[Mod] More Blocks [moreblocks]

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Calinou
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Re: [Mod] More Blocks [moreblocks]

by Calinou » Post

More Blocks is now in the minetest-mods organization. Here's the new GitHub link: https://github.com/minetest-mods/moreblocks

Note that existing clones and URLs will continue to work, as the repository was transferred.

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Re: [Mod] More Blocks [moreblocks]

by DoyleChris » Post

I tried increasing the amount of light the Super_glow_Glass.
I changed the light_source in Node.lua but it seems still to be the same amount.
I was looking to increase it to 2 times as bright.
Any idea how to do it.

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Re: [Mod] More Blocks [moreblocks]

by sofar » Post

DoyleChris wrote:I tried increasing the amount of light the Super_glow_Glass.
I changed the light_source in Node.lua but it seems still to be the same amount.
I was looking to increase it to 2 times as bright.
Any idea how to do it.
15 is the maximum value, sorry. This is a limitation in the mintest engine, not moreblocks.

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Re: [Mod] More Blocks [moreblocks]

by Emon » Post

Italian version available here.

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Re: [Mod] More Blocks [moreblocks]

by ABJ » Post

I like this mod a lot :)

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Re: [Mod] More Blocks [moreblocks]

by Onyx » Post

Hi,

Does the new blocks (desert_stone_block, obsidian_block, sandstone_block and stone_block) will be added soon?
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Re: [Mod] More Blocks [moreblocks]

by cx384 » Post

Onyx wrote:Hi,

Does the new blocks (desert_stone_block, obsidian_block, sandstone_block and stone_block) will be added soon?
https://github.com/minetest/minetest_ga ... s.lua#L215 ?
Can your read this?

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Re: [Mod] More Blocks [moreblocks]

by Onyx » Post

Thank you, I am aware that these blocks are part of minetest_game I just wonder when they will be added to Moreblocks that they may be used with the circular_saw.
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Re: [Mod] More Blocks [moreblocks]

by FirePowi » Post

Hey, please add .mtl files in models ! :-)

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Re: [Mod] More Blocks [moreblocks]

by pithy » Post

FirePowi wrote:Hey, please add .mtl files in models ! :-)
Why would you want that?

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Re: [Mod] More Blocks [moreblocks]

by Wuzzy » Post

You recently asked me if I think this mod is ready for release (version 1.0).
Here's my answer: Not quite yet. It seems pretty stable, but there's one majore thing:

It is quite serious, but not obvious: None of the nodes has is_ground_content=false set. Which means they are ALL subject to destruction by the cave generator!
My recommendation for is_ground_content is to set it to false for all “artificial” nodes, especially things intended to make nice buildings, highly interactive nodes, etc. This includes bricks, glass, chests, windows, etc. Only very simple “ground” nodes should have this set to true (the default value). E.g. dirt, stone, sand, gravel, coal ore, etc.

For your mod, you should set is_ground_content to false for pretty much every node since they are all decorational and not natural. It MIGHT make sense to intentionally keep it at true for coal stone and iron stone, since they are similar to stone. Also, they are actually being used by the mapgen of Skytest.

The remaining comments I have are not release blockers to me. Just some suggestions for improvement.

The 4 “directional” wooden tiles: Downwards Wooden Tile, Leftwards Wooden Tile, Rightwards Wooden Tile and Upwards Wooden Tile. They seem rather unwieldy since they can not be rotated. However, I do see a rationale. Obviously, if those were rotatable (facedir), this would also rotate the direction of the “planks” which would not really work out well overall. Facedir would (sadly) be too messy here. So I don't suggest you add facedir.

Here's my suggestion: Keep the 4 nodes, but implement the function on_rotate (or was it on_screwdriver?) for all 4 of these. This is used by the screwdriver mod, refer to the game_api.txt of Minetest Game to learn how to use it. I suggest that the on_rotate event simply replaces the node with another of the 4 nodes, using a right rotation. For instance, the node “Upwards Wooden Tile” becomes “Rightwards Wooden Tile”, then “Downwards”, etc. I suggest to only support simple rotation, don't bother with the axis rotation (it doesn't make sense anyway). Of course, this creates an optional dependency on screwdriver.

I have a minor suggestion for the saw: Add falling_node or attached_node because it looks odd if this floats in the sky. ;-)
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Re: [Mod] More Blocks [moreblocks]

by ParaklataChotou » Post

Hi. I need your help. I had one world server that moreblocks recognized any kind of blocks in the circular saw. Now, in my new world server, the circular saw just recognizes few blocks to turn into miniblocks. the mod isn't recognizing cblocks, colouredglass, and plasticbox mods. And I'm so limited in choices. How can I fix this problem? I can't craft even slobs using these blocks mods that I mentioned.
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Re: [Mod] More Blocks [moreblocks]

by HolyPhoenix » Post

I'm assuming the recent changes that broke this in the 0.4.14 stable release are changes getting the mod ready for 0.4.15?

I believe this is what is causing it to break:

Code: Select all

local sound_metal = default.node_sound_metal_defaults()

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Re: [Mod] More Blocks [moreblocks]

by Worldblender » Post

Yes, it looks like that line is what's causing problems for all but the most recent dev versions of Minetest. I'm trying to get some of my changes into this mod in order to bring up-to-date with the latest in minetest_game. I have a pull request that's ongoing currently, so there will be more changes coming in. I hoped to add in a check for the Minetest version to determine what sound to play for copper patina, but I'm unsure of what API will enable to do that.

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Re: [Mod] More Blocks [moreblocks]

by Blunt » Post

So If I want to play with the official build I would have to change a single line?

I'm not to good with code could you give some pointers? Maybe which file and line number, and of course the actual change that needs to be done.

I am trying to learn a bit more though.

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Re: [Mod] More Blocks [moreblocks]

by HolyPhoenix » Post

Blunt wrote:So If I want to play with the official build I would have to change a single line?

I'm not to good with code could you give some pointers? Maybe which file and line number, and of course the actual change that needs to be done.

I am trying to learn a bit more though.
This file (nodes.lua). https://github.com/minetest-mods/morebl ... /nodes.lua

Currently line 14. I removed it and got past the error. But other mods caused an out of memory error, so not sure if removing it is all that is necessary.

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Re: [Mod] More Blocks [moreblocks]

by Blunt » Post

HolyPhoenix wrote:
Blunt wrote:So If I want to play with the official build I would have to change a single line?

I'm not to good with code could you give some pointers? Maybe which file and line number, and of course the actual change that needs to be done.

I am trying to learn a bit more though.
This file (nodes.lua). https://github.com/minetest-mods/morebl ... /nodes.lua

Currently line 14. I removed it and got past the error. But other mods caused an out of memory error, so not sure if removing it is all that is necessary.
I removed the same line and no problems here.

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Re: [Mod] More Blocks [moreblocks]

by Wuzzy » Post

I wish modders would be more cautious before breaking compability or treating the latest stable version (0.4.14 at the moment) as a “legacy” version. I think this behaviour is somewhat rude towards users. Especially if it is done completely without any warning.

It would have been easy to avoid this by a simple check againt nil.
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Re: [Mod] More Blocks [moreblocks]

by Worldblender » Post

Wuzzy wrote:I wish modders would be more cautious before breaking compability or treating the latest stable version (0.4.14 at the moment) as a “legacy” version. I think this behaviour is somewhat rude towards users. Especially if it is done completely without any warning.

It would have been easy to avoid this by a simple check againt nil.
I'm sorry about this; though I almost took this personally, I just didn't know the proper API (I actually know it, but don't know how to use it properly yet) to check for the Minetest version. All that I need is to be better informed about what to do when keeping backwards compatibility in mind.

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Re: [Mod] More Blocks [moreblocks]

by muhdnurhidayat » Post

Is the download link purposedly left to your repository?? xD

The download link is https://github.com/Calinou/moreblocks/a ... master.zip
Shouldn't it be https://github.com/minetest-mods/morebl ... master.zip ??
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Re: [Mod] More Blocks [moreblocks]

by Calinou » Post

muhdnurhidayat wrote:Is the download link purposedly left to your repository?? xD

The download link is https://github.com/Calinou/moreblocks/a ... master.zip
Shouldn't it be https://github.com/minetest-mods/morebl ... master.zip ??
I fixed it, but it appears there was a redirect anyway, so it wasn't a big problem in the first place. Thanks for reporting it!

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Re: [Mod] More Blocks [moreblocks]

by v-rob » Post

Silver sandstone stuff, desert sandstone stuff, and tin blocks need support now.

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Re: [Mod] More Blocks [moreblocks]

by Wuzzy » Post

Yes, tin block is obvious (stair/slab), but what kind of blocks do you suggest to supplement desert sandstone and silver sandstone?

PS: I guess I will update my mod mtg_plus soon. Do you want to add the tin block stairs or should I do it in my mod? (I try to avoid duplicates.)
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Re: [Mod] More Blocks [moreblocks]

by v-rob » Post

Seeing as there is support stone brick, stone block, and plain stone, then there should be:

silver sandstone
silver sandstone brick
silver sandstone block
desert sandstone
desert sandstone brick
desert sandstone block

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Re: [Mod] More Blocks [moreblocks]

by Wuzzy » Post

All of these blocks are already part of Minetest Game. :-)
See here for a list of all blocks in Minetest Game: http://wiki.minetest.net/Blocks

By the way, I have decided to just go ahead and add the tin slab/stair to mtg_plus anyway. I think it just makes sense and fits the general mod theme (blocks closely related to the default blocks), while moreblocks appears to be a little bit more … creative. :-)
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