[Mod] stoneworks [1.2][stoneworks]

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TumeniNodes
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[Mod] stoneworks [1.2][stoneworks]

by TumeniNodes » Thu Jun 16, 2016 14:28

Depends = default
License = code: http://unlicense.org
default mod textures = CC-By-SA 3.0 or later (per original license)
textures in stoneworks / textures folder = http://creativecommons.org/licenses/by-nc-sa/4.0/
Install = Download file / rename to stoneworks / place folder into your mods folder.
Remember to read the description.txt , and the lincense.txt for more info
Any issues or questions, please post.
*the "low iron fence", only works with "low walls"

Stoneworks adds single node arches, and thin wall systems, components to the game.
Supports default textures.
If there is something you would like to see added to this mod, i.e. support for other mods textures, or anything like that..., or if you have any issues with it, questions, ideas, or just like it..., please let me know.

source = https://github.com/TumeniNodes/stoneworks.git
download = https://github.com/TumeniNodes/stoneworks/archive/master.zip

Image

Image

Updates:

02/03/2017: updated with new _block nodes from 0.4.15
06/17/2017: updated with 0.4.16
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Re: [MOD]stoneworks[stoneworks 1.0]

by MykieDoesStuff » Thu Jun 16, 2016 14:50

Just tested it out, and mod works great so far!

I'll let you know if anything pops up or new ideas that occurred :P

Say, what did you use to create the blocks? Just curious.
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Re: [MOD]stoneworks[stoneworks 1.0]

by TumeniNodes » Thu Jun 16, 2016 15:00

MykieDoesStuff wrote:Just tested it out, and mod works great so far!

I'll let you know if anything pops up or new ideas that occurred :P

Say, what did you use to create the blocks? Just curious.


https://forum.minetest.net/viewtopic.php?f=14&t=2840&hilit=NBE Excellent tool.

Thanks. Yep, some of it may take a quick moment to figure out / get used to but, the nodes present potential for many uses. I used the arch nodes for the ceilings in some tunnels (which is basically why I created them). But they could be used in an enclosed maze, etc..
I had thought of adding support for the dirt, grass, snow and ice textures too but, the user can do that if they wish.
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Re: [MOD]stoneworks[stoneworks 1.0]

by Onyx » Thu Jun 16, 2016 17:46

Hi,

Good work ! Thanks for sharing.
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Re: [MOD]stoneworks[stoneworks 1.0]

by TumeniNodes » Thu Jun 16, 2016 18:27

Thank you cd2 and Onyx
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Re: [MOD]stoneworks[stoneworks 1.0]

by TumeniNodes » Fri Jun 17, 2016 11:19

Thank you azekill
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Re: [MOD]stoneworks[stoneworks 1.0]

by Napiophelios » Fri Jun 17, 2016 11:34

would be more modern if you used the connect-to feature for your wall nodes;
you could remove the need for quite a few nodes to be registered.
 

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Re: [MOD]stoneworks[stoneworks 1.0]

by TumeniNodes » Fri Jun 17, 2016 11:48

Napiophelios wrote:would be more modern if you used the connect-to feature for your wall nodes;
you could remove the need for quite a few nodes to be registered.

I realize this but, I think this way provides more options. You can use the connections I made for the walls in so many various ways, as well as for options other than walls entirely.
I think using the connect-to feature would actually create a lot of creative restrictions in this mod. All the nodes can be manipulated with the screwdriver, set in places you may not wish them to "connect-to", etc..
The connect-to feature is really nice, but I thought it would be nice to have an additional wall system, free of that feature.
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Re: [MOD]stoneworks[stoneworks 1.0]

by addi » Fri Jun 17, 2016 13:26

Very nice nodeboxes!
Althoug I have to say I would like to See the Walls as connected nodex. It would much easier to place them, and you does not need the screwdriver. But your Arguments about creativity are good too.
Very nice mod.
 

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Re: [MOD]stoneworks[stoneworks 1.0]

by TumeniNodes » Fri Jun 17, 2016 16:03

addi wrote:Very nice nodeboxes!
Althoug I have to say I would like to See the Walls as connected nodex. It would much easier to place them, and you does not need the screwdriver. But your Arguments about creativity are good too.
Very nice mod.

Thank you addi.
Well, like I said... using the connect-to feature would take a lot of options away. As users experiment more they will definitely see what I mean. And to be honest, placing the nodes is really not that difficult.
I only mentioned the screwdriver because, some of the wall system connector nodes "could" be used on say, the outer walls of a building (just an example), and turned with the driver to make some nice features in the building.
I mean, anyone who wants to fork the mod, using connect-to, is more then free to do so, and welcome to do so..., and re-release it as an option.
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Re: [Mod] stoneworks [1.0][stoneworks]

by TumeniNodes » Fri Feb 03, 2017 18:17

Update: Just now updated stoneworks with new _block nodes from 0.4.15

(yep... I'm lazy)
Last edited by TumeniNodes on Sun Jun 18, 2017 04:36, edited 1 time in total.
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Re: [Mod] stoneworks [1.2][stoneworks]

by TumeniNodes » Sat Jun 17, 2017 21:35

Update: Added new nodes for 0.4.16
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Re: [Mod] stoneworks [1.2][stoneworks]

by Nordal » Wed Jul 31, 2019 03:20

Hello, your mod is great! Unfortunately there are no craft-recipes, so I can use it only in creative mode.
If there was crafting possible and addi's darkage https://github.com/adrido/darkage supported, this mod would be fantastic. :)
 

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Re: [Mod] stoneworks [1.2][stoneworks]

by TumeniNodes » Wed Jul 31, 2019 22:42

Thank you Nordal.
Yeh, I'm not the best at coming up with crafting recipes, I am a strictly 'creative' user.
But I am completely open to anyone adding usable recipes for this mod with a PR.

Adding support for darkage is not difficult but, it will definitely push the inventory count up.
Maybe I'll add support in a while
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Re: [Mod] stoneworks [1.2][stoneworks]

by ThorfinnS » Fri Aug 02, 2019 16:55

In order to avoid problems with recipe duplication, I've found it best to create an intermediate product specific to the module, in this case, maybe something like "Dressed Stone", and have your recipes use that. Guarantees you don't have to worry about overwriting recipes.

So, for example, maybe one cobble produces 8 dressed stone, and a shape like
Code: Select all
{{dressed, dressed, dressed},
{dressed, nil, dressed}}


gives you the half-height arch,

Code: Select all
{{dressed, dressed, dressed}
{dressed, dressed, dressed},
{dressed, nil, dressed}}

gives full height arch, etc.

If you are feeling really generous, provide a recipe for crafting back to cobble, or cooking it in the furnace.

[EDIT]
Looking at them a little closer, maybe up to 27 microblocks (less whatever you want for loss) from a single cobble makes more sense.

The recipes above create the 1/3 depth arches. Assemble three of these (like bottom row, first from the left) to produce one vault block (what I think 3rd row down, 4th block from left is.)
[/EDIT]
 

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Re: [Mod] stoneworks [1.2][stoneworks]

by ThorfinnS » Mon Aug 05, 2019 03:21

Nordal wrote:Hello, your mod is great! Unfortunately there are no craft-recipes, so I can use it only in creative mode.
If there was crafting possible and addi's darkage https://github.com/adrido/darkage supported, this mod would be fantastic. :)
Issued a PR to add recipes. They are all pretty intuitive, and make sense if you look at them in the crafting grid, but some craft guide or unified inventory is highly recommended. I've also added support for cool_trees by runs. May take some time to review before he approves it. It's a pretty serious revamping of some of the code. If you want to test it out, feel free to hop on over to my fork on github.

Incidentally, what parts of darkage were you wanting?
 

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Re: [Mod] stoneworks [1.2][stoneworks]

by ThorfinnS » Mon Aug 05, 2019 18:25

Now with coved ceilings.

Note: woodgrain textures do not align.
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Re: [Mod] stoneworks [1.2][stoneworks]

by ThorfinnS » Mon Aug 05, 2019 19:54

TenPlus1's baked clay mod looks nice.

But I think it's probably more prudent to just create a register all like stairsplus does, and let the other mod support stoneworks, rather than the other way around.
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Re: [Mod] stoneworks [1.2][stoneworks]

by Nordal » Tue Aug 06, 2019 07:30

Incidentally, what parts of darkage were you wanting?


Hello ThorfinnS,
I don't know how it really looks, but I imagine that bricks would also be cool.
I thought about basalt_brick, default:stone_brick, cobble_with_plaster, chalked_bricks, chalked_bricks_with_plaster,
marble, ors_brick (Old Red Sandstone). That would integrate nice into castle of church like buildings, to kind of medieaval buildings anyway, I imagine.
 

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Re: [Mod] stoneworks [1.2][stoneworks]

by ThorfinnS » Wed Aug 07, 2019 01:41

Oh, the copy I had was from https://github.com/davisonio/darkage.git

I was baffled by what you meant by chalked bricks.

Give me a bit. Wrote a routine that should work very similar to stairsplus:register_all, so mods can opt into stoneworks rather than the other way around.

[EDIT]
Give it a shot, please. I don't really know what those textures are supposed to look like since I just now got your newer fork. But it looks to me as if it's OK.

https://github.com/ThorfinnS/stoneworks.git

Once you confirm it works as you want, I'll put together something about moving mod support out of stoneworks and into the mod that introduces the new nodes.
[/EDIT]

[EDIT2]
Oh, and in case you care, the 9 miniblock flat gives you a ceiling block that matches top and bottom of the thinner cove ceiling. Using 2 of those gives a ceiling block that matches top and bottom of thicker cove ceiling. It's not obvious unless you place it, so thought you might want to give it a go and see how the textures align.
[/EDIT2]
 

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Re: [Mod] stoneworks [1.2][stoneworks]

by ThorfinnS » Wed Aug 07, 2019 02:36

[EDIT3]
Oh, by default all three (baked clay, all of runs' cool trees and the subset of darkage) should be enabled. If they are not, just go into settings on the main menu and enable them
[/EDIT3]
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Some textures align poorly, but if you mix them up...
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A small section of a mahogany coved ceiling
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