[Mod] Timber [0.1] [timber]

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Jeija
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[Mod] Timber [0.1] [timber]

by Jeija » Sun Apr 08, 2012 22:01

This is the equivalent to the minecraft timber mod.
An easy 2-minute-coding mod.

YouTube (of Minecraft Version)
Works with
- Jungletree
- Tree
- Papyrus
- Cactus

Download
V 0.1 as .zip

License: GPLv3
Dependencies: none
Last edited by Jeija on Sat Jan 26, 2013 21:56, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

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Death Dealer
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by Death Dealer » Sun Apr 08, 2012 22:06

awesome:D
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by Jordach » Sun Apr 08, 2012 22:09

jeija. really, really cool. i like this.
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by LolManKuba » Sun Apr 08, 2012 22:42

Finally, I posted about a mod request for a timber mod! Thanks jeija!
 

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by LolManKuba » Sun Apr 08, 2012 22:45

Oh yes I forgot you should edit your post and put (Converted by Jeija from the Minecraft Mod by TehKrush)
 

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Death Dealer
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by Death Dealer » Sun Apr 08, 2012 22:45

LolManKuba wrote:Oh yes I forgot you should edit your post and put (Converted by Jeija from the Minecraft Mod by TehKrush)

no he shouldnt. this is not minecraft no ones cares.
Keep calm and code python^_^
 

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by sdzen » Sun Apr 08, 2012 22:48

more importantly should jeija ask tehkrush for permission before converting it?
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Death Dealer
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by Death Dealer » Sun Apr 08, 2012 22:49

i dont think he converted it, he just coded it with lua (the idea), minecraft is java. do you think celeron asked notch if he could make minetest no.
Last edited by Death Dealer on Sun Apr 08, 2012 22:50, edited 1 time in total.
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LolManKuba
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by LolManKuba » Sun Apr 08, 2012 22:49

This mod works 100% it even drops the trees to the ground like in Minecraft.
 

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Jeija
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by Jeija » Sun Apr 08, 2012 23:00

Honestly, I don't think this idea is sooo extremely original and therefore I didn't ask for permission. You cannot really say converted, because I didn't even have a look at the code of that minecraft guy.
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sdzen
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by sdzen » Mon Apr 09, 2012 00:21

okay then :P nice mod
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malheureusement mon français n'est pas bon :<
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by jordan4ibanez » Mon Apr 09, 2012 00:31

freakin sweet! :D & you dont need permission you didnt copy any code!
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by bgsmithjr » Mon Apr 09, 2012 02:57

bgsmithjr wrote:Great mod!!

I thought this made trees fall when you removed the base. Sorry this isn't for me.
It only made the middle trunk fall as an item, is it supposed to be like that?
Last edited by bgsmithjr on Mon Apr 09, 2012 03:11, edited 1 time in total.
 

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Jeija
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by Jeija » Mon Apr 09, 2012 05:47

Yes. Also works with cactus, papyrus and jungletrees.
That's the whole thing the mod does.
- Just watch the YouTube video -
Last edited by Jeija on Mon Apr 09, 2012 05:48, edited 1 time in total.
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by sfan5 » Mon Apr 09, 2012 09:59

Nice!
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by kddekadenz » Thu Apr 12, 2012 14:48

I changed the mod, so you get the items initially (no drops)

Code: Select all
timber_nodenames={"default:jungletree", "default:papyrus", "default:cactus", "default:tree"}

minetest.register_on_dignode(function(pos, node, digger)
    local i=1
    while timber_nodenames[i]~=nil do
        if node.name==timber_nodenames[i] then
            np={x=pos.x, y=pos.y+1, z=pos.z}
            while minetest.env:get_node(np).name==timber_nodenames[i] do
                minetest.env:remove_node(np)
                digger:get_inventory():add_item('main', timber_nodenames[i])
                np={x=np.x, y=np.y+1, z=np.z}
            end
        end
        i=i+1
    end
end)
 

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LolManKuba
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by LolManKuba » Sun May 27, 2012 22:20

Can I add this to a upcoming modpack named "Realistic Modpack"?
 

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Jeija
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by Jeija » Tue May 29, 2012 06:59

Of course you can!
Would be nice if you kept a text saying that it was made by me in the forum post (As you have right now :D)
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by LolManKuba » Tue May 29, 2012 21:19

Thanks, and if you have anymore mods that are kind've realistic please tell me.
 

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by Josh » Tue Jul 10, 2012 03:37

I just tried it way faster way of getting wood! Although i had to make a tar.gz file of the mod because i have linux but it works fine
thanks jeija!
 

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by kddekadenz » Tue Jul 10, 2012 05:42

Josh wrote:I just tried it way faster way of getting wood! Although i had to make a tar.gz file of the mod because i have linux but it works fine
thanks jeija!


Lol, you don't have to turn a zip into a tar.gz, just because you are using Linux :o
 

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by lesliev » Tue Jul 10, 2012 09:30

Great work in just 16 lines!
 

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by Topywo » Tue Jul 10, 2012 10:23

kddekadenz wrote:I changed the mod, so you get the items initially (no drops)

Code: Select all
timber_nodenames={"default:jungletree", "default:papyrus", "default:cactus", "default:tree"}

minetest.register_on_dignode(function(pos, node, digger)
    local i=1
    while timber_nodenames[i]~=nil do
        if node.name==timber_nodenames[i] then
            np={x=pos.x, y=pos.y+1, z=pos.z}
            while minetest.env:get_node(np).name==timber_nodenames[i] do
                minetest.env:remove_node(np)
                digger:get_inventory():add_item('main', timber_nodenames[i])
                np={x=np.x, y=np.y+1, z=np.z}
            end
        end
        i=i+1
    end
end)


If I add default:stone and change y+1 to y-1 I'm able to dig down. I'm wondering why sometimes it goes 26 down, other times 120 or so, so basically it digs down until a random amount. The total amount of collected stone is already displayed in my inventory after the first digging. So I know how far down I'll go.There was still stone to dig, so changing nodes didn't cause it.

Anyone?
 

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Jeija
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by Jeija » Tue Jul 10, 2012 14:50

Topywo, I think that is caused by a "bug" in minetest, to be more precise:
Minetest only loads some chunks around you.
If a mod tries to acces a node that is too far away, in an unloaded chunk, minetest simply ignores that. That happens in this mod, as the stone below you seems to be unloaded as well as in the mesecons mod where too big structures don`t work.
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