[Mod] Unified Bricks [20120716] [unifiedbricks]

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VanessaE
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by VanessaE » Post

Just fixed the drop bug where some bricks became unknown items on dig. Just a one-character change. Pushed to my fork.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Daïmanu » Post

Hi, thanks for the mod, it works very well.

I have some requests:
  • make it compatible with stairsplus mod, so we can craft slabs and stairs
  • hide all blocks from block list in creative mod if the players wants
That'd be great!

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by balthazariv » Post

hello,

when I break a block of bricks I have the icon "unknow item" that appears in the inventory.
Can you fix it ?
Image

Thanks

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Inocudom » Post

Use VanessaE's branch of unifiedbricks:
https://github.com/VanessaE/unifiedbricks

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by balthazariv » Post

Ok, thanks

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Post

Inocudom wrote:Use VanessaE's branch of unifiedbricks:
https://github.com/VanessaE/unifiedbricks
Hi,

I have a creative server with VanessaE's version, and there's no time to go building the bricks (it's fairly easy with coloredwood). So I modified init.lua to replace the "not_in_creative_inventory" from 1 to 0 where applicable.

One problem - the dropped single bricks are still in inventory, and taking a brick block will give you a single brick.

Is there an easy way to remove all the useless single bricks from creative inventory, and maybe prevent picking up a brick block from dropping anything? I don't really know Lua so if someone could suggest something here that would be great.

Thank you!
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Sokomine » Post

Take all those register.node calls from unifiedbricks init.lua and remove or comment out the line that says what it drops:

Code: Select all

register_brick_block = function(name,formalname)
        minetest.register_node("unifiedbricks:" .. TYPES[4] .. name, {
                description = formalname .. FORMALTYPES[4],
                tile_images = {"unifiedbricks_" .. TYPES[4] .. name .. ".png"},
                is_ground_content = true,
                groups = {cracky=3},
--                drop = "unifiedbricks_" .. TYPES[3] .. name .." 4",
                sounds = default.node_sound_stone_defaults(),
        })
If you put two -- in front of each drop = "whatever..." line, the nodes will no longer have special drops and just drop themshelves when digged. Beware: Some drops are complex and extend over multiple lines.

Perhaps you can convince VanessaE to add an option for creative servers where all hues and multicolored bricks are welcome but colored clay lumps, individual bricks and colored invidivual sticks are of no real use.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Post

Sokomine wrote:Take all those register.node calls from unifiedbricks init.lua and remove or comment out the line that says what it drops:

Code: Select all

register_brick_block = function(name,formalname)
        minetest.register_node("unifiedbricks:" .. TYPES[4] .. name, {
                description = formalname .. FORMALTYPES[4],
                tile_images = {"unifiedbricks_" .. TYPES[4] .. name .. ".png"},
                is_ground_content = true,
                groups = {cracky=3},
--                drop = "unifiedbricks_" .. TYPES[3] .. name .." 4",
                sounds = default.node_sound_stone_defaults(),
        })
If you put two -- in front of each drop = "whatever..." line, the nodes will no longer have special drops and just drop themshelves when digged. Beware: Some drops are complex and extend over multiple lines.

Perhaps you can convince VanessaE to add an option for creative servers where all hues and multicolored bricks are welcome but colored clay lumps, individual bricks and colored invidivual sticks are of no real use.
Since the post, I discovered that I was able to prevent the individual bricks and individual clay blocks from appearing in creative inventory by making the following changes to the beginning of the file (what I commented out is "---"):
register_clay_block = function(name,formalname)
minetest.register_node("unifiedbricks:" .. TYPES[1] .. name, {
description = formalname .. FORMALTYPES[1],
tiles = {"unifiedbricks_" .. TYPES[1] .. name .. ".png"},
is_ground_content = true,
--- groups = {crumbly=3, not_in_creative_inventory=1},
groups = {crumbly=3, not_in_creative_inventory=0},
--- drop = "unifiedbricks:" .. TYPES[2] .. name .. " 4",
sounds = default.node_sound_dirt_defaults({
footstep = "",
}),
})
end
...
register_brick_block = function(name,formalname)
minetest.register_node("unifiedbricks:" .. TYPES[4] .. name, {
description = formalname .. FORMALTYPES[4],
tiles = {"unifiedbricks_" .. TYPES[4] .. name .. ".png"},
is_ground_content = true,
--- groups = {cracky=3, not_in_creative_inventory=1},
groups = {cracky=3, not_in_creative_inventory=0},
--- drop = "unifiedbricks:" .. TYPES[3] .. name .." 4",
sounds = default.node_sound_stone_defaults(),
})

register_multicolor = function(name,formalname,drop_one,drop_two,drop_three)
minetest.register_node("unifiedbricks:" .. TYPES[5] .. name, {
description = formalname .. FORMALTYPES[5],
tiles = {"unifiedbricks_" .. TYPES[5] .. name .. ".png"},
is_ground_content = true,
--- groups = {cracky=3, not_in_creative_inventory=1},
groups = {cracky=3, not_in_creative_inventory=0},
--- drop = {max_items = 4,
--- items={
--- {items={"unifiedbricks:" .. TYPES[3] .. drop_one
.." 2"}},
--- {items={"unifiedbricks:" .. TYPES[3] .. drop_two
}},
--- {items={"unifiedbricks:" .. TYPES[3] .. drop_thr
ee}}
--- }},
sounds = default.node_sound_stone_defaults(),
})
end
It would be great if the block itself could be returned though. When I rebuilt the hotel on my server I would have to clear out the furniture, but if I forgot to drop the block on the floor there would be no way of getting it back, unless I press F5 and look up the block type.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Sokomine » Post

Code: Select all

--- groups = {crumbly=3, not_in_creative_inventory=1},
Better leave that as:

Code: Select all

groups = {crumbly=3},
- else digging the block will no longer work. Maybe it will help you to switch from creative mode to "survival" as that one usually is a lot more conevenient for building purposes. If you add mods like unified_inventory, my colormachine and my replacer, you ought to be well prepared. The normal creative mode of the game is not very convenient.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Post

Sokomine wrote:Maybe it will help you to switch from creative mode to "survival"
But then you die and lose everything!

Also, Creative allows me to not deal with TriGer_Fear, www, milos, and all the others who made my life a living hell on the old Pizza Server and caused me to leave Minetest for months.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Sokomine » Post

redblade7 wrote: But then you die and lose everything!
Oh, no! It does not have to be that way. If you remove the bones mod, nothing much happens when you die. Jumping/falling from some height then is nothing but a faster way back to spawn than typing /spawn.
redblade7 wrote: Also, Creative allows me to not deal with TriGer_Fear, www, milos, and all the others who made my life a living hell on the old Pizza Server and caused me to leave Minetest for months.
There are always servers which do fit less well to what a particular player likes. I don't like PvP either. The old Pizza Server was fine for me, but I was far away from spawn most of the time. What I'm suggesting is using the non-creative mode of Minetest for actual building purposes. I find it easier to construct something in survival mode. The handling of placing and digging blocks is more convenient there than in creative mode. And, with the right mods (in particular, unified_inventory), you can just pick up an endless supply of blocks, trash those no longer needed and so on. Controlling the game is much easier in that mode. It doesn't have to be used for fighting against anyone or anything. Most servers do not allow for PvP, and any griefers/killers that come along are dealt with by the moderators and admin.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Post

Did VanessaE discontinue her fork? I get a "Page Not Found" when trying to go to the link again.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by sofar » Post

redblade7 wrote:Did VanessaE discontinue her fork? I get a "Page Not Found" when trying to go to the link again.
A lot of VanessaE's mods have moved to https://github.com/minetest-mods/

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Post

sofar wrote:
redblade7 wrote:Did VanessaE discontinue her fork? I get a "Page Not Found" when trying to go to the link again.
A lot of VanessaE's mods have moved to https://github.com/minetest-mods/
No, it's not there either
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

I've re-uploaded my fork sent a transfer request to the minetest-mods team
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

This mod (which, as a reminder, has https://github.com/minetest-mods/unifiedbricks as its main repo now) has mostly been converted over to use the new param2-based coloring scheme.

What this means in practice is that you can get a colorized brick block by simply placing a standard, default brick block on the ground, and then just right-click it while wielding some dye. If you dig the bricks, you get back default brick and the dye you last painted it with.

The same holds true for the clay blocks - place a default block of clay and right-click it with dye, or dig a colored clay block to get it and its dye back.

To get the "multicolor" bricks, place a brick block into the crafting grid, along with three portions of appropriate dye colors (see first post). These blocks cannot yet be further-colorized.

Please note that minetest_game brick stairs and slabs are not yet supported.

For the single-color bricks, the mod actually uses a mesh node to overlay the mortar texture onto the colorized, underlying bricks, so that the mortar remains grey. This may change in the future (and would require another engine update).

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, and the latest git of Unified Dyes, otherwise newly-placed bricks can't be colored and you'll get unknown items for any existing colored bricks.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

This mod has been updated to use the revised Unified Dyes API -- you now punch the node while wielding dye, instead of right-clicking.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Fixer » Post

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Inocudom » Post

I recently noticed that light passes through the colored clay in this mod.

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

fixed in git.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

This mod now requires Minetest 0.4.16 or newer. 0.4.15 or older won't work properly.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by thomasthespacefox » Post

ran into a puzzling rendering glitch:
Spoiler
Image
Image
rather than rebuilding a fountain, i decided to look at init.lua. and the line

Code: Select all

use_texture_alpha = true,
in each of the problematic node's register_node caught my eye. so i set them to false and...
Spoiler
Image
Image

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

Fixed in git (the texture alpha settings were leftovers from another change)
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by luizsab » Post

Hello.
I updated Minetest to 0.4.16 and I loved it. No errors now.
But I didn't get to craft brick colored. Have I did the recipe correctly?
I tryied with all blocks + 3 dyes:
Item default:brick 99
Item unifiedbricks:brickblock_multicolor_light
Item unifiedbricks:brickblock_multicolor_medium
Item unifiedbricks:brickblock_multicolor_dark
Luiz
[luizsab]
cdb_20c854aafd61

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Post

I think this is actually a bug in Unified Dyes, which I haven't had time to investigate. Seems to affect several mods.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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