled. What I need to figure out is how to allow logs, sticks and wood to all be in at the same time, and all burn at once. For example you could have a log in the fire for overnight, and when you wanted extra light, throw a couple sticks in, they wouldn't last long, but would give a quick burst of light. I've gotta get my brain wrapped around formspecs though.
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Re: [Mod]More_Fire[0.1]

by Esteban » Thu Oct 16, 2014 14:03

Nathan.S wrote:
Napiophelios wrote:I think combustible materials already have a "fuel" time built in.


I want to do a 2x2 grid for fuel, and change the brightness dependent on the grid spots filled. What I need to figure out is how to allow logs, sticks and wood to all be in at the same time, and all burn at once. For example you could have a log in the fire for overnight, and when you wanted extra light, throw a couple sticks in, they wouldn't last long, but would give a quick burst of light. I've gotta get my brain wrapped around formspecs though.


I think this might help you: [Mod] Smelter [0.1] [smelter]
Image
 

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Re: [Mod]More_Fire[0.1]

by Krock » Thu Oct 16, 2014 18:09

Interesting textures.
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Re: [Mod]More_Fire[0.1]

by Esteban » Thu Oct 16, 2014 19:39

Krock wrote:Interesting textures.

If you like 16 x 16 textures, you can use these textures I made:
fires_campfire.png
Image
fires_decowood.png
Image

Image

license of textures: CC by SA
 

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Re: [Mod]More_Fire[0.1]

by Nathan.S » Fri Oct 17, 2014 21:01

Esteban wrote:
Nathan.S wrote:
Napiophelios wrote:I think combustible materials already have a "fuel" time built in.


I want to do a 2x2 grid for fuel, and change the brightness dependent on the grid spots filled. What I need to figure out is how to allow logs, sticks and wood to all be in at the same time, and all burn at once. For example you could have a log in the fire for overnight, and when you wanted extra light, throw a couple sticks in, they wouldn't last long, but would give a quick burst of light. I've gotta get my brain wrapped around formspecs though.


I think this might help you: [Mod] Smelter [0.1] [smelter]
Image


I will have to take a look at that. I'm guessing that mod only burns material from one stack at a time, but it will give me a starting point.
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Re: [Mod]More_Fire[0.1]

by Nathan.S » Fri Oct 17, 2014 21:04

Krock wrote:Interesting textures.



Thanks :D
I threw that together in all of a few seconds. Not planning on leaving it that way. I'll make a campfire with nodeboxes, as much as I hate to, and then if/when we get the meshnodes I'll update the campfire to a better 3d model.
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Re: [Mod]More_Fire[0.1]

by Nathan.S » Sat Oct 25, 2014 02:16

So it turns out that I wasn't exporting the textures correctly when I exported the obj files. Campfires now have animated fire!

Torches have a few issues yet, they mostly work when you put them on walls, but on the ground they are still angled, rather than standing straight. The bounding box on the torches isn't correct either.

If you have any ideas for more fire related things please let me know.
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Re: [Mod]More_Fire[0.1]

by Nathan.S » Sat Oct 25, 2014 21:09

Torches are now working as they should. I copied some code from the 3d_torches mod to get them functioning as they should. I haven't added any animated flames or particles to them, I think they look alright without it, but let me know your thoughts.
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Re: [Mod]More_Fire[0.3]

by Nathan.S » Mon Oct 27, 2014 03:16

I've added a lighter, crafted with flint and steel. It only lights kindling, and I don't plan on making it light any flammable materials like the other flint mod, as I think it is rather unrealistic to start a growing tree on fire with a spark. You should have to have dry tinder, or something like that. I'll probably add other things later, dried grass, etc.

Also, if I want to create my graphics in a few resolutions what would be the best way to do that?
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Re: [Mod]More_Fire[0.3]

by Napiophelios » Mon Nov 03, 2014 14:06

When placing torches,the default torch is visible for about one-two sec before the 3-D torch replaces it.

The "contained campfire" doesnt show the fuel formspec thing,
only the regular campfire has it.

Player cant start a fire with junglewood planks,only default wooden planks.
seems like wood group should work but doesnt.

Should also have an alternate recipe using your kindling instead of sticks in the crafting
I mean you can lay down kindling and ignite with a lighter so why player should craft?
And when you create a campfire like this,there is no formspec for fuel.


This is a very nice mod,I really like the graphics.
I have been using the 2012 Campfire mod by Doc its more like cosmetic tho,
yours is much better for gaming.



offtopic:
What are you using to record your YouTube videos with?
 

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Re: [Mod]More_Fire[0.3]

by Nathan.S » Tue Nov 04, 2014 01:04

I'm aware of the default torch showing before the 3d torch is placed. I'm not sure what I can do about that, because it relies on an ABM to change the default torch to my torch. I don't know of any other way to get the two different types of torches. Though I have seen a wallmounted option for mesh, which might work, but I've not read any documentation on that, just saw it in the github notifications for Minetest.

The recipe for kindling should allow any wood.
Code: Select all
minetest.register_craft({
type = 'shapeless',
output = 'more_fire:kindling 1',
recipe = {'group:stick', 'group:wood', 'group:flammable', 'group:flammable'},
})

I just tried it out and it worked with a stick and three junglewood planks, and a mix of junglewood, default, and giant sequoia wood. Are you using the latest version from GIT?

I'm not sure what you mean with an alternate recipe? Do you mean a recipe for the campfire that uses kindling rather than sticks?

I've removed all the formspecs, or I thought I did anyways, 'cause I'm not good enough with LUA and formspecs to get the burning aspect to work yet.

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Re: [Mod]More_Fire[0.3]

by Nathan.S » Tue Nov 04, 2014 02:38

I've just updated the git repo to add two recipes, you can now craft the fire with kindling and a torch, and you can take a campfire and made it a contained fire by crafting the fire with three cobble blocks under it.
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Re: [Mod]More_Fire[0.3]

by Napiophelios » Tue Nov 04, 2014 03:05

When I posted the above,I was using an init.lua file dated 10-26-2014.
I was in error about the wood groups not working
(I think I tried to use a jungle tree trunk instead of wood planks)

I downloaded a file dated 10-27-2014 after reading your first reply and now no form specs for fuel show up at all. [Edit: I think I will tinker with the first file I tried,I like the form spec thingies]

What I was trying to explain earlier about recipes;I just thought you should be able to alternate between sticks and kindling when crafting a campfire (or one of each) I mean when you build a fire for real thats what the smaller sticks are for right..kindling. At any rate it was just a thought not a complaint,
I think this mod is very useful.

I will download again to see if these quirks are remedied.
 

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Re: [Mod]More_Fire[0.3]

by Nathan.S » Tue Nov 04, 2014 16:10

You should be able to use three sticks and one piece of wood, I think. I'm honestly not sure if sticks are in the group flammable.

If you read through the earlier posts you'll be able to see what I was trying to do with the formspecs, but I need to work on my skills more before I add that back.
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Re: [Mod]More_Fire[0.3]

by Napiophelios » Thu Nov 06, 2014 01:32

Nathan.S wrote:I'm aware of the default torch showing before the 3d torch is placed. I'm not sure what I can do about that, because it relies on an ABM to change the default torch to my torch.....


When you register the ABM use an interval less than 1 (interval = 0.99 )
 

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Re: [Mod]More_Fire[0.3]

by Nathan.S » Thu Nov 06, 2014 22:26

I tried that, it didn't seem to do much. I'm going to look into how the default torch works, and see if I can't just replicate it without using an ABM. Somehow the torch seems to be able to tell whether it needs to be side mounted or bottom mounted. I'll see if I can copy that to my script and make it run quicker.
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Re: [Mod]More_Fire[0.3]

by Napiophelios » Sat Nov 08, 2014 02:13

Well I hope you get it sorted out I really like this mod,

Till then I am using a hacky-hokey-hybrid mod that combines your graphics (and some code)
with the older campfire mod:

I stripped out everything but the campfire itself
I added fire to depends.txt
I added soundFX of fire from the default game's fire mod
I also tried to reduce the node's selection box size.
It looks pretty nice with HDX textures
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Re: [Mod]More_Fire[0.3]

by Nathan.S » Sat Nov 08, 2014 02:46

DUDE, AMAZING!!!

I am going to dig through this code and try and add it into my mod. What you've done isn't exactly what I initially planned on doing, but I think this will work better, as the different light levels would have probably been annoying, anything less than 14 is pretty useless.

There are two things I'll try to change though. The inventory only has one slot, which is probably okay, you can get 99 items in there, but the percentage it lists, is on the current burning item, which doesn't help you know how much more material you have to burn. Second I'll try and change it so you have to light the fire with a lighter. This will probably mean removing my kindling, but I don't mind that.

If you're on GitHub feel free to make pull requests.

UPDATE:
I was thinking about this whilst I was brushing my teeth. What if I keep the kindling and the campfire/contained_fire but do this. Give the fire a sixty second timer where if it doesn't have fuel added it changes into the kindling. Kindling needs to be lit with the lighter to make it a fire, and then again you have sixty second to add fuel to it or it changes back to kindling. Once the fire runs out of fuel you'd get another sixty seconds to add more or you'd have to use the lighter again. This allows for people to not use the lighter if they don't want to, unless their fire runs out of fuel. I don't know if there is an easy way that I could make the fire not need to be lit with the lighter if you crafted it with the torch, unless I just created more nodes. I'd like to keep to as few nodes as possible, but I doubt that a few extra could hurt performance all that much.
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Re: [Mod]More_Fire[0.3]

by Napiophelios » Sat Nov 08, 2014 06:39

Replace the param2=wallmount stuff with this instead

Code: Select all
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed = { -0.48, -0.5, -0.48, 0.48, -0.5, 0.48 }
},


when the campfire inventory is opened, it would be cool
if only fuel and flammable materials currently in the player's inventory are listed.
 

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Re: [Mod]More_Fire[0.3]

by Nathan.S » Sat Nov 08, 2014 14:21

Napiophelios wrote:Replace the param2=wallmount stuff with this instead

Code: Select all
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed = { -0.48, -0.5, -0.48, 0.48, -0.5, 0.48 }
},


when the campfire inventory is opened, it would be cool
if only fuel and flammable materials currently in the player's inventory are listed.


I'm not sure if I can do a sorting like that, but I can sure look into it.
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Re: [Mod]More_Fire[0.3]

by Nathan.S » Sat Nov 08, 2014 16:52

I threw up some changes on the dev branch. Let me know if you find any problems. Changes were in the lighter, and kindling. Also does the random chance of starting the fire seem too low?
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Re: [Mod]More_Fire[0.3]

by Napiophelios » Tue Nov 11, 2014 16:46

Nathan.S wrote:I threw up some changes on the dev branch. Let me know if you find any problems. Changes were in the lighter, and kindling. Also does the random chance of starting the fire seem too low?


I tested this one today (downloaded from the 8thNOV though)

The lighter is not that great.
It takes way too long to start the kindling and it wears out way too quick I think.

Your mod adds two seperate torches into inventory but neither can mount to a wall,
so they are useless in the inventory.You should add this to the the node registration [ groups = {not_in_creative_inventory =1}, ] and just let your ABM do its thing

Also have a look at Calinous's torches from Carbon game,
when registering the node he uses [ minetest.register_node(":default:torch", ]
Maybe you should do something similar.
I combined these two mods and synced up the textures a bit
so when a torch is placed it places one of the carbon torches which eventually gets switched out by the ABM,because the textures are synced up the switch over is kinda blended in.
Its no solution for more_fire but maybe you can get some fresh ideas from it

Man your fires are lethal, I set a block of brown wool right next to the fire and everything outside of my testing area caught fire.
But the wall of your charcoal blocks with the torches on it is intact.
check out this screen shot:
Image

And you need to add some sound effects.
Campfire is mostly for effect till you get the fuel usage the way you want
 

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Re: [Mod]More_Fire[0.3]

by Nathan.S » Wed Nov 12, 2014 00:55

Thanks for the feedback. I'll tweak the lighter, so it doesn't take so many clicks to get a fire, and up the uses on it.

I can change the torches, and you're right, neither of the torches I add should be visible, to the player, all of that should be controlled behind the scenes.

I'll take a look at the torches from Calinous, maybe I can make my torches work faster/better if I take some inspiration from that code.

The actual fire is just the default stuff, my campfires, the ones without the stones around them, are in the igniter group so they just start other stuff on fire. I don't know if I can really make much change on that without replacing the default fire, which is more than I want to take on.

Charcoal blocks should probably be flammable I'll add them to the flammable group so they'll burn too.

Sound effects will be in the next stable release, and in dev tomorrow.

At this point the biggest thing holding me back from updating stable is the crashing that results from starting the kindling with the lighter, as something isn't registered and it crashes the game. Once I figure that out I can update the stable.
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