[Modpack] Home Decor [git] [homedecor_modpack]

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Linuxdirk
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Linuxdirk » Post

VanessaE wrote:This can't be the latest homedecor code
git status says it is …
VanessaE wrote:What subgame are you using? How up-to-date is it?
I’m using Carbone. It’s the latest version available through Git.

Code: Select all

$ git status
On branch master
Your branch is up-to-date with 'origin/master'.
nothing to commit, working directory clean

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by jp » Post

I can reproduce your issue with Carbone... The default.gui_* (which allow displaying a fancy inventory) are not supported in Carbone.

It's up to Calinou to fix that in his game.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Peter Lowe » Post

HI Vanessa,

I seem to be constantly getting the following message on start up ERROR: ModError: Unresolved name: conflicts for mods "Building Blocks" , "chains", "computer", "fake fire", "homedecor 3d extras", "Inbox". It's my first go at loading mods so be gentle, I have to start teaching this stuff in a couple of weeks, when we move from 'Python' to 'Lua' for Candidate Projects in Computing.

Regards,

Peter

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by kaeza » Post

Hello Peter.

Sounds like you may have several instances of homedecor installed somewhere. Check that the subgame you are using does not already contain the homedecor mod (for example, Dreambuilder does). If so, just move/delete the duplicates out of the mod search path.
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

A few updates: cutlery set, beer mug, trash can, and a few other items have been replaced with mesh nodes. Also added office chairs in "basic" and "upscale" styles. All models originally by jp, with modifications.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Peter Lowe » Post

Thanks, much better, just one error showing now:-

ERROR:modError: Failed to run /home/peter/minetest/mods/homedecor 3d extras/init.lua

I realise that is just the pathway to init.lua. Could just be a faulty title somewhere?

Regards,

Peter

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

You apparently renamed the folder - it should be homedecor_3d_extras (with the underscores). However if you transcribed that from your screen after an error and just typoed it, then that component would only fail if you're using too-old of a version of Minetest (typically citing the "override_item" function; this modpack requires 0.4.11 or newer).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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.

by vitaminx » Post

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Last edited by vitaminx on Sun Sep 23, 2018 15:55, edited 1 time in total.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by superschizo » Post

VanessaE wrote:... this modpack requires 0.4.11 or newer).
No stable minetest 0.4.11 has been released yet for Ubuntu 14.10, which is the most recent version of Ubuntu, so many of the Ubuntu players (including myself when on linux) still use minetest 0.4.10. Could using the 0.4.10 engine with the current home decor modpack be causing my world databases to get corrupted? What problems could we expect from using this modpack with minetest 0.4.10?

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by ThatGraemeGuy » Post

superschizo wrote:
VanessaE wrote:... this modpack requires 0.4.11 or newer).
No stable minetest 0.4.11 has been released yet for Ubuntu 14.10, which is the most recent version of Ubuntu, so many of the Ubuntu players (including myself when on linux) still use minetest 0.4.10. Could using the 0.4.10 engine with the current home decor modpack be causing my world databases to get corrupted? What problems could we expect from using this modpack with minetest 0.4.10?
Frankly, you're better off just building it from the source rather than trying to use the distro package, as per: viewtopic.php?f=42&t=3837

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

vitaminx: just ignore those messages. They are just an indication of code that needs cleaned up, not a compatibility issue, and are non-fatal in practice. They will all be sorted out sooner or later. :-)

superschizo: expect at the very least, mesh nodes such as shutters and wine racks being rendered as strangely-textured cubes (rather than proper shapes), and probably crashes here and there where code is calling on some 0.4.11-or-newer game function.

I use Xubuntu on my home PC, Debian on my server boxes, and building Minetest for these two platforms and anything else derived from Debian is quite trivial. See the link ThatGraemeGuy gave, or the README in the Minetest sources.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by afflatus » Post

Following on from our conversation on IRC:

re: signs_lib
I want to make the text image slightly smaller, but the code is so gnomic I don't dare attempt a mod without taking advice. I can see how to reduce the number of characters per line, but how can I make the resultant PNG about 2 pixels smaller in every direction?
Grailtest is stirring ...

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by afflatus » Post

I managed to get acceptable results messing about with TEXT_SCALE
Grailtest is stirring ...

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Inocudom » Post

TenPlus1 wrote:Also, the writable books in Homedecor are using old code, my own is newer and word-wraps books properly...
In his Xanadu server topic, TenPlus1 posted this about the books in the homedecor mod. He could be of great assistance to you if you let him.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by jp » Post

Inocudom wrote:TenPlus1 posted this about the books in the homedecor mod. He could be of great assistance to you if you let him.
No, don't need. I've already borrowed his word-wrapping code* with an enhancement : a proper "disabled" textarea for reader ;)

* which simply consist in a single line change in the formspec.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by LazerRay » Post

I'm not sure if anyone thought of this, but I figured out a crafting recipe to convert the thin glow lights back into the think versions. The new coding is for the Home Decor Crafts script, I already have it in my copy to help clean up extra thin lights.

The code for the yellow lights

Code: Select all

minetest.register_craft({
        output = "homedecor:glowlight_half_yellow 1",
        recipe = {
		{"homedecor:glowlight_quarter_yellow", "homedecor:glowlight_quarter_yellow", },
	}
})
The code for the white lights

Code: Select all

minetest.register_craft({
        output = "homedecor:glowlight_half_white 1",
        recipe = {
		{"homedecor:glowlight_quarter_white", "homedecor:glowlight_quarter_white", },
	}
})
(Both codes basically use two Thin Lights to make one Thick Light, similar to two slabs making one full block)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by dgm5555 » Post

What would be make this mod *really* amazing would be the ability to change font size from the editing dialog (even if it was for the entire sign rather than the differential colours you've acheived). It's always annoyed me how rubbish the classic signs look, and this gives the option of any font type you wish. (Of course even better would be autosizing to automatically calculate the maximum size possible on any given sign)
I admit I don't really understand what you are doing with your code, but it couldn't be that much slower to just add up the widths of all the characters rather than averaging. And that would also give you the option of accurate vertical and horizontal centering. Given that the texture is only built when the sign is edited (I think?), it wouldn't matter if it was a bit slow, after all how often do players actually edit signs. I'd love it (because I'd like to know how to create textures on the fly) if you explained it a bit more clearly...

BUG :-(
However there's a bug with the resizing of the fonts in signs_lib. I've just download the latest git and on 0.4.11
The larger the actual font size, the smaller it is displayed on the sign
Try the following to resize to a larger amount and see how microscopic it gets (or just copy the supplied fonts into the texture directory)...

Code: Select all

#!/usr/bin/python
from PIL import Image
import os, sys

pathOut = "/home/david/.minetest/mods/homedecor_modpack/signs_lib/textures/"
pathIn = "/home/david/.minetest/mods/homedecor_modpack/signs_lib/extra_fonts/34px/"
dirs = os.listdir( pathIn )
tgtHeight = 56

def resize():
    for item in dirs:
        if os.path.isfile(pathIn+item):
            print(pathIn+item)
            im = Image.open(pathIn+item)
            f, e = os.path.splitext(pathOut+item)
            tgtWidth = int(im.size[0]*(tgtHeight/im.size[1]))
            size = tgtWidth,tgtHeight

            imResize = im.resize(size, Image.ANTIALIAS)
            imResize.save(f + '.png', 'PNG', quality=90)


resize()
However if you edit the code to

Code: Select all

-- Size of the canvas, in characters.
local CHARS_PER_LINE = 15
local NUMBER_OF_LINES = 1
Then I get the following (using 56px high font):-
Image
And the following doing nothing but replacing the above font with a 15px high font in the textures directory.
Image

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

LazerRay: good idea. I've made the recipes shapeless though.

dgm5555: I've been wanting font size choices on signs for a while too, but I only understand small parts of the code. Um... *pokes at kaeza*
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by 12Me21 » Post

I was wondering, did my computer ever get added to this?

Also, I don't really like how the flowerpots look. It stands out from all the other textures and nodeboxes.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by jp » Post

Update : new chains models, added lanterns, added picture frames, added desk lamps, better books models and various tweaking/fixes.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

12Me21: I don't remember the computer you're talking about, but this modpack does come with a computers mod which has quite a few things from classic 8-bit computers to modern PCs and laptops, modern desktops, a server machine, and a few misc peripherals.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by 12Me21 » Post

VanessaE wrote:12Me21: I don't remember the computer you're talking about, but this modpack does come with a computers mod which has quite a few things from classic 8-bit computers to modern PCs and laptops, modern desktops, a server machine, and a few misc peripherals.
viewtopic.php?f=9&t=5386
kaeza wrote:
12Me21 wrote:Try adding this to the code,

Code: Select all

minetest.register_on_punchnode = function (pos, node, puncher)
    if node.name == 'computer:comp1_on' then
        local dir = node["param2"]
        minetest.env:add_node(pos, {name="computer:comp1_off", paramtype2='none', param2=dir})
        nodeupdate(pos)
    elseif node.name == 'computer:comp1_off' then
        local dir = node["param2"]
        minetest.env:add_node(pos, {name="computer:comp1_on", paramtype2='none', param2=dir})
        nodeupdate(pos)
    end
end
It probably won't work, because I can't test it.
Already done in my mod (I still didn't add your towers, but will do soon). Look here for turn on/off: https://github.com/kaeza/minetest-compu ... it.lua#L32

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by 12Me21 » Post

12Me21 wrote:
VanessaE wrote:12Me21: I don't remember the computer you're talking about, but this modpack does come with a computers mod which has quite a few things from classic 8-bit computers to modern PCs and laptops, modern desktops, a server machine, and a few misc peripherals.
viewtopic.php?f=9&t=5386
kaeza wrote:
12Me21 wrote:Try adding this to the code,

Code: Select all

minetest.register_on_punchnode = function (pos, node, puncher)
    if node.name == 'computer:comp1_on' then
        local dir = node["param2"]
        minetest.env:add_node(pos, {name="computer:comp1_off", paramtype2='none', param2=dir})
        nodeupdate(pos)
    elseif node.name == 'computer:comp1_off' then
        local dir = node["param2"]
        minetest.env:add_node(pos, {name="computer:comp1_on", paramtype2='none', param2=dir})
        nodeupdate(pos)
    end
end
It probably won't work, because I can't test it.
Already done in my mod (I still didn't add your towers, but will do soon). Look here for turn on/off: https://github.com/kaeza/minetest-compu ... it.lua#L32
and
kaeza wrote:This mod is now part of homedecor_modpack. Updates will be posted on that topic.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by LazerRay » Post

In case no one has thought of it yet, I have some suggestions for materials for Home Decor items that are currently not craft-able.

Globe Crafting = Wood Plank, Stick, Paper, Green Dye X1, Blue Dye X2
Tool Cabinet = Kitchen Cabinet, Steel Ingots, Plastic Sheets
Granite = Marble, Tar (if the Technic Pack is not installed)

These are just materials lists, I haven't thought of the layouts yet and most of the amounts (except for the dyes needed for the globe).

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by 12Me21 » Post

The desk should be able to store items, since it has drawers, both in the node and the crafting recipe.
Also, it should be able to face the other way, with the drawers on the right side.

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