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Posted: Mon Apr 15, 2013 00:01
by VanessaE
Make sure you have named the folder simply "homedecor" and have put it in the right location, e.g: [minetestfolder]/mods/minetest/homedecor

Next, tell Minetest to enable it. Go to the main menu, click on your world but don't start it, hit the "Configure" button at the bottom of the list. Press the "Enable All" button on the upper left. Then "Save" and "Proceed", assuming it doesn't give you any errors (such as "configuration is inconsistent" or something like that).

You should be able to start your world now.

Posted: Mon Apr 15, 2013 22:50
by Ahnicorn
Thanks it works now! :D

Posted: Wed Apr 17, 2013 07:23
by VanessaE
2012-04-17: Minor updates/bugfixes - added detection of infinite creative-mode stacks, made lights and tables use it (fixes item duplication bugs with those objects when Unified Inventory is in use). Fixed missing drops in large square tables. Fixed incorrect texture placement on on-side small square tables.

Posted: Fri Apr 19, 2013 21:49
by deivan
After many tests I give up from the upper side with 3d, I see only some points... To ugly, after it I made in the same model "fence of paper" from the rest of the fences.

Ok, first corner, picket, is the same for the picket_white, only change the name.

The "homedecor_fence_picket_corner_sides.png" is a copy of the "homedecor_fence_picket.png" and the
"homedecor_fence_picket_corner_backsides.png" is a copy of the "homedecor_fence_picket_backside.png".


Code: Select all

minetest.register_craft( {
    type = "shapeless",
    output = "homedecor:fence_picket_corner",
    recipe = { "homedecor:fence_picket", "homedecor:fence_picket" },

minetest.register_craft( {
    type = "shapeless",
    output = "homedecor:fence_picket 2",
    recipe = { "homedecor:fence_picket_corner" },

minetest.register_node("homedecor:fence_picket_corner", {
    drawtype = "nodebox",
    description = "Unpainted Picket Fence Corner",
    tiles = {
    paramtype = "light",
    is_ground_content = true,
    groups = {snappy=3},
    sounds = default.node_sound_wood_defaults(),
    walkable = true,
    paramtype2 = "facedir",
    selection_box = {
        type = "fixed",
        fixed = {
            { -0.5, -0.5, 0.4, 0.5, 0.5, 0.5 },
            { -0.5, -0.5, -0.5, -0.4, 0.5, 0.5 }
    node_box = {
        type = "fixed",
        fixed = {
            { -0.5, -0.5, 0.495, 0.5, 0.5, 0.5 },
            { -0.5, -0.5, -0.5, -0.495, 0.5, 0.5 }

Posted: Fri Apr 19, 2013 23:13
by VanessaE
Update 2013-04-19: Added picket and white picket corner fences, and recipes to make them. Not precisely from deivan's code, but a variation of it that doesn't need extra images or changed filenames. Also added barbed wire corner fences/recipes.

Other minor edits: tweaked picket fence nodeboxes slightly to push them as close to the back of the node as I could without Z-fighting with neighboring objects. Minor code formatting tweaks. Got rid of some commented-out code. Made top/bottom "sides" of all picket fences transparent, since they're 2d anyway (avoids a tiling glitch).

Posted: Fri Apr 19, 2013 23:57
by deivan
Is only a code for reference. Anyway.
All other fences have corners now?

Posted: Sat Apr 20, 2013 00:46
by VanessaE
Another quick update: I just pushed 'corner' privacy fences to master, so as of right now, all of the fences that needed a corner variant have one.

Posted: Sat Apr 20, 2013 01:26
by deivan
I think the "fence privacy" don't have one corner block... The brass fence,iron fence and barded wire frame don't have to.

Another small question, all doors (I tested fences) open with left click (the correct don't is the right click?) and get back a door generate some small trouble...

Posted: Sat Apr 20, 2013 02:51
by VanessaE
You'll need to `git pull` or re-download or whatever to see that extra corner fence.

In the meantime, I just pushed another update with several changes:

* Dropped support for punching doors to open them - only right-click now.
* Moved gates out of fences and into doors file, renamed that file to doors_and_gates.lua.
* Changed gates to also use right click to open, and in the process completely rewrote how gates are defined and managed; this necessitated creating some duplicate textures. Some of them are blank, and texture pack authors may find the extra filenames useful anyway.
* Node names for all gates have changed, aliases are provided for backward compatibility.

Posted: Sat Apr 20, 2013 02:54
by deivan
I have a script to "git pull" all mods from my mod database, I have many now. :D
Thanks for this updates, my home have a better look now. :D

Posted: Sat Apr 20, 2013 04:41
by VanessaE
Another update: fixed a minor 'missing texture' bug.

Posted: Sat Apr 20, 2013 16:08
by Jouster27
Wood table crafting isn't working past small tables. I put a small table onto the crafting grid and don't get the small square table.

I did a little digging around in the code and found the following:

My inventory:
Item homedecor:wood_table_small_round_b 15
minetest.register_craft( {
type = "shapeless",
output = 'homedecor:wood_table_small_square',
recipe = { 'homedecor:wood_table_small_round' },
This is a large and complex mod but I'm thinking that the name of the table should be the same. I haven't tried the glass table crafting yet, so I don't know if that works.

Posted: Sat Apr 20, 2013 16:16
by Jouster27
Found another issue. Brass ingot crafting doesn't work. The recipe for brass ingots in crafting.lua is:
minetest.register_craftitem("homedecor:brass_ingot", {
description = S("Brass Ingot"),
inventory_image = "homedecor_brass_ingot.png",

minetest.register_craft( {
type = 'shapeless',
output = 'homedecor:brass_ingot 2',
recipe = {
Unfortunately, since copper was added to Minetest, copper is "default:copper_ingot" instead of "moreores:copper_ingot".

Posted: Sat Apr 20, 2013 20:17
by deivan
I have saw some wrong crafts here... Now the chainlink face gate become barded wire fence... :-o Have some more similar in other recipes.

Posted: Sat Apr 20, 2013 20:43
by VanessaE
OOPS! Sorry about that. Fixed, tested thoroughly, and pushed to git (it was a couple of swapped alises and some outdated recipes).

Posted: Sat Apr 20, 2013 23:00
by Jouster27
VanessaE wrote:OOPS! Sorry about that. Fixed, tested thoroughly, and pushed to git (it was a couple of swapped alises and some outdated recipes).
Sorry, small table crafting doesn't work and I'm still unable to craft brass ingots.

Posted: Sat Apr 20, 2013 23:49
by VanessaE
Fixed both issues in git. Note that in the process, I changed the recipes a bit - it takes four small round tables to make four small square ones, and four of those to make the large square ones. See the crafting guide on Wikia for details.

Posted: Sun Apr 21, 2013 09:10
by VanessaE
Another bugfix: the old 3dforniture lamp had a weird lighting bug. Fixed, and rewrote the whole lamp routine to work in a more graceful way.

Posted: Wed Apr 24, 2013 16:33
by VanessaE
Update 2013-04-24: Converted glowlights/cubes to use the 6d facedir code. This may cause some unknown items in your inventory, but it cuts down on the number of defined nodes. Conversion code is provided to prevent breakage of maps, though.

This comes with a positive side effect: Now glowlights can be placed on the floor, and cubes can be stuck to the middle of a wall, in addition to their previous orientations.

Posted: Fri Apr 26, 2013 16:16
by Likwid H-Craft
I have a Light idea matter fact made the idea official but it up to you if like use it.

Posted: Sat Apr 27, 2013 01:10
by VanessaE
What's your idea?

Posted: Sat Apr 27, 2013 10:53
by VanessaE
Minor update: Added alpha support for fancy exterior door, disabled by default. You have to uncomment lines 72 and 99 from doors_and_gates.lua and you have to enable shaders in your client. It's very experimental as the engine is a bit glitchy - but it works.

Textures still work just fine without alpha also.

Posted: Sat Apr 27, 2013 14:35
by Likwid H-Craft
VanessaE wrote:What's your idea?
Fancy Light :D

You know how some Mansions have the light well, I am made one well a small one for early build but it works but theres a tiny problem need to fix the Wall and Floor is always different.

But it easy fix though.

and This craft.


X: None
B: Brass Pole
Z: Brass Ingot
T: Torch

Gives players 2.

Edit: Give download soon fix problems.

Posted: Sun Apr 28, 2013 06:14
by VanessaE
Another minor update: Alpha support in doors is now enabled by default. Remember, you need shaders and an alpha-capable client for that to work. Fixed that horizontal divide between the two halves of the glass door also.

Posted: Tue Apr 30, 2013 13:09
by VanessaE
Updates for 2013-04-29 and 04-30:

* On the Master branch:

-- Added sounds to doors and gates.
-- Added a frosted glass skylight.
-- Better inventory textures for various shingles and skylights.
-- Reduced the selection box to be just at the bottom of the node.
-- Fixed accidental node replacement bug when placing doors; rewrote and streamlined the doors code in the process
-- Fixed missing detection of infinite stacks (e.g. default creative mode)
-- Got rid of all alternate-color recipes (e.g. mahogany from coal+dirt) in favor of default dye groups where possible (or Unified Dyes where needed). Rewrote a few recipes to use more correct dye colors.
-- Rewrote all paint-based recipes to use white dye instead.
-- Tweaked a few recipes to use more sensible materials (see craft guide)
-- Changed white glowlight recipes to use white dye instead of wool.

* New branch, "slopes":

To that branch only, I have added sloped and corner asphalt, wood, and terracotta shingles thanks to a code contribution from Bas080.

The old raillike nodes are still present for legacy reasons or if you need a horizontal flat tile, and in fact can be converted back and forth to slopes as needed.

The new nodes are designed to match the profile and positioning of the old raillike nodes as closesly as possible, to the point that they are more or less visually interchangable (within the limits of the client's renderer).

Craft the slope shape with the standard dirt/sand/coal/plastic, terracotta, and wood/sticks recipes, and from there you can make other shapes (see the crafting guide).

Also, terracotta slopes are returned directly on dig now, and can be split back into individual tiles by placing one slope back into the crafting grid.

Hopefully, in the near future, I will add an autoplace algorithm for the new corner nodes to make them automatically appear as needed.

This set of changes is strictly on the 'slopes' branch because these changes trigger a rendering bug in the client - the old "too many vertices"/"Meshbuffer ran out of indices" bug, due to the sheer number of nodeboxes being used to produce the slopes. The level of detail is adjustable in the code, but this may upset the alignment of the tile images. Bear in mind that this branch probably will not merge back into master at this point without doing it by hand, but feel free to experiment!