[Mod] cottages [cottages] (medieval, farming, country life)
-
- Member
- Posts: 940
- Joined: Tue Aug 05, 2014 14:09
- GitHub: MinetestForFun
- IRC: MinetestForFun
- In-game: MinetestForFun
- Location: On earth
- Contact:
Re: [Mod] cottages [cottages]
i haven't try your mod because they aren't screenshots (not corrupted), sorry if say that... But it's VERY important for me :)
MinetestForFun Team mods : [spidermob] [fishing]
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages]
LOTS of missing pictures added. I really hope the new image hoster will live long!
As for the mod itshelf: Slate for roofs and as a building block was recently added. I've also supplied a version of the window that does not sit in the center of the block but at the edge of it. The flat wooden planks carry the texture of the other furniture in this mod and may sometimes be useful.
As for the mod itshelf: Slate for roofs and as a building block was recently added. I've also supplied a version of the window that does not sit in the center of the block but at the edge of it. The flat wooden planks carry the texture of the other furniture in this mod and may sometimes be useful.
A list of my mods can be found here.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
I've added "medieval, farming, country life" and hope that'll help. Thanks for your suggestion!jp wrote: You can keep cottages as title and just add 'farm' or 'CountryLife' in tag...
A list of my mods can be found here.
-
- Member
- Posts: 940
- Joined: Tue Aug 05, 2014 14:09
- GitHub: MinetestForFun
- IRC: MinetestForFun
- In-game: MinetestForFun
- Location: On earth
- Contact:
Re: [Mod] cottages [cottages] (medieval, farming, country li
Thank you Sokomine ! Very interresting mod ! i will try it soon !
MinetestForFun Team mods : [spidermob] [fishing]
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
---
Our Minetest servers :
MinetestForFun (Survival - PvP - Hardcore)[FR/EN]
MinetestForFun HUNGER GAMES
MinetestForFun SKYBLOCK
MinetestForFun CREATIVE
- balthazariv
- Member
- Posts: 214
- Joined: Mon Apr 07, 2014 15:48
- Contact:
Re: [Mod] cottages [cottages] (medieval, farming, country li
It's in random_buildings.
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
- balthazariv
- Member
- Posts: 214
- Joined: Mon Apr 07, 2014 15:48
- Contact:
Re: [Mod] cottages [cottages] (medieval, farming, country li
OK, I hadn't seen that it was included in random_buildingsSol wrote:It's in random_buildings.
- lightonflux
- Member
- Posts: 384
- Joined: Mon Nov 11, 2013 07:22
- In-game: lof
- Location: Germany
Re: [Mod] cottages [cottages] (medieval, farming, country li
It is really annoying that the anvil spams the chat. Would it be possible to use the notification above the hud instead?
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
Does the hud work without additional mods now? If so, and if you can tell me how the function is called, I can change it. Guess the same applies to the threshing floor. That also sends chat messages to the player.lightonflux wrote: It is really annoying that the anvil spams the chat. Would it be possible to use the notification above the hud instead?
A list of my mods can be found here.
- lightonflux
- Member
- Posts: 384
- Joined: Mon Nov 11, 2013 07:22
- In-game: lof
- Location: Germany
Re: [Mod] cottages [cottages] (medieval, farming, country li
Good question.
I think it is possible.
Throwing Advanced displays that the bow reloads in bow.lua. Link: git repo.
The function used is hud_add().
Code example from mentioned mod:
I think it is possible.
Throwing Advanced displays that the bow reloads in bow.lua. Link: git repo.
The function used is hud_add().
Code example from mentioned mod:
Code: Select all
local throwing_hud = player:hud_add({
hud_elem_type = "text",
position = {x=0.6,y=0.5},
text = "Reloading...",
number = 0xFF0000,
})
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
Cottages now got its own repository on Github. The most recent version no longer resides in the random_buildings repro - that will just remain as it is - but will be found in the new repro. See first posting. This new setup will make it easier to maintain the mod, clone it, keep your copy current and add it to other games etc.
A list of my mods can be found here.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
I've now found the time and added some form of temporal (very big!) hud for the anvil and the treshing floor, but not yet for the handmill. The hud shows the progress of your workpiece while you punch it. The treshing floor's hud gets empty once you're finished. Hope this helps a bit. Feedback is welcome!lightonflux wrote: It is really annoying that the anvil spams the chat. Would it be possible to use the notification above the hud instead?
A list of my mods can be found here.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
Minor update. The table now acts as a workbench for games that need it (AdventureTest, RealTest), which does make the villages more usable. Anvils, threshing places and handmills can now be used in such villages as well. The anvil now only protects the hammer from beeing taken out and is otherwise open to usage by other players.
Bench, bed, sleeping mat and straw mat have received functions for sitting on them. This still doesn't do anything (no skipping night function) except setting the player's animation and eye level. A single sleeping mat or straw mat is only good for sitting on it. For sleeping, two next to each other are required. The first right-click makes you sit, the second makes you "sleep" (if there is enough space). The third makes you get up again. Feedback welcome!
Bench, bed, sleeping mat and straw mat have received functions for sitting on them. This still doesn't do anything (no skipping night function) except setting the player's animation and eye level. A single sleeping mat or straw mat is only good for sitting on it. For sleeping, two next to each other are required. The first right-click makes you sit, the second makes you "sleep" (if there is enough space). The third makes you get up again. Feedback welcome!
A list of my mods can be found here.
Re: [Mod] cottages [cottages] (medieval, farming, country li
Crashing with this error when attempting to sit...
Code: Select all
2015-08-01 11:47:01: ERROR[main]: ServerError: ...bin\..\mods\village_modpack\cottages/nodes_furniture.lua:338: attempt to call method 'get_player_velocity' (a nil value)
2015-08-01 11:47:01: ERROR[main]: stack traceback:
2015-08-01 11:47:01: ERROR[main]: ...bin\..\mods\village_modpack\cottages/nodes_furniture.lua:338: in function 'allow_sit'
2015-08-01 11:47:01: ERROR[main]: ...bin\..\mods\village_modpack\cottages/nodes_furniture.lua:387: in function 'on_rightclick'
2015-08-01 11:47:01: ERROR[main]: C:\games\minetest\bin\..\builtin\game\item.lua:326: in function <C:\games\minetest\bin\..\builtin\game\item.lua:319>
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
Are you using a sufficiently recent version of MT? Though it doesn't look as if the function get_player_velocity is particulary new...blert2112 wrote: Crashing with this error when attempting to sit...
A list of my mods can be found here.
Re: [Mod] cottages [cottages] (medieval, farming, country li
Using sfan5's latest... 7bbb9b0 from July 19thSokomine wrote:Are you using a sufficiently recent version of MT? Though it doesn't look as if the function get_player_velocity is particulary new...blert2112 wrote: Crashing with this error when attempting to sit...
edit: Went searching for this function but could not locate it. Guess I am out of luck until sfan5 makes a new build. Guess I could figure out how to do it myself... too much like work. :)
edit2: yup, swapped to Krock's latest (32bit... bummer) and it works... sorry for the inconvenience.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
Sorry for the problems. I usually work with the latest version (or at max a few days old) and didn't know that that particular function was new. It is now optional - if the function does not exist, the check for speed is not done. I encountered some problems when walking fast and trying to take a sit. My character kept sliding into the direction it was walking at and didn't stop. That's why I inserted that speed check. Cottages ought to work with (slightly) older versions of MT again now.
A list of my mods can be found here.
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
Re: [Mod] cottages [cottages] (medieval, farming, country li
speedcheck?
might be usefull for the "Freeze" mod from PinguinDad.
you can freeze people with it but they keep on drifting in whatever direction they were heading when the commando hit them. verry funny but not so usefull in a teacher-student-scenario.
might be usefull for the "Freeze" mod from PinguinDad.
you can freeze people with it but they keep on drifting in whatever direction they were heading when the commando hit them. verry funny but not so usefull in a teacher-student-scenario.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
I'm afraid that won't help here. I do the speedcheck in order to avoid such situations. All I seem to be able to do is check if the player is travelling with some speed - and, if so, give up on the attempt to let the player sit. I havn't found a way to change the speed of the player.twoelk wrote: you can freeze people with it but they keep on drifting in whatever direction they were heading when the commando hit them. verry funny but not so usefull in a teacher-student-scenario.
A list of my mods can be found here.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
The handmill can now be configured to mill/grind other items. Just add them to the cottages.handmill_product table. Examples:
The variable is accessible from any mod that depends (or at least optionally depends) on cottages.
Code: Select all
cottages.handmill_product[ 'default:cobble' ] = 'default:gravel';
cottages.handmill_product[ 'default:gravel' ] = 'default:sand';
cottages.handmill_product[ 'default:sand' ] = 'default:dirt 2';
cottages.handmill_product[ 'flowers:rose' ] = 'dye:red 6';
cottages.handmill_product[ 'default:cactus' ] = 'dye:green 6';
cottages.handmill_product[ 'default:coal_lump'] = 'dye:black 6';
A list of my mods can be found here.
Re: [Mod] cottages [cottages] (medieval, farming, country li
It seems that I'm unable to craft cottage table when Calinou's moreblocks mod is enabled, so there is only 8/16 wooden slab available and it will not craft into table with a stick.
EDIT:
EDIT:
Sokomine: _occl_cul_per_bl: ah. an older version of cottages used the slab created by stairs (3 wooden planks -> 6 slabs). since a few days, it uses the moreblocks-slab (4/16) if moreblocks is installed
- Napiophelios
- Member
- Posts: 1035
- Joined: Mon Jul 07, 2014 01:14
- GitHub: Napiophelios
- IRC: Nappi
- In-game: Nappi
Re: [Mod] cottages [cottages] (medieval, farming, country li
@Sokomine: I have created several variant textures for the anvil, just a little detail makes a big difference :)
They really stand out now. If you'd like to use them you are welcome to.
They really stand out now. If you'd like to use them you are welcome to.
Last edited by Napiophelios on Fri Sep 08, 2017 00:53, edited 1 time in total.
- Napiophelios
- Member
- Posts: 1035
- Joined: Mon Jul 07, 2014 01:14
- GitHub: Napiophelios
- IRC: Nappi
- In-game: Nappi
Re: [Mod] cottages [cottages] (medieval, farming, country li
@Sokomine : I have made some textures for the cottages bed mod.
I had to rearrange the way you had them placed though
so I game the textures unique names to avoid confusion.
One has a pillow and the other is flat, I hope you like them.
I had to rearrange the way you had them placed though
so I game the textures unique names to avoid confusion.
One has a pillow and the other is flat, I hope you like them.
Last edited by Napiophelios on Fri Sep 08, 2017 00:53, edited 1 time in total.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] cottages [cottages] (medieval, farming, country li
Update: The dirt road from cottages now comes with junctions, t-junctions and curves.
The dirt roads in mg_villages tended to look a bit odd after I lowered the gravel on the streets a bit (it's not a full node anymore). The idea was taken from Pixture. The dirt roads just had to follow, and turned into this:
VanessaE saw it and came up with some even nicer meshes :-)
The default version is the mesh one now. You can still select nodebox (if you prefer boxy style), flat or simple (like flat, but without these new nodes). The models and textures are very tiny. If you prefer one of the other designs (i.e. due to lack of ressources on a phone or tablet), set
cottages/nodes_feldweg.lua right at the beginning of the file.
The dirt roads in mg_villages tended to look a bit odd after I lowered the gravel on the streets a bit (it's not a full node anymore). The idea was taken from Pixture. The dirt roads just had to follow, and turned into this:
VanessaE saw it and came up with some even nicer meshes :-)
The default version is the mesh one now. You can still select nodebox (if you prefer boxy style), flat or simple (like flat, but without these new nodes). The models and textures are very tiny. If you prefer one of the other designs (i.e. due to lack of ressources on a phone or tablet), set
Code: Select all
cottages_feldweg_mode = "simple"
- Attachments
-
- feldweg_flat.jpg (143.4 KiB) Viewed 1381 times
-
- feldweg_nodebox.jpg (158.83 KiB) Viewed 1381 times
-
- feldweg_mesh.jpg (151.5 KiB) Viewed 1381 times
A list of my mods can be found here.
Re: [Mod] cottages [cottages] (medieval, farming, country li
Hi,
Awesome!
I personaly prefer the middle screenshot (boxy style), anyway, you've done a good job, keep it up!
Awesome!
I personaly prefer the middle screenshot (boxy style), anyway, you've done a good job, keep it up!
"One chunk, two chunks, three chunks..."
Who is online
Users browsing this forum: No registered users and 42 guests