[Mod] More Blocks [moreblocks]
- RealBadAngel
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I think I found another bug, if you recycle 4x quarter block wall glass you receive, logically 1x glass block but when I recycled it I received more 4 microblocks.
Is possible add the product of a corner quarter block (or half block) with the saw? Or a recipe to convert 2 quarter in one corner block? Is a very nice possibility.
Is possible add the product of a corner quarter block (or half block) with the saw? Or a recipe to convert 2 quarter in one corner block? Is a very nice possibility.
- Calinou
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Update!
Some changelog:
- added a new kind of stair
- less node definitions used (13 instead of about 30 per material)
- added centered panels and microblocks
- glass stairs/slabs/panels/microblocks now look better
- improved screwdriver compatibility, simplified circular saw
Attention: updating More Blocks will break currently placed inverted/wall stairs/slabs/panels/microblocks.
Some changelog:
- added a new kind of stair
- less node definitions used (13 instead of about 30 per material)
- added centered panels and microblocks
- glass stairs/slabs/panels/microblocks now look better
- improved screwdriver compatibility, simplified circular saw
Attention: updating More Blocks will break currently placed inverted/wall stairs/slabs/panels/microblocks.
Then, now, I need rotate every placed quarter block from the entire game? For every type of material? :-o
...and the screwdriver crash the server if used in a one of this blocks. -.-
-*-
I have a plan to fix your fix. If you create a automatic event who convert every found unknow block from the old type to the new type using a chat command, the function seek and use in automated form the screwdriver function to give the same result converting the current unknown block to the correct node with rotation.
Well, If I am coding your mod this will be my plan to solve this question.
...and the screwdriver crash the server if used in a one of this blocks. -.-
-*-
I have a plan to fix your fix. If you create a automatic event who convert every found unknow block from the old type to the new type using a chat command, the function seek and use in automated form the screwdriver function to give the same result converting the current unknown block to the correct node with rotation.
Well, If I am coding your mod this will be my plan to solve this question.
Last edited by deivan on Sun Apr 21, 2013 18:04, edited 1 time in total.
- Calinou
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Try to craft a new screwdriver and see; More Blocks defines a new screwdriver with a different texture.
Slabs, stairs, panels and microblocks no longer have inverted or wall variants. Instead, they are now rotated with 6-directional facedir. I've added an alias so that inverted and wall variants are converted to normal variants, so that they look like normal variants, so you will have to rotate them with screwdriver again.
Slab merging and placing up-side-down stairs/slabs/panels/microblocks on ceilings is currently not implemented, pull requests are welcome.
Slabs, stairs, panels and microblocks no longer have inverted or wall variants. Instead, they are now rotated with 6-directional facedir. I've added an alias so that inverted and wall variants are converted to normal variants, so that they look like normal variants, so you will have to rotate them with screwdriver again.
Slab merging and placing up-side-down stairs/slabs/panels/microblocks on ceilings is currently not implemented, pull requests are welcome.
Last edited by Calinou on Sun Apr 21, 2013 20:11, edited 1 time in total.
Is a bad solution to my game. I need use the screwdriver 6~10 times for each block and I used, I think... 2000~4000 blocks from more blocks and now all become a single unity type if you use one alias to convert all.
I fear load the game now... :-o
-*-
I solved my problem. I created a new node for each fault node and aliased all, now I have all this nodes under control to convert without incidents. Now I need understand your rotation process. You have a ready-to-use-function?
-*-
...and the scewdriver dissapear, I have a unknow in my inventory (moreblocks:screwdriver2).
Now my game have my own unknow block control.
I fear load the game now... :-o
-*-
I solved my problem. I created a new node for each fault node and aliased all, now I have all this nodes under control to convert without incidents. Now I need understand your rotation process. You have a ready-to-use-function?
-*-
...and the scewdriver dissapear, I have a unknow in my inventory (moreblocks:screwdriver2).
Now my game have my own unknow block control.
Last edited by deivan on Mon Apr 22, 2013 01:59, edited 1 time in total.
Is there a way to make glow glass and super glow glass vertical slabs giving a light?
EDIT:
Never mind. I fixed it
EDIT:
Never mind. I fixed it
Code: Select all
minetest.register_node(":"..modname .. ":slab_" .. subname .. "_wall", {
description = S("%s Slab"):format(S(description)),
drawtype = "nodebox",
tiles = images,
light_source = light,
drop = modname .. ":slab_" .. drop .. "_wall",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
groups = groups,
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, 0, 0.5, 0.5, 0.5},
},
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, 0, 0.5, 0.5, 0.5},
},
sounds = default.node_sound_stone_defaults(),
})
Last edited by Ragnarok on Mon Apr 22, 2013 13:24, edited 1 time in total.
my mods: infrastructure_modpack | papyrus_bed | papyrus_door my blog: radekslowik.pl
- addi
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1. the folowing textures not found:
2. the craft reziep for the screwdriver works not
Code: Select all
15:53:58: ERROR[main]: generate_image(): Could not load image "moreblocks_obsidian_glass_stairsplus.png" while building texture
15:53:58: ERROR[main]: generate_image(): Creating a dummy image for "moreblocks_obsidian_glass_stairsplus.png"
3.calinou wrote: Screwdriver, to rotate stairs/slabs/panels/microblocks, has 80 uses before breaking, left-click to use:
X X O
or
O X X
X = steel ingot, O = stick.
Dear Calinou,
Please let such gimmicks to be.
Although it is a great feature but completely counterproductive!
it's a nice gimmick, but it's not user-friendly by far!
ok I see two advantages here:
1 There are not many blocks in inventory
2 there are not so many nodes in the game registreiert
but:
if you want to place a wall, you want to slap not place
and every time to use the screwdriver interfere with build very much.
the screwdriver then takes off in a space inventory
Moreover, you also need much more time to build anything, because every now and again has to resort to the screwdriver.
I would not at first talk of the servers that use the old version of more blocks.
there is another way.
why now this update?
the solution with the circular saw was not so bad!
I think that I have not written only for me but also for many other players who are already annoyed about it.
Sincerely yours
addi
PS:
everyone makes a mistake, it's still not too late to understand and undo.
please think about it!
I think it would be very helpful if there was a tool or option that (when activated) caused all blocks to face the same way regardless of what direction the player is facing. Does anyone have any idea how to fulfill this idea?
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That's very bad. It would utterly destroy almost all of my buildings.Calinou wrote: Attention: updating More Blocks will break currently placed inverted/wall stairs/slabs/panels/microblocks.
For existing worlds, the aliases for the no longer existing nodes have to go, and for new worlds they are not needed. Please remove them before they start causing severe harm! If some nodes in the inventory of players or inside chests start becoming unknown nodes, that is less of a drawback than destroyed buildings.
Existing nodes in buildings could be converted to the new 6d-facedir-version via an abm.
The 6d-facedir and the removal of thanks to that now surplus nodes is a great step forward. I don't know how well it will work when building something, but honestly the old facedir wasn't always optimal either because you had to search for the right spot to place nodes from.
It's called wolrdedit. That mod does - amongst other useful commands for large buildings - have an //orient command which which you can set facedir for an entire region. Very helpful when building large roofs. The drawback is that worldedit is not exactly wide-spread for players on servers.Inocudom wrote: I think it would be very helpful if there was a tool or option that (when activated) caused all blocks to face the same way regardless of what direction the player is facing. Does anyone have any idea how to fulfill this idea?
Each node could "look" if there's already one of the same type sitting in an adjacent place and adjust facedir accordingly. That might help sometimes and be less helpful in other situations. The screwdriver can sometimes be helpful, but with those changes, it will require way more uses than previously.
I ought to teach my replacer to save and set facedir as well.That way, you could rotate one node with the screwdriver into the right direction, store that pattern in the replacer and then just left-click on any node you want to have the same shape and facedir as the stored one. Apart from worldedit, that might be the next best solution. If anyone has a better one, please tell.
A list of my mods can be found here.
I like the new system, especially the circular saw but also automatically rotating blocks, based on whether you place them on the ceiling or floor. That said, however, it brings-back the old problem of how to rotate the block in the correct way (stairs), escpecially when you aren't able to line-up in the best place to set a block the way you want it. I liked how the screwdriver worked because it saved you from having to dig and re-place nodes when one lined-up incorrectly.Calinou wrote:Fixed compatibility by doing things the old way again. The circular saw also has been simplified a bit.
You can place inverted or wall variants of Stairs+ nodes by placing them in the crafting grid (to cycle between modes), or use a circular saw, or place them on a ceiling (for inverted variants).
I think the screwdriver with a switch for the axis x, y or z and with two operation mods (direct or reverse) will solve any problem with alignment.
-*-
I don't know if is a bug or is the plan but if I put a quarter slab in a position and put another in the superior position the second fall and become a single node with the lower one... -.-
I don't found a form to add nodes in the correct orientation. :-/
-*-
I don't know if is a bug or is the plan but if I put a quarter slab in a position and put another in the superior position the second fall and become a single node with the lower one... -.-
I don't found a form to add nodes in the correct orientation. :-/
Last edited by deivan on Tue Apr 23, 2013 18:36, edited 1 time in total.
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My replacer mod now stores and sets the rotation of nodes as well. I think this will help a lot with building e.g. roofs or other complex constructions because it will be sufficient to rotate one node into the right direction and "copy" that rotation to all other nodes that ought to be the same.
A list of my mods can be found here.
- VanessaE
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Moreblocks has been updated to properly use the 6d facedir code now. Some stuff may look a little weird since the textures are rotated along with the blocks' models, but the models are correct now. Code has been provided to automatically convert old "inverted", "wall", etc. nodes, and it works for all mods that use stairsplus.
Note that there's been a minor API change that may affect some mods, in that the "facedir" parameter is no longer accepted (or needed) in the register stairs/slabs call. This doesn't seem to have much affect in practice, however - at least technic and gloopblocks seem to handle it okay.
Use the "/st" command to toggle between placing stairs/slabs/panels normally or onto walls/vertical/sideways orientation. Placing an object onto a ceiling from below flips it upside down automatically, and slabs always flip sideways to sit against a wall if you're pointing at one, regardless of the state of this setting.
The code that stacks thin slabs up to form thicker ones has been temporarily disabled, but it will be re-instated soon.
Note that there's been a minor API change that may affect some mods, in that the "facedir" parameter is no longer accepted (or needed) in the register stairs/slabs call. This doesn't seem to have much affect in practice, however - at least technic and gloopblocks seem to handle it okay.
Use the "/st" command to toggle between placing stairs/slabs/panels normally or onto walls/vertical/sideways orientation. Placing an object onto a ceiling from below flips it upside down automatically, and slabs always flip sideways to sit against a wall if you're pointing at one, regardless of the state of this setting.
The code that stacks thin slabs up to form thicker ones has been temporarily disabled, but it will be re-instated soon.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Very nice! Thank you! The new 6d facedir will reduce the amount of blocks and thus speed up connection time. And to have stairsplus-versions for the moretrees blocks as well with that limited number of nodes offers exciting new possibilites :-)
A list of my mods can be found here.
This is a solution that I approve of and find to be very good. Another helpful idea for a command would be one that freezes and unfreezes the orientation of all future nodes that you place. This would make the task of placing rotatable nodes in floors, ceilings, and walls much easier. If such a command is a bad idea, then Sokomine's replacer mod should work quite well. The link to that mod's topic is below.
http://forum.minetest.net/viewtopic.php?id=4676
http://forum.minetest.net/viewtopic.php?id=4676
Last edited by Inocudom on Wed Apr 24, 2013 16:07, edited 1 time in total.
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That's one of the things you can do with my replacer-mod: sneak+right-click on a node that has the desired rotation, and then place nodes with exactly the same texture and orientation whenever you place something with the replacer tool afterwards. It's like if you where wielding a stack of nodes with that orientation and rotation.Inocudom wrote: Another helpful idea for a command would be one that freezes and unfreezes the orientation of all future nodes that you place.
A list of my mods can be found here.
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