[Mod] mymasonhammer [mymasonhammer]

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Don
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[Mod] mymasonhammer [mymasonhammer]

by Don » Mon Oct 26, 2015 02:25

This is a hammer to make rocks into stairs, ladders and footholds. It is great for mining to make it easier for you to get around in mines.
Left click to make a groove.
Right click to change mode. Mode is shown in chat.

Depends - Default
Download - https://github.com/minetest-mods/mymasonhammer/archive/master.zip
Github - https://github.com/minetest-mods/mymasonhammer
License - DWYWPL

Image
Last edited by Don on Sun Apr 03, 2016 16:41, edited 3 times in total.
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Re: [Mod]mymasonhammer[mymasonhammer]

by duane » Mon Oct 26, 2015 11:23

Very nice concept and execution. It kind of feels like cheating to make ladders without wood, but I'm sure I'll get over it.
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Re: [Mod]mymasonhammer[mymasonhammer]

by Krock » Mon Oct 26, 2015 19:55

Great idea! This will make the underground navigation/movement much easier.
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Re: [Mod]mymasonhammer[mymasonhammer]

by Don » Mon Oct 26, 2015 20:22

It was suggested when I made the chisel. It has been on the chisel page for a while but I decided to give it it's own topic.

viewtopic.php?f=9&t=13104
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Re: [Mod]mymasonhammer[mymasonhammer]

by lightonflux » Mon Oct 26, 2015 22:10

Very great mod. But has some smaller things that are a bit annoying. The hammer doesn't look too good.

And it is to fast. Imho it should take time to carve the stone. Just like it takes time to mine stone.

What i like is how you reduce the stone for a stone ladder in several steps. But it is a bit weird that ladder 3 is walkable when it is visually 100% flat.

And the shadow texture only works with small texture packs. With SummerFields (afaik 64px) it looks broken.
 

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Re: [Mod]mymasonhammer[mymasonhammer]

by Don » Tue Oct 27, 2015 01:17

I changed the texture a bit. I will do a better texture soon.
I might change the time it takes later. I will think about it.
I fixed the ladder being walkable before it is a ladder.
I added 32 and 64 px textures. I have not test them. Just remove the 32 or 64 from the front of the name.

Thanks for your comment lightonflux.
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Re: [Mod]mymasonhammer[mymasonhammer]

by Don » Sun Nov 08, 2015 14:29

I changed the hammer image. Please let me know if you like it.
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Re: [Mod]mymasonhammer[mymasonhammer]

by duane » Sun Nov 08, 2015 23:27

Don wrote:I changed the hammer image. Please let me know if you like it.


I kind of liked the old one better, but I think of it more as a wall hammer than a masonry tool.
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Re: [Mod]mymasonhammer[mymasonhammer]

by Don » Mon Nov 09, 2015 00:20

duane wrote:
Don wrote:I changed the hammer image. Please let me know if you like it.


I kind of liked the old one better, but I think of it more as a wall hammer than a masonry tool.

Should I put the old one back and just make the texture look better? The old one was a quick one I made as a place holder. I forgot to make a better one until now.
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Re: [Mod]mymasonhammer[mymasonhammer]

by Don » Fri Nov 13, 2015 02:17

I made it so it takes 3 hits to make stairs.
I also added the old hammer image to the textures folder.
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Re: [Mod] mymasonhammer [mymasonhammer]

by Odracir » Fri Oct 18, 2019 19:58

Niiice thing, very good digging mimic.
I'm researching a bit to make some tool, and like this method.

Found a little problem: a definition mismatch

- default_material in nodes.lua defines 4 materials
- default_material in hammer.lua defines 6 materials
(the first 4 + "default:stonebrick" + "default:desert_stonebrick")

I would better merge both tables in one, easier to maintain.
-----------------------------------------------------------------------------------------------------------------------------------
And you could add sound
minetest.sound_play("default_dig_cracky",{pos = pos, gain = 1.0, })

At the end offunction parti is a good place to do it.
I tried first with "default_dig_cracky.ogg" , failed silently, ok with "default_dig_cracky" without ".ogg"
-----------------------------------------------------------------------------------------------------------------------------------
And breaking sound too

Code: Select all
   if not minetest.setting_getbool("creative_mode") then
      if itemstack:get_wear() + 65535/(USES - 1) > 65535 then                   -- <----
         minetest.sound_play("default_tool_breaks",{pos = pos, gain = 1.0, })   -- <----
      end                                                                       -- <----
      itemstack:add_wear(65535 / (USES - 1))
   end
   return itemstack

-----------------------------------------------------------------------------------------------------------------------------------
And reset count to 0 if hitting a different node.

Now, in stairs mode,
- you hit node 1 one time, nothing happens,
- hit node 2 one time, nothing happens,
- hit node 3 one time, node 3 becomes stairs with only 1 hit.
 


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