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

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

by jp » Fri Apr 01, 2016 22:05

[Update] Small visual enhancement : the enchantment table now have an opened book over it.

Image
 

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

by Dragonop » Sat Apr 02, 2016 00:13

jp wrote:Well, I'm aborting the showcase idea : actually you can just drop your items and place a woodframed glass at the same position. And you get an item showcase.

Why? It's great stuff...
 

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

by jp » Sat Apr 02, 2016 15:39

[Update] The enchantment table now attracts some mysterious glyphes when bookshelves are around...

A video of demonstration : https://vid.me/zB3N
 

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

by ExeterDad » Sat Apr 02, 2016 15:49

Looks like I need to update! My kids are going to love the "mysterious glyphes" :D
٩(̾●̮̮̃̾•̃̾)۶
 

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

by Inocudom » Thu Apr 07, 2016 05:20

jp wrote:Requesting user feedbacks : would you like to see in this mod a glass showcase from whose you can place any items inside ? Would it be nice enough for you for decorating your buildings ?

All opinions are welcome as long it's a minimum constructive.

Image

Those glass cases are actually very decent and I can certainly think of uses for them.
 

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

by azekill_DIABLO » Sun Apr 10, 2016 11:54

the best mod i've ever seen!!!!
Code: Select all
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

i'm back!

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

by jp » Wed Apr 13, 2016 18:45

[Update] Added sounds for the Cauldron and Enchantment Table.
 

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

by Napiophelios » Wed Apr 13, 2016 21:47

Are there any Minetest settings or mods that would interfere with dropping/adding ingredients into the cauldron?
It used to work for me when the cauldron was first introduced,
but now the ingredients just sit and spin in place when dropped onto the boiling water.

I thought the itemdrop mod might be doing it,
but it still the same effect when its removed.
any tips would be appreciated.
 

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

by jp » Wed Apr 13, 2016 22:02

Napiophelios wrote:Are there any Minetest settings or mods that would interfere with dropping/adding ingredients into the cauldron?

I don't think so. But recently I converted their ABMs to nodetimers. You might need to dig/replace or empty/re-fill them.
 

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

by JingoJagget » Sun Apr 24, 2016 22:47

RHR wrote:
jp wrote:Well, I'm aborting the showcase idea : actually you can just drop your items and place a woodframed glass at the same position. And you get an item showcase.

Yeah, but dropped items are removed after some time.


No showcase shelf?
I was looking forward to having one in my house... Oh well.
I'm usually not-so-grump. :3
 

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

by Fixerol » Mon May 02, 2016 13:00

Nice mod.
Few things I noticed:
1) if you look at trampoline from below, it will look near invisible
2) ender chest, is it ok if I put items in it and remove it totally (no items were ejected) and then place somewhere else, items will be there, so it is kind of hidden storage? you can have items in it with zero ender chests around, at any moment you can place it down and have access to them, is this correct?
3) can't saw the straw :)
 

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

by jp » Mon May 02, 2016 15:05

Fixerol wrote:1) if you look at trampoline from below, it will look near invisible

I know, see here : https://github.com/kilbith/xdecor/issues/42

Fixerol wrote:2) ender chest, is it ok if I put items in it and remove it totally (no items were ejected) and then place somewhere else, items will be there, so it is kind of hidden storage? you can have items in it with zero ender chests around, at any moment you can place it down and have access to them, is this correct?

Yes, that's a feature. It mimics Minecraft's Ender Chest.

Fixerol wrote:3) can't saw the straw :)

Yes that's normal, straw is not in group "cracky" or "choppy" (i.e. not solid).
 

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

by jp » Tue May 03, 2016 19:21

[Update] Project moved on minetest-mods, since I don't intend to be active on Minetest anymore.

sofar accepted to take the relay for maintaining it.
 

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

by azekill_DIABLO » Fri May 06, 2016 15:32

i'm sad :(
Code: Select all
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Re: [Mod] X-Decor [git] [xdecor]

by JingoJagget » Wed May 11, 2016 01:06

There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?
I'm usually not-so-grump. :3
 

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

by KCoombes » Wed May 11, 2016 14:07

JingoJagget wrote:There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?


I believe those are the lantern placed against a wall, a candle hanging from the ceiling and the fake fire (might be wrong on that one).
 

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

by everamzah » Wed May 11, 2016 15:00

The first version had a metal cabinet, a skull and a brass ingot, and brass and wrought iron fences. Other versions added now gone items like a trash can, a crate, a plant potter, ... a bunch of stuff really, too much to recall.

I'm working on an xdecor_plus mod that re-adds them all (they're still present in the fork used in DCB), along with other goodies like the letterbox which only accepts written books. It's a slow going project though, and am not sure how far it'll go. I'll publish the results to online when I finish/quit.
 

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

by JingoJagget » Sat May 14, 2016 06:58

KCoombes wrote:
JingoJagget wrote:There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?


I believe those are the lantern placed against a wall, a candle hanging from the ceiling and the fake fire (might be wrong on that one).


I've placed those on walls and ceilings and they don't look like that. And I don't think the version I have has fake fire. Hmmm.
I'm usually not-so-grump. :3
 

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

by KCoombes » Sat May 14, 2016 10:49

JingoJagget wrote:
KCoombes wrote:
JingoJagget wrote:There's some nodes and stuff in the picture in the first post that I can't seem to find, like the lamp on the wall, the ceiling, and the campfire. Have those been removed?


I believe those are the lantern placed against a wall, a candle hanging from the ceiling and the fake fire (might be wrong on that one).


I've placed those on walls and ceilings and they don't look like that. And I don't think the version I have has fake fire. Hmmm.


My bad - the ceiling light is the lantern (judging from the .png file in the textures). I don't see the other textures in the mod at all, so it could be the screenshot in the OP isn't current.
 

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

by bark » Sun May 22, 2016 14:30

When I updated xdecor, loads of my buildings broke because xdecor:cobble_wall_(variants: "ln","c1" and "c2") is missing. Does anyone know how to get them back?
 

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

by Napiophelios » Sun May 22, 2016 15:14

bark wrote:When I updated xdecor, loads of my buildings broke because xdecor:cobble_wall_(variants: "ln","c1" and "c2") is missing. Does anyone know how to get them back?


The aliases were dropped from the mod for some reason.
add this to your nodes.lua from xdecor

Code: Select all
for _, n in pairs({"c0", "c1", "c2", "c3", "c4", "ln"}) do
   minetest.register_alias("xdecor:cobble_wall_"..n, "walls:cobble")
   minetest.register_alias("xdecor:mossycobble_wall_"..n, "walls:cobble")
end


However mossycobble walls will now be cobble walls.
 

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

by everamzah » Sun May 22, 2016 15:21

The old walls in X-Decor were from Sokomine's xconnected mod. They were dropped when NDT_CONNECTED and walls mod were added to minetest and minetest_game. I'm surprised that an alias wasn't added; perhaps a patch is in order.
 

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

by Napiophelios » Sun May 22, 2016 15:23

jp had aliases in the mod but removed them (and others) for some reason.
the code I posted above is his.
 

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

by bark » Sun May 22, 2016 16:57

Thank you! That did the trick :D

I'm having another issue: default:meselamp_microslab (i.e. meselamp that has been chopped up on workbench) doesn't exist anymore. I partly solved the issue by commenting out the bottom lines of this paragraph in workbench.lua

Code: Select all
-- Nodes allowed to be cut.
-- Only the regular, solid blocks without metas or explosivity can be cut.
local nodes = {}
for node, def in pairs(minetest.registered_nodes) do
   if (def.drawtype == "normal" or def.drawtype:sub(1,5) == "glass") and
      (def.groups.cracky or def.groups.choppy) and
      not def.on_construct and
      not def.after_place_node and
      not def.on_rightclick and
      not def.on_blast and
      not def.allow_metadata_inventory_take and
      not (def.groups.not_in_creative_inventory == 1) and
      not def.groups.wool and
      not def.description:find("Ore") -- and
      def.description and
      def.description ~= ""
      -- def.light_source == 0
   then
      nodes[#nodes+1] = node
   end
end


Now, my meselamps are being registered, and appear in-game. But they don't emit any light. Got any suggestions?
 

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