[Mod]Flowerpot[flowerpot]

sofar
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Re: [Mod]Flowerpot[flowerpot]

by sofar » Sat Feb 11, 2017 04:41

Alright so I made the pots drop if they're e.g. on a sand node, and they will drop 2 items instead of one. Second, when you dig a plant now (no more punching a plant out) out of the pot, the empty pot remains, which has to be dug separately, and it's not that hard to do, at least for me.

I changed the icon as well, and made it a wield image for the empty pot. It's still tiny, maybe I'll scale it up somehow.

Scaled up the model just a bit to stay under 1m but fill as much as it can.
 

sofar
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Re: [Mod]Flowerpot[flowerpot]

by sofar » Sat Feb 11, 2017 04:51

PS: If you place a wooden door into a flowerpot, the game crashes. xD


yes, found that and fixed it too.
 

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Re: [Mod]Flowerpot[flowerpot]

by sofar » Sat Feb 11, 2017 05:28

Wuzzy wrote:About the bug:
Normally, when you dig grass in Minetest Game, you only get grass of ONE size (default:grass_5 if I recall correctly), the other grass sizes all drop the same. The other 4 grass sizes are unobtainable (not in game, not in Creative Mode), probably to avoid inventory clutter. Which is GOOD.


Fixed. It's grass_1, not _5, but I would have gotten that wrong myself :)

You get a random grass height when planting this, just like normal grass. Works for dry grass too, obviously.
 

sofar
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Re: [Mod]Flowerpot[flowerpot]

by sofar » Sat Feb 11, 2017 05:33

I'd be willing to add a second pot model that has the dimensions of what you want. But I'm inclined to only enable one pot model by default... would it help if there's a switch available?
 

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Re: [Mod]Flowerpot[flowerpot]

by sofar » Sat Feb 11, 2017 05:36

An important note is that due to the API, you can (if registered!) also place pretty much anything in it, including cobblestone or wood plants. All that's needed is a mod with a line like this:

Code: Select all
flowerpot.register_node("default:wood")
 

sofar
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Re: [Mod]Flowerpot[flowerpot]

by Sokomine » Wed Apr 05, 2017 00:09

Very nice flower pots. It's good to have them in more reasonable size than one cubic meter. Very decorative.
A list of my mods can be found here.
 

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Re: [Mod]Flowerpot[flowerpot]

by FreeGamers » Sat Jul 27, 2019 11:18

Great mod. Doesn't have support for all saplings from other mods, but for default, its a very pretty simple pot that fits in well with the game.

A user found a glitch today. We had flowerpots with saplings setup in a spawn area with protector redo coverage. Punching the pot by a different user causes the pot to drop the sapling and protector redo replaces just the pot. Then, if the pot is punched again, it attempts to drop the sapling again, but it cannot and causes an itemstack expectation error on the server.

Code: Select all
2019-07-27 06:10:25: ACTION[Server]: testuser2 tried to dig flowerpot:empty at protected position (100,30,-75)
2019-07-27 06:10:25: ACTION[Server]: testuser2 punches object 29: LuaEntitySAO at (100,30.0412,-75)
2019-07-27 06:10:26: ACTION[Main]: Server: Shutting down
2019-07-27 06:10:26: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Expecting itemstack, itemstring, table or nil. item=default:aspen_sapling
 

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