[Mod] X-Decor [git] [xdecor]

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jp
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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

TenPlus1 wrote:jp, how about trying for single node doors ?
I'd be forced to use meshnodes and not the simple doors API anymore.
With an oversized meshnode, nodes can interfere with the top-part of the doors (which are "ghost" internally).

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TenPlus1
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Re: [Mod] X-Decor [git] [xdecor]

by TenPlus1 » Post

You wont have to use meshnodes, look at VanessaE's old fridge node, it was oversized and fit 2 blocks without the use of mesh nodes and worked fine :) and collision detection worked a-ok as well...

Maybe I'll look into a new door api to do this at some point, I just found it weird that doors were always in 2 parts which overcomplicated their use/function...

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Doors - Related

by Sane » Post

There is a mod that has half doors. Those can even be placed on the floor.
I think it would be great if your doors could do that too.
viewtopic.php?f=9&t=13047
Trying to stay me.

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Re: [Mod] X-Decor [git] [xdecor]

by TenPlus1 » Post

Handy idea... checking mod :)

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jp
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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

TenPlus1 wrote:look at VanessaE's old fridge node
Only difference with the old fridge node is there was the same textures for the bottom and the top parts. With an oversized nodebox, there's a texture repeating from the bottom node with the top. My doors does not have the same texture for the bottom and the top.

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Re: [Mod] X-Decor [git] [xdecor]

by Dragonop » Post

Please don't use single node doors.
People can use the "Destroy protected wall" glitch easily with that.

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

[Update]
  • Various optimizations, tweaking and small fixes.
  • Work Table formspec reworked : more shapes to cut, better ergonomy and new abilities.
  • New nodes : Packed Ice, Hard Clay and Desertstone Tile.
    Image
Last edited by jp on Mon Aug 24, 2015 20:16, edited 3 times in total.

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Re: [Mod] X-Decor [git] [xdecor]

by Don » Post

Great work jp!
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: [Mod] X-Decor [git] [xdecor]

by jp » Post

[Update]

Thanks to the help of "t4im", the Work Table got a major improving.

The node cutting now works exactly like moreblocks : place a node stack into the input slot, and then the output will get filled accordingly to the input stack amount.

That's a way faster and more convenient method than the older one.

Image

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Re: [Mod] X-Decor [git] [xdecor]

by lightonflux » Post

I think the modular doors would fit very well in x-decor.

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Re: [Mod] X-Decor [git] [xdecor]

by PEAK » Post

I like this mod very much.
But please give us back the skull!
I am okay with using the screenshots in all my posts for the website of Minetest (http://minetest.net).

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Re: [Mod] X-Decor [git] [xdecor]

by everamzah » Post

Apparently the skulls are going to be used in some separate landscape mod. I was saddened to see them go, too. Really looking forward to their appearance elsewhere though!

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Re: [Mod] X-Decor [git] [xdecor]

by philipbenr » Post

lightonflux wrote:I think the modular doors would fit very well in x-decor.
+1

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Post

Very cool mod!

One suggestion: it would be great if you could add new textures for enchanted tools. So it would be easier to see the difference.

On more thing:
jp wrote: Swords and wood/stone tools can't be enchanted.
Why swords can't be enchanted? Not possible for some reason, or just you don't want it? Not clear to me.

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

Thanks for your kind words ;)

I have no good inspiration for texturing the enchanted tools yet.
Why swords can't be enchanted? Not possible for some reason, or just you don't want it? Not clear to me.
That's easily do-able but deliberately not wanted.

Minetest is primarily a dig-and-place game focused on building. PvP is not that popular on servers and mobs are badly handled by the engine yet. Hence why it wasn't worth adding enchanted swords (for now).

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Post

jp wrote: That's easily do-able but deliberately not wanted.

Minetest is primarily a dig-and-place game focused on building. PvP is not that popular on servers and mobs are badly handled by the engine yet. Hence why it wasn't worth adding enchanted swords (for now).
Ok. Totally understandable.

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Re: [Mod] X-Decor [git] [xdecor]

by Minetestforfun » Post

@jp
Maybe add a Sword enhancement feature BUT disabled by default can be a good idea ;) (and we can activaed it in the minetest.conf with a parameter)

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

Update: I added the support for cutting nodes from any mod to the Work Table. Just specify the node names in the table and you're done.

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

[Update]
  • New node : Cactus Brick.
  • The candle can be hanged on the ceiling.
  • Work Table's API reworked for simplification and robustness.

u34

Re: [Mod] X-Decor [git] [xdecor]

by u34 » Post

awesome mod...

+1

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Re: [Mod] X-Decor [git] [xdecor]

by Ferk » Post

+1 as well. This mod is a really nice alternative to the (imho) bloated homedecor and fits better Minetest graphic style. It actually looks quite good.

The only thing is that some of the stuff, like the enchanting table or the "ender chest", that are not so much about decoration would have been more appropriate in a separate mod. Also things like the electronics (TV, etc) might not fit all themes.

I'm thinking on a combination of the castle mod and parts of xdecor to make some sort of "dungeon decor" pack for some project I'm working on.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

Firstly thanks for the compliments ;)
Ferk wrote:Also things like the electronics (TV, etc) might not fit all themes.
I'm aware of. One of my goal is to propose an "untemporal" theme (i.e. nodes that are not too modern or specific to an age) to fit all building styles, but some things like the T.V. is a fundamental that can be used in many sort of locations or purposes.
Last edited by jp on Wed Sep 23, 2015 22:23, edited 1 time in total.

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Re: [Mod] X-Decor [git] [xdecor]

by Inocudom » Post

Ferk wrote:+1 as well. This mod is a really nice alternative to the (imho) bloated homedecor and fits better Minetest graphic style. It actually looks quite good.

The only thing is that some of the stuff, like the enchanting table or the "ender chest", that are not so much about decoration would have been more appropriate in a separate mod. Also things like the electronics (TV, etc) might not fit all themes.

I'm thinking on a combination of the castle mod and parts of xdecor to make some sort of "dungeon decor" pack for some project I'm working on.
I use this alongside homedecor, and so does OldCoder on some of his servers. The doors make it worthwhile.

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Post

If players put a node into the worktable to be cut and it isnt in the list ,
the game stops and everything goes grey.

Its easy enough to add mod support for darkage mod,
but its quite an effect so I thought I would mention it.

I get this error when I place a node from darkage mod into it.

Code: Select all

2015-09-23 19:37:29: ERROR[Main]: ServerError: Lua: Runtime error from mod 'xdecor' in callback ScriptApiNodemeta::nodemeta_inventory_AllowPut(): ...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:100: bad argument #1 to 'pairs' (table expected, got nil)
2015-09-23 19:37:29: ERROR[Main]: stack traceback:
2015-09-23 19:37:29: ERROR[Main]: 	[C]: in function 'pairs'
2015-09-23 19:37:29: ERROR[Main]: 	...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:100: in function 'contains'
2015-09-23 19:37:29: ERROR[Main]: 	...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:113: in function <...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:106>

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Post

Napiophelios wrote:I get this error when I place a node from darkage mod into it.
Should be fixed now, can you check please ?

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