[Mod] More Blocks [moreblocks]

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Re: [Mod] More Blocks [moreblocks]

by Festus1965 » Post

j0j0n4th4n wrote:
Fri Sep 24, 2021 03:45
I like this mod, but I don't like the sloped blocks. Is there a easy way to not use them?
??? yes, just don't use them ! ... in the game
or use another textures on your client as me, all worlds look same for me = easy to remember what node that is
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Re: [Mod] More Blocks [moreblocks]

by j0j0n4th4n » Post

??? yes, just don't use them ! ... in the game
or use another textures on your client as me, all worlds look same for me = easy to remember what node that is
Yes, they aren't generated on the world but they are being loaded by the mod
cdb_894a100ddd76

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Re: [Mod] More Blocks [moreblocks]

by Chiu ChunLing » Post

Are there any plans to adapt this to the MineClone mods?

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Re: [Mod] More Blocks [moreblocks]

by Chiu ChunLing » Post

Anyway, I didn't find a version of this for Mineclone2, but needed it to make my Erosion mod work, so I just edited it to do what was needed by my mod. In the event that I want to make my mod available to others, what should I do?

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Re: [Mod] More Blocks [moreblocks]

by Festus1965 » Post

depending on the changes:
If the mod is now running on both (mtg and mineclone2) then offer the changes to origin github

or IF origin github is not accepting or build in your changes
open an own github account, fork the origin and put your changes in there
and tell
a) fork from ...
b) running (only ?) on mineclone2
c) see to add it to dbcontent with the hint, for mineclone2
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Re: [Mod] More Blocks [moreblocks]

by rheo » Post

i've got a major rewrite of moreblocks that's mature, and would like people's input - https://github.com/minetest-mods/moreblocks/pull/191

looking at the recent discussion, some key points:
* there is no longer a hard dependency on minetest_game
* a little mineclone awareness,
* a better API for adding shaped variants of nodes no matter what game you're using.
* it is easier to not register so many useless variants out of the box.
* fixes a huge number of other long-standing issues, reported and unreported. see the PR for details.

as this is such a widely used mod, i'd like others to test it and make sure there aren't any major issues w/ compatibility w/ other mods and servers. i've done a lot of testing, but i can't test every possible thing you people do w/ minetest mods =D

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Re: [Mod] More Blocks [moreblocks]

by Chiu ChunLing » Post

I'd prefer to use a more developed version of moreblocks compared to the hastily edited version I'm using.

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Re: [Mod] More Blocks [moreblocks]

by Chiu ChunLing » Post

Um, this seems to work in Minetest, but it doesn't work at all in MineClone2.

Code: Select all

2022-06-26 22:29:13: ERROR[Main]: ModError: Failed to load and run script from C:\Games\minetest\bin\..\mods\moreblocks\stairsplus_legacy\init.lua:
2022-06-26 22:29:13: ERROR[Main]: ...\minetest\bin\..\mods\moreblocks\stairsplus\api\node.lua:71: node "wool:white" is not defined
2022-06-26 22:29:13: ERROR[Main]: stack traceback:
2022-06-26 22:29:13: ERROR[Main]: 	[C]: in function 'error'
2022-06-26 22:29:13: ERROR[Main]: 	...\minetest\bin\..\mods\moreblocks\stairsplus\api\node.lua:71: in function 'register_single'
2022-06-26 22:29:13: ERROR[Main]: 	...\minetest\bin\..\mods\moreblocks\stairsplus\api\node.lua:251: in function 'register_group'
2022-06-26 22:29:13: ERROR[Main]: 	...netest\bin\..\mods\moreblocks\stairsplus_legacy\init.lua:39: in function 'register_legacy'
2022-06-26 22:29:13: ERROR[Main]: 	...netest\bin\..\mods\moreblocks\stairsplus_legacy\wool.lua:7: in main chunk
2022-06-26 22:29:13: ERROR[Main]: 	[C]: in function 'dofile'
2022-06-26 22:29:13: ERROR[Main]: 	...netest\bin\..\mods\moreblocks\stairsplus_legacy\init.lua:47: in main chunk
2022-06-26 22:29:13: ERROR[Main]: Check debug.txt for details.
2022-06-26 22:29:13: ACTION[Main]: Server: Shutting down

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Re: [Mod] More Blocks [moreblocks]

by rheo » Post

Chiu ChunLing wrote:
Mon Jun 27, 2022 04:32
Um, this seems to work in Minetest, but it doesn't work at all in MineClone2.

Code: Select all

2022-06-26 22:29:13: ERROR[Main]: ModError: Failed to load and run script from C:\Games\minetest\bin\..\mods\moreblocks\stairsplus_legacy\init.lua:
2022-06-26 22:29:13: ERROR[Main]: ...\minetest\bin\..\mods\moreblocks\stairsplus\api\node.lua:71: node "wool:white" is not defined
2022-06-26 22:29:13: ERROR[Main]: stack traceback:
2022-06-26 22:29:13: ERROR[Main]: 	[C]: in function 'error'
2022-06-26 22:29:13: ERROR[Main]: 	...\minetest\bin\..\mods\moreblocks\stairsplus\api\node.lua:71: in function 'register_single'
2022-06-26 22:29:13: ERROR[Main]: 	...\minetest\bin\..\mods\moreblocks\stairsplus\api\node.lua:251: in function 'register_group'
2022-06-26 22:29:13: ERROR[Main]: 	...netest\bin\..\mods\moreblocks\stairsplus_legacy\init.lua:39: in function 'register_legacy'
2022-06-26 22:29:13: ERROR[Main]: 	...netest\bin\..\mods\moreblocks\stairsplus_legacy\wool.lua:7: in main chunk
2022-06-26 22:29:13: ERROR[Main]: 	[C]: in function 'dofile'
2022-06-26 22:29:13: ERROR[Main]: 	...netest\bin\..\mods\moreblocks\stairsplus_legacy\init.lua:47: in main chunk
2022-06-26 22:29:13: ERROR[Main]: Check debug.txt for details.
2022-06-26 22:29:13: ACTION[Main]: Server: Shutting down
sorry for not responding earlier, my email client decided it didn't want to check mail for almost a week O_O.

proper mineclone compatibility isn't something i'm aiming to finish w/ that PR, but i've now at least fixed the crashes.

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Re: [Mod] More Blocks [moreblocks]

by Blockhead » Post

Suggestion from Qubit: When placing a stair next to a stair, where they are at 90 degrees to each other, automatically reform them so one of them is a corner stair. When one of them is removed, the other reverts to a straight stair. This allows faster stair placement although one has to be careful to avoid an item duplication glitch as well (such as pushing the corner stair with a piston).

Edit: I believe this is already a feature in Mineclone as well.
Last edited by Blockhead on Mon Jul 03, 2023 16:07, edited 1 time in total.
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Re: [Mod] More Blocks [moreblocks]

by Horka » Post

Hi, I couldn't find an answer to this question on this forum.
When I deactivate the mod, the stairs that were already present before I activate the mode, become unknown nodes.
How to get them back from the stairs without reactivating it or rebuilding them all.
THANKS

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Re: [Mod] More Blocks [moreblocks]

by Festus1965 » Post

Horka wrote:
Mon Jul 03, 2023 15:07
When I deactivate the mod, the stairs that were already present before I activate the mode, become unknown nodes.
How to get them back from the stairs without reactivating it or rebuilding them all.
writing a small mod, that only purpose is to detect this stairs and change them back to old stairs.
I made like that as of changing unknown technic nodes into now using techage nodes.
that part:

Code: Select all

minetest.register_abm({
    nodenames = {"technic_aluminum:stone_with_bauxite"},
    interval = 13,
    chance = 1,
    action = function(pos)
        minetest.add_node(pos, {name="techage:bauxite_stone"})
    end,
})
so sure most unknown nodes still have a mod:node name that can be used, to rewrite them to stairs:stairs ???
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Re: [Mod] More Blocks [moreblocks]

by Blockhead » Post

Festus1965 wrote:
Mon Jul 03, 2023 20:02
Horka wrote:
Mon Jul 03, 2023 15:07
When I deactivate the mod, the stairs that were already present before I activate the mode, become unknown nodes.
How to get them back from the stairs without reactivating it or rebuilding them all.
writing a small mod, that only purpose is to detect this stairs and change them back to old stairs.
I made like that as of changing unknown technic nodes into now using techage nodes.
that part:

Code: Select all

minetest.register_abm({
Right answer, wrong solution. Use an alias, not an ABM. A very nice solution would be finding all the different stair nodes that moreblocks registers and using a program to write the alias definitions needed automatically. Then you can just install this hypothetical 'unmoreblocks' mod and it just works(tm).
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Re: [Mod] Less Blocks [less_blocks]

by Skamiz Kazzarch » Post

Quick and dirty mod that turns moreblock nodes back into their normal variants:
less_blocks.zip
(1.09 KiB) Downloaded 47 times
Instructions:
1) Load your world once with both, 'moreblocks' and 'less_blocks' enabled.
2) Now reload the world with 'moreblocks' disabled. (And 'less_blocks' still enabled.)
3) Stairs and slabs should now be turned back into their normal variants.
Optional:
4) If you are certain that all 'moreblocks' nodes are turned back, you can also disable 'less_blocks'.

The code for those who are curious:

Code: Select all

local storage = minetest.get_mod_storage()

if minetest.get_modpath("moreblocks") then
	minetest.register_on_mods_loaded(function()
		local un_aliases = {}
		for name, alias in pairs(minetest.registered_aliases) do
			if name:find("stairs:") then
				un_aliases[name] = alias
				-- print(name .. " -> " .. alias)
			end
		end

		local str = minetest.serialize(un_aliases)
		storage:set_string("un_aliases", str)

		print("less_blocks: Memorized Aliasses to revert.")
	end)
else
	local un_aliases = storage:get("un_aliases")
	if not un_aliases then
		print("less_blocks: Nothing to revert!!!")
		minetest.after(1, minetest.chat_send_all, minetest.colorize("#ff0000", "less_blocks: World must first be loaded once with 'moreblocks' present before nodes can be reverted to their original forms."))
	else
		for name, alias in pairs(minetest.deserialize(un_aliases)) do
			minetest.register_alias(alias, name)
		end
		print("less_blocks: Registered reverted aliasses.")
	end
end

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Re: [Mod] More Blocks [moreblocks]

by Walker » Post

stairsplus crashs with the colordwood mod:

Code: Select all

2023-07-29 14:01:11: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'coloredwood' in callback item_OnPlace(): .../Creative/worldmods/moreblocks/stairsplus/common.lua:77: attempt to perform arithmetic on field '?' (a nil value)
2023-07-29 14:01:11: ERROR[Main]: stack traceback:
2023-07-29 14:01:11: ERROR[Main]:       [C]: ?
2023-07-29 14:01:11: ERROR[Main]:       .../Creative/worldmods/moreblocks/stairsplus/common.lua:77: in function <.../Creative/worldmods/moreblocks/stairsplus/common.lua:42>
is this a known problem ?

is there a quick fix ?

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Re: [Mod] More Blocks [moreblocks]

by Linuxdirk » Post

So moreblocks still “steals” other mod’s blocks?

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Re: [Mod] More Blocks [moreblocks]

by Walker » Post

Walker wrote:
Sat Jul 29, 2023 17:50
stairsplus crashs with the colordwood mod:

Code: Select all

2023-07-29 14:01:11: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'coloredwood' in callback item_OnPlace(): .../Creative/worldmods/moreblocks/stairsplus/common.lua:77: attempt to perform arithmetic on field '?' (a nil value)
2023-07-29 14:01:11: ERROR[Main]: stack traceback:
2023-07-29 14:01:11: ERROR[Main]:       [C]: ?
2023-07-29 14:01:11: ERROR[Main]:       .../Creative/worldmods/moreblocks/stairsplus/common.lua:77: in function <.../Creative/worldmods/moreblocks/stairsplus/common.lua:42>
is this a known problem ?

is there a quick fix ?
ok, i talked to the player

she placed a colorwood slab on top of another colorwood slab

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Re: [Mod] More Blocks [moreblocks]

by darkhog » Post

Could you make it so the circular saw is craftable with any metal ingot, not just iron?

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Re: [Mod] More Blocks [moreblocks]

by Blockhead » Post

darkhog wrote:
Mon Jul 31, 2023 14:56
Could you make it so the circular saw is craftable with any metal ingot, not just iron?
It could be done for base Minetest Game, but there is no guaranteed way to make it easily work for mods. You could add per-mod support but without a convention like a group for metal ingots, there's no general solution. Also, copper and silver and so on don't really make sense - though the fact that they can be used in in base Minetest Game is a precedent I suppose..

But actually, this gives me a more interesting idea. Divide nodes into tiers, probably based on the mining level requirement (probably cracky group level), and have different circular saw nodes with different levels. You can make a circular saw out of any metal, but only cut nodes up to the level of the saw blade metal. While you're at it, making the saw blades wear out and need replacement would make sense. It could all be done with a mod that removes/aliases the built-in saw (aliases it down to steel/"wrought iron" for technic).
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Re: [Mod] More Blocks [moreblocks]

by darkhog » Post

I'd like to ask for a shape to the circular saw to be added, and that is a middle of block column shape. Basically like the columns you get in the corner, but centered on the block like so (top down view):

Image

The reason I'm asking is that there is a shape that kinda looks like a chair and having a middle column shape would complete the illusion.

//edit: Also saw doesn't work with some blocks introduced in Ethereal, most notably Baobab planks. Might be worth looking into.

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Re: [Mod] More Blocks [moreblocks]

by Blockhead » Post

darkhog wrote:
Tue Aug 01, 2023 10:48
I'd like to ask for a shape to the circular saw to be added, and that is a middle of block column shape. Basically like the columns you get in the corner, but centered on the block like so (top down view):
Fairly sure the technic mod has that shape on the CNC machine.
darkhog wrote:
Tue Aug 01, 2023 10:48
//edit: Also saw doesn't work with some blocks introduced in Ethereal, most notably Baobab planks. Might be worth looking into.
Can't remember exactly but I'm fairly sure the mod has to ask moreblocks to make it into circular saw shapes. There's kind of a big combinatorial explosion if every type of wood had every moreblocks shape e.g. if all 50 species in australia mod had their moreblocks shapes, you'd quickly hit the 32k node limit with some other mods.
Last edited by Blockhead on Wed Aug 02, 2023 09:37, edited 1 time in total.
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Re: [Mod] More Blocks [moreblocks]

by darkhog » Post

Slight correction: Said blocks are from Everness, not Ethereal.

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Re: [Mod] Less Blocks [less_blocks]

by Horka » Post

Skamiz Kazzarch wrote:
Wed Jul 05, 2023 12:31
Quick and dirty mod that turns moreblock nodes back into their normal variants:
less_blocks.zip
Thank you skamiz !!
Very practical, thank you very much,
I just used it, sorry not to have answered before

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Re: [Mod] Less Blocks [less_blocks]

by Panquesito7 » Post

Skamiz Kazzarch wrote:
Wed Jul 05, 2023 12:31
Quick and dirty mod that turns moreblock nodes back into their normal variants:
less_blocks.zip
Instructions:
1) Load your world once with both, 'moreblocks' and 'less_blocks' enabled.
2) Now reload the world with 'moreblocks' disabled. (And 'less_blocks' still enabled.)
3) Stairs and slabs should now be turned back into their normal variants.
Optional:
4) If you are certain that all 'moreblocks' nodes are turned back, you can also disable 'less_blocks'.

The code for those who are curious:

Code: Select all

local storage = minetest.get_mod_storage()

if minetest.get_modpath("moreblocks") then
	minetest.register_on_mods_loaded(function()
		local un_aliases = {}
		for name, alias in pairs(minetest.registered_aliases) do
			if name:find("stairs:") then
				un_aliases[name] = alias
				-- print(name .. " -> " .. alias)
			end
		end

		local str = minetest.serialize(un_aliases)
		storage:set_string("un_aliases", str)

		print("less_blocks: Memorized Aliasses to revert.")
	end)
else
	local un_aliases = storage:get("un_aliases")
	if not un_aliases then
		print("less_blocks: Nothing to revert!!!")
		minetest.after(1, minetest.chat_send_all, minetest.colorize("#ff0000", "less_blocks: World must first be loaded once with 'moreblocks' present before nodes can be reverted to their original forms."))
	else
		for name, alias in pairs(minetest.deserialize(un_aliases)) do
			minetest.register_alias(alias, name)
		end
		print("less_blocks: Registered reverted aliasses.")
	end
end
This is very useful, thanks. You should consider publishing this to GitHub and CDB. :)

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