[Mod] cottages [cottages] (medieval, farming, country life)
Posted: Sat Mar 16, 2013 02:54
New: Update to Version 2.3.2 - adjustments for MT 5.x
Note: cottages_feldweg_mode can now be set in your global minetest.conf. Choose between mesh, nodebox, flat and simple.
Cottages like this one can be built and furnished with this mod. While the actual cottages are not included, some may be found in the shems folder of the mg_villages mod.
Version: 2.2
Download: https://github.com/Sokomine/cottages/archive/master.zip
Browse code: https://github.com/Sokomine/cottages
License: GPLv3
Depends: default, farming
Changelog:
Version 2.2: Moved into its own repository. Added meshes. Better compatibility for mods that come with a limited default (i.e. RealTest)
Version 2.1: Slatel, simple glass pane and flat wooden planks added.
The nodeboxes and textures of these beds are - with very minimal modifications - based on PilzAdams
beds mod. The difference is that these beds here are *only* furniture - they do not set the day or spawn point, they do not place the foot part automaticly (you have to manually place them together). It is a stripped-down version intended as furniture and decoration. The nodebox is slightly modified so that it looks better when stacked. The beds can already be found in the lumberjack houses of my random_buildings-mod. Also included is a sleeping mat whose texture has been provided by VanessaE. Crafting of bed head, bed foot, sleeping mat:
bench:
table:
shelf (can be used as open chest):
washing place (seen from above):
The washing place is intended to be placed above a water source and will stop mobs from falling in. If you right-click it, it gives a message.
a stovepipe:
Flat wooden planks allow to construct your own furniture or even to build very small huts.
The half door (for the other side: half door inverted) is just one node high. If you place two on top of each other, the upper door will be moved automaticly if you open/close the lower one, while the upper door can also be operated seperately. This is a kind of door especially useful for stables and the like (horse usually look out through the opened upper part).
These window-shutters are designed for one-node-wide windows. You can open/close them by right-clicking - or just wait until it gets night (then they will close automaticly) or day (the shutters will open). If your machine is extremly slow, it might be a good idea to call the abm responsible for this less often (e.g. only every 120 seconds). Window shutters open and close window shutters directly above and below them whenever they are operated or auto-close/open at night/in the morning. Thus, two nodes high window shutters work well. The window is a glass-pane which is part of this mod as well. Unlike xpanes/panes, it does not connect to anything and keeps its form.
The glass pane is also available in a version that sits at the edge of the block instead of in its center. Which is useful for some kind of windows.
Sometimes you may need a hatch for a piece of furniture, the entrance to a cellar or mine, or for something completely diffrent.
Default fences lack a gate. This adds one that fits well to fences. When opened, it drops to the ground, and you can walk over it.
It is pretty often annoying not to be able to place any sort of handrail at the top of stairs, or to have a fence that's not in the middle of the node. My bridges and handrails mod may be overkill in those situations, but here's a smaller version now included in cottage:
It cannot be combined with the gate. Instead, use a half door. Crafting:
Here you can see several nodes the mod adds: a wagon wheel (texture done by VanessaE; also works very well as a decorative item on a wall), a dirt road (texture done by badger436), loam and two straw bales on top of the wagon. The straw and straw bale textures where provided by MasterGollum and are taken from his darkage mod (a very recommendable mod).
A straw mat, a straw bale (slightly smaller than a normal node) and a full-straw-node for your farms.
Diffrent roof types: wood, asphalt, terracotta, brown, straw, reed, slate roof:
All these roof types come in three diffrent nodes: One shaped like a stair and called 'roof connector' (useful for those places where roof and wall meet), one where the lower hind part of the stair is missing (thus more rooflike), and a flat one (half a node high). Only the top carries the texture; the rest is wood (except for straw). The textures are from darkage (straw) and VanessaEs homedecor mod. The effect of this roof is quite good.
Slate may also be used to protect walls from weather. Reet and straw for the ground may come in handy sometimes as well.
The old receipe for getting straw mats and subsequently straw nodes of any kind was impractical and interferred with other crafting receipes for wheat (flour, seeds). Plus the way wheat is handled in farming is a bit strange. Getting wheat seeds (for flour for breads) and straw out of harvested wheat now works like this:
Craft a threshing floor (in reality, any harder floor might do - but not in MT):
Place it on the floor:
Insert wheat and punch it with a normal stick:
[img]hhttps://web.archive.org/web/20150619074714/ttps://imgrush.com/QULWVzuzDjVH.png[/img]
Repeat punching until all the wheat has been converted into straw and seeds.
Seeds are not only good for creating new plants - they're also the stuff flour is made out off. Craft yourshelf a handmill:
This is how the mill looks like (textures could need improvement):
Insert wheat seeds and punch the mill (no stick needed this time):
Proceed until all your wheat seeds have been turned into flour. The mill handle will rotate at each successful punch. And instead of 1 flour per 4 harvested wheat, you'll get 1 flour per wheat seed.
See the first posting in this thread for the attached 2.0 version.
Happy farming!
Farms and villages need forges, and those require anvils. This particular anvil comes with a bonus feature: It can repair tools. Just insert your broken tool in the workpiece slot and punch the anvil while wielding the hammer until your workpiece is repaired.
Barrels are also a must-have if the inhabitants of your cottage are thirsty. Right-click to open/close a barrel, punch to turn between vertical/horizontal/diffrent rotations. Note: Too many barrels in one place may be too much and turn invisible due to too many nodeboxes.
Tubs are useful for many purposes.
The dirt road comes with stairs and slabs. While I was on it, I added stairs+slabs for loam and clay as well:
Crafting is the same as with default stairs:
straw_ground and three diffrent chests (chest_work, chest_private, chest_storage) are for use with the radom_buildings mod to differentiate usage. They do not serve any purpose here.
Enjoy!
Note: cottages_feldweg_mode can now be set in your global minetest.conf. Choose between mesh, nodebox, flat and simple.
Cottages like this one can be built and furnished with this mod. While the actual cottages are not included, some may be found in the shems folder of the mg_villages mod.
Version: 2.2
Download: https://github.com/Sokomine/cottages/archive/master.zip
Browse code: https://github.com/Sokomine/cottages
License: GPLv3
Depends: default, farming
Changelog:
Version 2.2: Moved into its own repository. Added meshes. Better compatibility for mods that come with a limited default (i.e. RealTest)
Version 2.1: Slatel, simple glass pane and flat wooden planks added.
The nodeboxes and textures of these beds are - with very minimal modifications - based on PilzAdams
beds mod. The difference is that these beds here are *only* furniture - they do not set the day or spawn point, they do not place the foot part automaticly (you have to manually place them together). It is a stripped-down version intended as furniture and decoration. The nodebox is slightly modified so that it looks better when stacked. The beds can already be found in the lumberjack houses of my random_buildings-mod. Also included is a sleeping mat whose texture has been provided by VanessaE. Crafting of bed head, bed foot, sleeping mat:
bench:
table:
shelf (can be used as open chest):
washing place (seen from above):
The washing place is intended to be placed above a water source and will stop mobs from falling in. If you right-click it, it gives a message.
a stovepipe:
Flat wooden planks allow to construct your own furniture or even to build very small huts.
The half door (for the other side: half door inverted) is just one node high. If you place two on top of each other, the upper door will be moved automaticly if you open/close the lower one, while the upper door can also be operated seperately. This is a kind of door especially useful for stables and the like (horse usually look out through the opened upper part).
These window-shutters are designed for one-node-wide windows. You can open/close them by right-clicking - or just wait until it gets night (then they will close automaticly) or day (the shutters will open). If your machine is extremly slow, it might be a good idea to call the abm responsible for this less often (e.g. only every 120 seconds). Window shutters open and close window shutters directly above and below them whenever they are operated or auto-close/open at night/in the morning. Thus, two nodes high window shutters work well. The window is a glass-pane which is part of this mod as well. Unlike xpanes/panes, it does not connect to anything and keeps its form.
The glass pane is also available in a version that sits at the edge of the block instead of in its center. Which is useful for some kind of windows.
Sometimes you may need a hatch for a piece of furniture, the entrance to a cellar or mine, or for something completely diffrent.
Default fences lack a gate. This adds one that fits well to fences. When opened, it drops to the ground, and you can walk over it.
It is pretty often annoying not to be able to place any sort of handrail at the top of stairs, or to have a fence that's not in the middle of the node. My bridges and handrails mod may be overkill in those situations, but here's a smaller version now included in cottage:
It cannot be combined with the gate. Instead, use a half door. Crafting:
Here you can see several nodes the mod adds: a wagon wheel (texture done by VanessaE; also works very well as a decorative item on a wall), a dirt road (texture done by badger436), loam and two straw bales on top of the wagon. The straw and straw bale textures where provided by MasterGollum and are taken from his darkage mod (a very recommendable mod).
A straw mat, a straw bale (slightly smaller than a normal node) and a full-straw-node for your farms.
Diffrent roof types: wood, asphalt, terracotta, brown, straw, reed, slate roof:
All these roof types come in three diffrent nodes: One shaped like a stair and called 'roof connector' (useful for those places where roof and wall meet), one where the lower hind part of the stair is missing (thus more rooflike), and a flat one (half a node high). Only the top carries the texture; the rest is wood (except for straw). The textures are from darkage (straw) and VanessaEs homedecor mod. The effect of this roof is quite good.
Slate may also be used to protect walls from weather. Reet and straw for the ground may come in handy sometimes as well.
The old receipe for getting straw mats and subsequently straw nodes of any kind was impractical and interferred with other crafting receipes for wheat (flour, seeds). Plus the way wheat is handled in farming is a bit strange. Getting wheat seeds (for flour for breads) and straw out of harvested wheat now works like this:
Craft a threshing floor (in reality, any harder floor might do - but not in MT):
Place it on the floor:
Insert wheat and punch it with a normal stick:
[img]hhttps://web.archive.org/web/20150619074714/ttps://imgrush.com/QULWVzuzDjVH.png[/img]
Repeat punching until all the wheat has been converted into straw and seeds.
Seeds are not only good for creating new plants - they're also the stuff flour is made out off. Craft yourshelf a handmill:
This is how the mill looks like (textures could need improvement):
Insert wheat seeds and punch the mill (no stick needed this time):
Proceed until all your wheat seeds have been turned into flour. The mill handle will rotate at each successful punch. And instead of 1 flour per 4 harvested wheat, you'll get 1 flour per wheat seed.
See the first posting in this thread for the attached 2.0 version.
Happy farming!
Farms and villages need forges, and those require anvils. This particular anvil comes with a bonus feature: It can repair tools. Just insert your broken tool in the workpiece slot and punch the anvil while wielding the hammer until your workpiece is repaired.
Barrels are also a must-have if the inhabitants of your cottage are thirsty. Right-click to open/close a barrel, punch to turn between vertical/horizontal/diffrent rotations. Note: Too many barrels in one place may be too much and turn invisible due to too many nodeboxes.
Tubs are useful for many purposes.
The dirt road comes with stairs and slabs. While I was on it, I added stairs+slabs for loam and clay as well:
Crafting is the same as with default stairs:
straw_ground and three diffrent chests (chest_work, chest_private, chest_storage) are for use with the radom_buildings mod to differentiate usage. They do not serve any purpose here.
Enjoy!