[Mod] BobBlocks [git] [bobblocks]

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VanessaE
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by VanessaE » Thu May 30, 2013 03:59

Two requests:

1, You can get rid of the water alpha thing for the "off" blocks, as we can do proper alpha now. It's still considered slightly experimental, and recommends the use of shaders for best results, but it works far better than water alpha. You'd just need to put "use_texture_alpha = true," in your register_node calls, and then set the alpha channel as desired in your texture files. As long as your alpha channel is less than 50% transparent, non-alpha-capable clients should fall back to showing fully opaque textures.
2, I've had to remove the trap objects from my local copy of this mod because of abuse of them on my server. Could you consider moving those into a separate mod?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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by RabbiBob » Fri May 31, 2013 01:12

1. I'll do it the next time I need a revision or have some time, currently in the middle of softball\baseball season with the kids.
2. I don't believe I had any cross dependency, just comment it out of init.lua (I left it that way to make it the server owner's choice).
 

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by Inocudom » Fri May 31, 2013 03:00

Glad to see you posting here again, RabbiBob. Have you tried the newest dev version of Minetest yet? I think you will find the new alpha transparency feature to be very useful.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

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by tinoesroho » Fri May 31, 2013 04:27

Yay, RabbiBob! I hope softball's being fun; I did some volunteer coaching last year for a under-12 league.
We are what we create.

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by Inocudom » Wed Jun 12, 2013 18:41

There is a mod made by Hybrid Dog that uses this mod. It is beyond the link below.
http://forum.minetest.net/viewtopic.php?id=5987
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

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by LionsDen » Fri Aug 23, 2013 15:58

Darth Vader/ Awesome Spy wrote:how do I download this?


In the first post under where it says Downloads are a list of downloads in tar and zip format. Just choose the version you want and the format you want.
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by mischk » Mon Oct 20, 2014 12:43

Hello, I installed bobblocks mod on my server. It works, but I cant destroy the blocks now. However. Server throws an exception:

Code: Select all
08:32:14: ERROR[main]: stack traceback:
   .../minetest/games/minetest_game/mods/default/functions.lua:98: in function 'register_falling_node'
   ...test/.minetest/worlds/world/worldmods/bobblocks/init.lua:15: in main chunk
08:32:14: ERROR[main]: WARNING: default.register_falling_node is deprecated


whats wrong? Thank you! Mischk
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by Topywo » Mon Oct 20, 2014 17:06

Did you perhaps install an older version of boblocks?

Try this one from the GitHub link:
https://github.com/rabbibob/BobBlocks.git
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by RabbiBob » Mon Oct 20, 2014 17:51

Please verify that you are using v0.0.8 (found in the readme.txt file).

Anyone want ownership of the mod? Requirements are that the name stays the same and initial creation credit goes to me. Serious inquiries only (and I'll probably research the forums a little to get a feel for who you are)!
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by Hybrid Dog » Thu Oct 23, 2014 17:20


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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by rubberduck » Wed Nov 26, 2014 06:50

i also included your mod in my mod

viewtopic.php?f=11&t=10202
i added new recipes (because they were not craftable for me, that was the reason for including this mod) and added a few more colors.
if my mod gets bigger and when i have planned to make a modpack out of my mod, it will be an own mod in my modpack too.
i have credited you in the license file as original author.
the code looks a bit different because i cleaned it
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by VanessaE » Mon Jan 30, 2017 11:24

This mod has been converted to use the new param2-based colorization scheme.

There are four base block/pole crafts in this mod now:

Base block: [ default glass ], [ default torch ], [ default cobble]
Base pole/fence: [ Base block ], [ default stick ]
Wavy block: [ Base block ], [ Base block ]
Wavy pole/fence: [ Wavy block ], [ default stick ]

The "Wavy" block is the block this mod used to refer to as "grey block", and is so-named because of its base texture.

This mod still provides that odd "BTM" node as well as trap/spike and health nodes. The BTM recipe had to be changed since it relied on outdated stuff. To get one of those, place one each of glass, torch, leaves, mese crystal, and diamond into the crafting grid. Traps and health cannot be crafted. None of these nodes can be colorized.

Place one of the four above "base" or "wavy" blocks on the ground, then right-click on it while holding some dye, and it changes to that color.

Digging a colorized block or pole/fence gives you back the plain one you crafted, and the dye color you last painted it with.

As a side effect of using this new feature, this mod now depends on Unified Dyes, and the entire 89-color Unified Dyes palette is supported for all four colorized nodes now (as opposed to 7 colors and "grey block" prior to this update).

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, and the latest git of Unified Dyes, otherwise newly-placed blocks/poles can't be colored and you'll get unknown items for any existing ones.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by VanessaE » Sun Feb 05, 2017 00:57

This mod has been updated to use the revised Unified Dyes API -- you now punch the node while wielding dye, instead of right-clicking.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Mod] BobBlocks [v0.0.8] [20130305] [bobblocks]

by Fixer » Tue Feb 14, 2017 22:55

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.
 

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Re: [Mod] BobBlocks [v(GitHub)] [20130305] [bobblocks]

by RabbiBob » Sun Feb 19, 2017 13:27

I receive GitHub email every now again and I'm always surprised to see this one still going along: thank you for keeping it alive.

I edited the lead post with the below and as noted, I'll make an effort to combine items to Master if needed over time. Coders, please consider updating the readme.txt version info (it will help you keep on top of changes and it is helpful to the end users as well).

Regards,
Bob

--------------------------------------------------------------

*** Please Note ***

Current code from GitHub:
Please refer to the most recent commit or active forks from the GitHub base by visiting GitHub.

Coders Please update the README.TXT and version information header on your forks\commits. While I am not actively maintaining, I can be reached at the e-mail supplied in the original code and I can merge with the base if there are substantial changes\improvements.

--------------------------------------------------------------
 

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Re: [Mod] BobBlocks [git] [bobblocks]

by VanessaE » Wed Jun 06, 2018 12:37

My fork of this mod has been moved to Gitlab.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Mod] BobBlocks [git] [bobblocks]

by VanessaE » Wed Aug 22, 2018 06:24

My fork of this mod now uses normal crafting to get colored blocks instead of place-and-punch (requires Unified Dyes commit 2a816534 or later).

Note that some recipes have changed a bit in order to prevent weird coloring loops, but I kept the changes minimal.

Craft one glass, one torch, and one cobble, in a row to get two of the basic blocks.
One basic block plus a portion of dye yields one colored basic block.
One basic block plus a stick yields one pole.
One pole plus a portion of dye yields one colored pole.
One basic block plus one cobble yields two of the "wavy-textured" blocks.
One wavy block plus a portion of dye yields one colored, wavy block.
One basic block, one cobble, and a portion of dye yields two colored, wavy blocks.
One wavy block plus a stick yields one pole with that wavy texture.
One wavy pole plus a portion of dye yields one colored wavy pole.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Mod] BobBlocks [git] [bobblocks]

by lister » Sun Jan 06, 2019 22:19

reporting here because we are having a trouble opening an issue (interface button missing ?_?)

* we posit there is a balance issue with trap grass: identical texture makes it too hard to spot

* we would also like to see damage from spike traps to be exposed as hashed variables; on a perma-death server, 100 damage, with zero armor mitigation, is a bit out of balance as well, especially when combined with trap grass

we got a fork going here: https://gitlab.com/survivor-mods/BobBlocks
Code: Select all
diff --git a/blocks.lua b/blocks.lua
index c86e410..da2b19d 100644
--- a/blocks.lua
+++ b/blocks.lua
@@ -17,6 +17,8 @@ bobblocks.colorlist = {
 }
 
 bobblocks.opacity = 150 -- Opacity: 0-255; 0 Full transparent, 255 Full opaque
+bobblocks.minor_spike_dmg = 1
+bobblocks.major_spike_dmg = 6
 
 bobblocks.update_bobblock = function (pos, node)
        local newnode = node
diff --git a/trap.lua b/trap.lua
index 0d24f42..0921168 100644
--- a/trap.lua
+++ b/trap.lua
@@ -160,7 +160,7 @@ minetest.register_abm(
     action = function(pos, node, active_object_count, active_object_count_wider)
     local objs = minetest.get_objects_inside_radius(pos, 1)
         for k, obj in pairs(objs) do
-        obj:set_hp(obj:get_hp()-1)
+        obj:set_hp(obj:get_hp() - bobblocks.minor_spike_dmg)
         minetest.sound_play("bobblocks_trap_fall",
            {pos = pos, gain = 1.0, max_hear_distance = 3,})
     end
@@ -174,7 +174,7 @@ minetest.register_abm(
     action = function(pos, node, active_object_count, active_object_count_wider)
     local objs = minetest.get_objects_inside_radius(pos, 1)
         for k, obj in pairs(objs) do
-            obj:set_hp(obj:get_hp()-100)
+            obj:set_hp(obj:get_hp() - bobblocks.major_spike_dmg)
         minetest.sound_play("bobblocks_trap_fall",
            {pos = pos, gain = 1.0, max_hear_distance = 3,})           
         end


and more forks of several minetest-mods here: https://gitlab.com/survivor-mods

we would love to start merging our general interface fixes (like exposed hashed variables) as well as balance fixes (given consensus) upstream, if any such interest exists, so please let us know if this is desirable, and what is the best way to do this :)
 

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