[Mod] Mylandscaping [1.6]

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Nathan.S
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[Mod] Mylandscaping [1.6]

by Nathan.S » Post

Hello and Hi, you might be wondering why I'm posting a myprefixed mod, when that is DonBatman's usual naming, well he and I created this mod. This mod adds brick walls, brick columns, patio blocks, and two machines to craft them. I've recorded a youtube video that shows you the basics here: https://www.youtube.com/watch?v=iXmZPBQou7g

Without further ado, some pictures.
+ Spoiler
In the future I do plan on adding more block styles, which will just be added in the already existing machines, the only effect this will have on your worlds is more choices ;) Actually you'll have to tear down the mixing machine and put it back out, to get the updated formspec.

We've looked for and squashed all the bugs we can find, but if you find any more please don't hesitate to open an issue on Github or in this thread.

Source: https://github.com/minetest-mods/mylandscaping
Download latest release: https://github.com/minetest-mods/myland ... e/v1.5.zip Rename to mylandscaping if necessary.
Download latest version: https://github.com/minetest-mods/myland ... master.zip
License: DWYWPL

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Last edited by Nathan.S on Sun Feb 17, 2019 02:09, edited 9 times in total.
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lightonflux
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Re: Mylandscaping[1.0]

by lightonflux » Post

Awesome mod and great video.

I really like the idea of using sand to get the tiles level. It's realistic, simple and nicely done in code.

Great work guys!

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Don
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Re: Mylandscaping[1.0]

by Don » Post

Love the video Nathan!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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Re: Mylandscaping[1.0]

by Napiophelios » Post

wow...I hope you guys add ashlar tile and pinwheels patterns..ooh and flagstone or keystone..
man, this mod has alot of potential for unique deco nodes

The machines looks really cool too :)


Image


Image
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AllenLim012
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Re: Mylandscaping[1.0]

by AllenLim012 » Post

Nice one, This mod has good models and textures!!

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Re: Mylandscaping[1.0]

by mahmutelmas06 » Post

Like the mod a lot.
And a advice, maybe you could animate these machines ? Even only vibrating makes them alive :)
My Mods:

Beverage

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Re: Mylandscaping[1.0]

by Nathan.S » Post

Thanks for the kind words everybody.
@Napiophelios, Yes I will be adding more patio blocks, the ones we have right now were kinda just placeholders that never got replaced.

@mahmutelmas06 I'll look into animating them. I don't want the file or server draw to be super high. I've also not animated any nodes in the past, just entities. For an animation I could have the grinders rotate and bags sliding out of the factory, the mixer could just rotate the tumbler/hopper.
Last edited by Nathan.S on Thu May 28, 2015 00:14, edited 1 time in total.
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jp
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Re: Mylandscaping[1.0]

by jp » Post

Nice machines models, very realistic.

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Re: Mylandscaping[1.0]

by deezl » Post

I can't wait to try this out, I have been hoping somone would make something like this! I would have if I had the coding skills, so thanks a million for the hard work!

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Re: Mylandscaping[1.0]

by Napiophelios » Post

I made these stencils and have been using them for cobble patterns in the little subgame I am working on;
if you guys like them you are more than welcome to use them.



I just have Ashlar,flagstone,and pinwheels right now;
they look pretty decent with any texture you use for the field space

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Last edited by Napiophelios on Fri Sep 08, 2017 00:48, edited 1 time in total.

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Nathan.S
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Re: Mylandscaping[1.0]

by Nathan.S » Post

Those do look really nice, I think we can work them into the 2.0 release, or maybe even a little before that. No promises yet though, Don and I both have a lot going on.
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Don
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Re: Mylandscaping[1.0]

by Don » Post

Thanks Napiophilios.
I added the patterns.
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A list of my mods can be found here

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Re: Mylandscaping[1.0]

by Napiophelios » Post

NP,just doing what I can to help out.

oh and without the "e" my name loses all its meaning.
It goes from meaning "a turnip made of sunshine" to "an exposed root"
just saying.

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Re: Mylandscaping[1.0]

by ExeterDad » Post

Napiophelios wrote:oh and without the "e" my name loses all its meaning.
It goes from meaning "a turnip made of sunshine" to "an exposed root"
just saying.
LOL!
I needed that laugh! :D

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Re: Mylandscaping[1.0]

by Napiophelios » Post

thats what its all about ExeterDad.

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Don
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Re: Mylandscaping[1.0]

by Don » Post

So sorry. I still think of you as a turnip made of sunshine no matter how it is spelled.

You're the second person that I miss spelled their name this week. I need to start calling everyone sir or miss.
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Re: Mylandscaping[1.0]

by Napiophelios » Post

Don wrote:I need to start calling everyone sir or miss.
Haha, that will just open up a whole new can of worms
Wuzzy will flip out when you accidentally call him a missus

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Re: Mylandscaping[1.0]

by Sokomine » Post

The machines look just great! They alone might already be a great additon to a world. In some ways, having just the machines of all those my* mods without the tons of nodes they add might be something worth considering :-) (The nodes are not bad; there are just so many of them that it takes ages to connect to a local game with them all loaded)
Don wrote: I need to start calling everyone sir or miss.
That would be a very bad idea. It would feel very strange to be called thus on the net. In a way, the lack of distinction between you ("du"/"tu", informal, between friends/relatives) and you ("Sie"/"vous", formal, for talking with people who havn't offered the informal version yet) in English leads people coming from a language with that distinction to the impression that all's very informal and that something's very wrong if people start getting formal again.
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Re: Mylandscaping[1.0]

by Nathan.S » Post

Feel free to grab the models and textures and use them elsewhere. I don't know as that I have the time to make such a mod, when I wouldn't be using it at all.
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Don
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Re: Mylandscaping[1.0]

by Don » Post

Sokomine wrote:The machines look just great! They alone might already be a great additon to a world. In some ways, having just the machines of all those my* mods without the tons of nodes they add might be something worth considering :-) (The nodes are not bad; there are just so many of them that it takes ages to connect to a local game with them all loaded)
Don wrote: I need to start calling everyone sir or miss.
That would be a very bad idea. It would feel very strange to be called thus on the net. In a way, the lack of distinction between you ("du"/"tu", informal, between friends/relatives) and you ("Sie"/"vous", formal, for talking with people who havn't offered the informal version yet) in English leads people coming from a language with that distinction to the impression that all's very informal and that something's very wrong if people start getting formal again.
I just need to be more careful when typing someone's name.

I have been considering making a light version of the mods. I just can not decide which nodes to include. I am willing to do this if I knew what nodes should be included. Please give your opinion.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: Mylandscaping[1.0]

by Sokomine » Post

Don wrote: I have been considering making a light version of the mods. I just can not decide which nodes to include. I am willing to do this if I knew what nodes should be included. Please give your opinion.
I'm currently adding support for your my* mods to my colormachine. Maybe that'll help a bit as well - we can take a look at all possible combinations and see which ones might be particulary nice blocks which might make it onto servers where too many nodes are a big problem.
A list of my mods can be found here.

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Re: Mylandscaping[1.0]

by Don » Post

Sokomine wrote:
Don wrote: I have been considering making a light version of the mods. I just can not decide which nodes to include. I am willing to do this if I knew what nodes should be included. Please give your opinion.
I'm currently adding support for your my* mods to my colormachine. Maybe that'll help a bit as well - we can take a look at all possible combinations and see which ones might be particulary nice blocks which might make it onto servers where too many nodes are a big problem.
That is awesome. I am a little busy in my personal life so I can not give a time line for making my mods light weight. I will try to get it done as soon as possible.
If there is anything that needs to change in our my* mods to make support in color machine easier please let me know or submit a pull request.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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Re: Mylandscaping[1.0]

by Sokomine » Post

Don wrote: If there is anything that needs to change in our my* mods to make support in color machine easier please let me know or submit a pull request.
That's not necessary. Your mods add many nodes, but they do follow a common namespace convention, so it was easy to add support for them for the colormachine. The newest version supports your my* mods already. Please take a look and check if I didn't forget any blocks. The blocktype menu also gives an overview of how the painted nodes will look like.
A list of my mods can be found here.

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Re: [Mod] Mylandscaping [1.0]

by Nathan.S » Post

While I wouldn't call this a HUGE update, it's a start of something bigger. :)

I've done an overhaul of the formspec for the mixer and now have the ability to add A LOT more styles of walls, and have finally added a way to get the decorative wall blocks that have existed for a LONG time but weren't in the machine to craft.

A little picture to encourage people to update. ;)

Image

Grab the update here: https://github.com/DonBatman/mylandscaping
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Re: [Mod] Mylandscaping [1.1]

by Don » Post

That looks nice. Can't wait to see the block you add
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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