[Mod] Placeable ingots [1.7] [ingots]

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argyle
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Re: [Mod] Placeable ingots [1.3] [ingots]

by argyle » Post

Hi,

Great mod! I couldn't use it as an api, though, due to an error. For instance, when trying to add lava ingots to the lavastuff mod:

Code: Select all

2019-01-28 18:41:39: ERROR[Main]: /home/argyle/minetest/bin/../builtin/game/register.lua:65: Name ingots:ingot_big_1 does not follow naming conventions: "lavastuff:" or ":" prefix required
I've wrote a fix to api.lua that will avoid this issue. You can find it here: https://gist.github.com/argyle77/d17976 ... 28f063de0b

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Re: [Mod] Placeable ingots [1.3] [ingots]

by Hume2 » Post

It's a nice mod. I personally prefer the big ingots, because one full block yields 9 ingots.
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Re: [Mod] Placeable ingots [1.3] [ingots]

by FreeGamers » Post

>compatibility with protection mods
This would be really be nice for multiplayer servers.
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Re: [Mod] Placeable ingots [1.3] [ingots]

by Nathan.S » Post

I'm considering adding this mod to a server, but would need to add protection support, which I don't mind, but I'd like to be able to share the changes. Any chance this will end up on git at any point?
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Re: [Mod] Placeable ingots [1.4] [ingots]

by Skamiz Kazzarch » Post

Version 1.4
-fixed API funtionality, ingots now can be registered from other mods
-chests and similar now can be used with an ingot in hand, unless sneaking

I finaly took the time to recover my Github password after having a harddisk failure a few months ago and added the latest changes from the local copy.
The link in the OP is now updated to the repository.

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Re: [Mod] Placeable ingots [1.4] [ingots]

by texmex » Post

Good work, skamiz.

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Re: [Mod] Placeable ingots [1.4] [ingots]

by Nathan.S » Post

I just created a pull request to make the stacks of ingots respect area protections. Previously anybody could place and take ingots even if the stack was in a protected area.
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Re: [Mod] Placeable ingots [1.5] [ingots]

by Skamiz Kazzarch » Post

I hit that big green button on Github which claimed it would merge the pull request. I suppose that means 1.5 is out.

Version 1.5
-support for protections by NathanSalapat

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Re: [Mod] Placeable ingots [1.5] [ingots]

by FreeGamers » Post

Thanks everyone for working on this. Ingots and ores are obviously a big component of the game! Being able to place them, and now have them be safe in protection, is a very neat and fun function for the game! Time to start building some large vaults!
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Re: [Mod] Placeable ingots [1.5] [ingots]

by Hamlet » Post

Skamiz Kazzarch wrote:This mod adds the abillity to place ingots in the world and stack them up to 64 per node.
Image
Brilliant!
My castle just needed a "Scrooge McDuck" vault.

I would suggest adding support for Real Minerals which has been ported from Real Test.

And if you are a "realism fanatic": Good Delivery - Gold and Silver ingots
I doubt that one could stack 64 of those in a square meter, but on the other hand one could not either got a 12kg/26.455 pounds ingot from a handful of mineral (unless Minetest Game's ore lumps are that heavy)!
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Re: [Mod] Placeable ingots [1.5] [ingots]

by FreeGamers » Post

What can you do with real minerals? I've communicated with FaceDeer about it in the past, since he has inherited the maintenance of it. He's stated that its not in a "ready" state or is very early still.

Since this mod provides an API for other mods to use, I think it would be more realistic to reach out to FD about this and request he eventually add hooks for the real minerals into ingot's API.
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Re: [Mod] Placeable ingots [1.5] [ingots]

by Hamlet » Post

FreeGamers wrote:What can you do with real minerals?
At the moment they are only a cosmetic addon useful for diversity and decoration.
However I've made a patch for my game, which allows to turn Real Mineral's ingots into Minetest Game's ingots - and the other way around - so you can use them for crafting too.

https://git.minetest.land/Hamlet/hamlet ... t.lua#L460
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Re: [Mod] Placeable ingots [1.2] [ingots]

by Yvanhoe » Post

Skamiz Kazzarch wrote:The main reason why I wanted to support creative is that you can't take more than one item from the creative inventory at a time which is exeedingly annoying when you want to build big impressive piles.
That's an old message but in case that is still annoying you, know that you can use the mousewheel to select big quantities from the creative inventory.

Love you mod btw!

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Re: [Mod] Placeable ingots [1.6] [ingots]

by Skamiz Kazzarch » Post

Almost to the day two years ago, someone requested Mineclone support over on github. Here you go:

Version 1.6
- support for iron, gold, copper, and netherite of mineclone
screenshot_20220322_165724.png
screenshot_20220322_165724.png (171.39 KiB) Viewed 1296 times

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Re: [Mod] Placeable ingots [1.6] [ingots]

by Inocudom » Post

The way I look at it, the game as a whole would benefit if every item could be placed just as every block/node can be.

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Re: [Mod] Placeable ingots [1.7] [ingots]

by Skamiz Kazzarch » Post

Version 1.7
- settings now can be set from withing Minetests setting menu
- a new setting which disables the content part of this mod and leaves it as a pure API
- ability to override the item name of the ingot nodes, instead of deriving it from the item with which the ingots are placed
- ability to override mod name of ingot nodes
- function that registers aliases of ingot nodes in bulk

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