[Mod] BobBlocks [git] [bobblocks]
Added ver 0.0.4
Added translucent node state
Inadvertently figured out how to do something that was part of my original idea for this mod: translucent\opaque nodes. Note the translucent blocks in the off state, which would work well for stained glass sculptures.
Health Kit - Off State
Health Kit - On State
Walking through Health Kit while on will deliver 10HP to the player
Added translucent node state
Inadvertently figured out how to do something that was part of my original idea for this mod: translucent\opaque nodes. Note the translucent blocks in the off state, which would work well for stained glass sculptures.
Health Kit - Off State
Health Kit - On State
Walking through Health Kit while on will deliver 10HP to the player
Last edited by RabbiBob on Sun Mar 25, 2012 18:03, edited 1 time in total.
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Noticed that last night & I need to test to see where else it does it (other than on ground level).
Unsure if it's a 'feature' or a 'bug' at this point ;-) <j/k>
Out of curiousity, what are your game settings in your mintest.conf file? Your image looks far more glassly than what I've seen on my system (and I like it).
Unsure if it's a 'feature' or a 'bug' at this point ;-) <j/k>
Out of curiousity, what are your game settings in your mintest.conf file? Your image looks far more glassly than what I've seen on my system (and I like it).
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Code: Select all
address = localhost
creative_mode = 0
enable_damage = 0
name = cosarara97
new_style_leaves = 1
port = 30000
smooth_lighting = 1
free_move = false
enable_3d_clouds = 1
opaque_water = 0
only_peaceful_mobs = 1
fast_move = false
selected_mainmenu_tab = 0
selected_world_path = /home/jaume/.minetest/worlds/world
- Death Dealer
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Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija (or "mesecons" if you are using the latest from github) to depends.txt to use it now. There should be no changes to this code to affect future versions.
Code: Select all
-- MESECON
-- Add jeija (or mesecons depending on your Mesecons version) to bobblocks\depends.txt and paste the below in at the bottom of bobblocks\blocks.lua
mesecon:register_on_signal_on(function (pos, node)
if
node.name == 'bobblocks:redblock_off' or
node.name == 'bobblocks:orangeblock_off' or
node.name == 'bobblocks:yellowblock_off' or
node.name == 'bobblocks:greenblock_off' or
node.name == 'bobblocks:blueblock_off' or
node.name == 'bobblocks:indigoblock_off' or
node.name == 'bobblocks:violetblock_off' or
node.name == 'bobblocks:whiteblock_off'
then
update_bobblock (pos, node, state)
end
end)
mesecon:register_on_signal_off(function (pos, node)
if
node.name == 'bobblocks:redblock' or
node.name == 'bobblocks:orangeblock' or
node.name == 'bobblocks:yellowblock' or
node.name == 'bobblocks:greenblock' or
node.name == 'bobblocks:blueblock' or
node.name == 'bobblocks:indigoblock' or
node.name == 'bobblocks:violetblock' or
node.name == 'bobblocks:whiteblock'
then
update_bobblock (pos, node, state)
end
end)
Last edited by RabbiBob on Sun Apr 01, 2012 15:41, edited 1 time in total.
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hey bob could you ever make a lower resolution texture for this?RabbiBob wrote:
Worked on Mesecon integration this morning. I'm not ready to put out a version 0.0.5 yet, however you can add the below code to blocks.lua and add jeija to default.txt to use it now. There should be no changes to this code to affect future versions.
Code: Select all
-- MESECON -- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua mesecon:register_on_signal_on(function (pos, node) if node.name == 'bobblocks:redblock_off' or node.name == 'bobblocks:orangeblock_off' or node.name == 'bobblocks:yellowblock_off' or node.name == 'bobblocks:greenblock_off' or node.name == 'bobblocks:blueblock_off' or node.name == 'bobblocks:indigoblock_off' or node.name == 'bobblocks:violetblock_off' or node.name == 'bobblocks:whiteblock_off' then update_bobblock (pos, node, state) end end) mesecon:register_on_signal_off(function (pos, node) if node.name == 'bobblocks:redblock' or node.name == 'bobblocks:orangeblock' or node.name == 'bobblocks:yellowblock' or node.name == 'bobblocks:greenblock' or node.name == 'bobblocks:blueblock' or node.name == 'bobblocks:indigoblock' or node.name == 'bobblocks:violetblock' or node.name == 'bobblocks:whiteblock' then update_bobblock (pos, node, state) end end)
hello, am program. do language in rust. make computer do. okay i go now.
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- jordan4ibanez
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custom! http://c55.me/minetest/forum/viewtopic.php?id=885RabbiBob wrote:J4i - what texture pack do you use? Default or custom?
hello, am program. do language in rust. make computer do. okay i go now.
They are. Example:Calinou wrote:Hmm... You should probably set your colored block's renderings as "glasslike" or whatever it is - it would fix the problem of seeing through the floor.
Code: Select all
minetest.register_node("bobblocks:orangeblock", {
description = "Orange Block",
drawtype = "glasslike",
Code: Select all
alpha = WATER_ALPHA,
Updated Release info and Current Worklist in first post.
0.0.5
0.0.5
- Changed default texture to 32x32
- On\Off states for all bobblocks poles - default to light on \ punch for light off
- Added Mesecons (video) compatibility for blocks and poles: Making Discussion ~ Working Code. I'm debating on how I want to implement the dependency (either two versions of this or a straight depends) as I'm already seeing an issue of depending on another mod.
- Added directions for dependency in main post and in the init.lua file.
- Merged blocks and poles lua files. Long story.
- Pit trap is available (currently in testing), however turned off in init.lua
0.0.6
- Added ReadMe.txt (because people RTFM, right?)
- Added recipes for traps, activated in init.lua, and created hidden (set) states for spike traps (see video). Added Death Dealer's spike textures. Fake grass node finished (see video).
- Added sounds to blocks, poles, health and traps
- Removed deprecated material = minetest.digprop_glasslike(1.0), from nodes (breaks backwards compatibility pre- v20120318) and deprecated registered falling node
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