[Mod] Castles++ Rolling release [git] [castle]

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DevilRomeoAPLUS
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by DevilRomeoAPLUS » Sat Mar 14, 2015 02:19

14:20:06: ERROR[main]: ========== ERROR FROM LUA ===========
14:20:06: ERROR[main]: Failed to load and run script from
14:20:06: ERROR[main]: E:\minetest-0.4.10-win32\bin\..\mods\castles\init.lua:
14:20:06: ERROR[main]: E:\minetest-0.4.10-win32\bin\..\mods\castles\init.lua:1: attempt to concatenate a nil value
14:20:06: ERROR[main]: stack traceback:
14:20:06: ERROR[main]: E:\minetest-0.4.10-win32\bin\..\mods\castles\init.lua:1: in main chunk
14:20:06: ERROR[main]: ======= END OF ERROR FROM LUA ========
14:20:06: ERROR[main]: Server: Failed to load and run E:\minetest-0.4.10-win32\bin\..\mods\castles\init.lua
14:20:07: ERROR[main]: ModError: ModError: Failed to load and run E:\minetest-0.4.10-win32\bin\..\mods\castles\init.lua
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by devmarth » Sat Mar 14, 2015 02:45

Looks nice. Good job!

(I'm so late to this discussion jesus)
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Sat Mar 14, 2015 16:52

@ DevilRomeoAPLUS: Sorry, the topic name is misleading. It still should be castles, but when I finally get the modpack pushed, it will not matter.

@devmarth: Thank you. I'm doing my best with the time I have... Some credit does go to Dan Duncombe, (who has unfortunately left us...)

P.S. Modpack is almost ready. Just a couple more textures and a bunch of aliases to make compatibility with old worlds.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by DevilRomeoAPLUS » Sun Mar 15, 2015 02:37

When will it be fixed i kind wanna use this mod lol on my singleplayer
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by DevilRomeoAPLUS » Sun Mar 15, 2015 03:01

Lol nvm i fixed it just need to remove the s from castles and change it into castle and poop it worked
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by swordpaint12 » Tue Aug 25, 2015 13:39

Where can I find the crafting recipes?
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Tue Aug 25, 2015 17:07

They should be the same as the older castles mod... I don't know really. I'll try and give this project a bump this weekend, although I can promise nothing as I still have summer homework I still need to finish.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Aberts10 » Thu Sep 17, 2015 18:16

This wont work for me anymore...

2015-09-17 14:14:50: ERROR[main]: ========== ERROR FROM LUA ===========
2015-09-17 14:14:50: ERROR[main]: Failed to load and run script from
2015-09-17 14:14:50: ERROR[main]: C:\Users\user\Documents\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua:
2015-09-17 14:14:50: ERROR[main]: ...ments\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua:1: attempt to concatenate a nil value
2015-09-17 14:14:50: ERROR[main]: stack traceback:
2015-09-17 14:14:50: ERROR[main]: ...ments\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua:1: in main chunk
2015-09-17 14:14:50: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-09-17 14:14:50: ERROR[main]: Server: Failed to load and run C:\Users\Brian\Documents\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua
2015-09-17 14:14:50: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\user\Documents\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua
2015-09-17 14:14:50: ERROR[main]: Error from Lua:
2015-09-17 14:14:50: ERROR[main]: ...ments\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua:1: attempt to concatenate a nil value
2015-09-17 14:14:50: ERROR[main]: stack traceback:
2015-09-17 14:14:50: ERROR[main]: ...ments\minetest-0.4.13\bin\..\mods\castlesmaster\init.lua:1: in main chunk
2015-09-17 14:14:50: ERROR[main]: Check debug.txt for details.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by swordpaint12 » Thu Sep 17, 2015 19:43

remove the master from the end of the name, then try again. If it still doesn't work, remove the s as well
God's not dead; remember that!
Yay for MT! No MC here!
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I've been playing Minetest since December 2014.

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Aberts10 » Thu Sep 17, 2015 19:54

swordpaint12 wrote:remove the master from the end of the name, then try again. If it still doesn't work, remove the s as well


Thank you!, does this mod also generate castles?
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by swordpaint12 » Thu Sep 17, 2015 23:07

No, but the work in progress battle towers mod does. It's by rater, I believe, and it also has it's on NPC framework, I think.
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Sokomine » Sun Sep 27, 2015 04:50

Aberts10 wrote:does this mod also generate castles?

The Lord of the Test game spawns diffrent castles. OldCoder runs a server with that game/subgame. It's worth taking a look.
A list of my mods can be found here.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Napiophelios » Wed Sep 30, 2015 02:46

Sorry I forget I use a larger custom font sometimes,
you may have to realign the text in the formspec

Mainly the liststrings and balancing the look of the formspec
is whats important changes though

I love symmetry :)
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Wed Sep 30, 2015 02:51

Same here. The font shouldn't be too hard though...

Anyway, thanks again. ;)
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Napiophelios » Sat Oct 03, 2015 11:01

Sorry to keep bothering with you,
but the workbench can be destroyed
even when inventory space is taken.

Minor tweak needed:
Code: Select all
   
can_dig = function(pos,player)
      local meta = minetest.get_meta(pos);
      local inv = meta:get_inventory()
 return inv:is_empty("src") and inv:is_empty("rec") and inv:is_empty("dst")
   end,
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by TenPlus1 » Sat Oct 03, 2015 17:45

I removed the workbench from my standalone version of castles and replaced it with the autocrafter from pipeworks that seems to work a lot better and returns items like empty buckets and vessels.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Sun Oct 04, 2015 06:34

@Napiophelios: Thnx, though I don't really have time unfortunately. I am working right now (11:32 PM or 23:32) on my AP Chemistry. On a weekend. Saturday.

Yes, I am trying to kill myself with the homework. I am taking a break because I am done working for a little while.

@10+1 (srry too lazy): Mmm. Never used pipeworks or stuff of that sort. I also think that it would be easy enough to bounce back buckets and such. Though for the most part, I don't like that level of complexity. Still, I suppose I could try and do it. Maybe Fall/Winter break (if I have no homework).
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Inocudom » Mon Oct 05, 2015 16:10

philipbenr wrote:@Napiophelios: Thnx, though I don't really have time unfortunately. I am working right now (11:32 PM or 23:32) on my AP Chemistry. On a weekend. Saturday.

Yes, I am trying to kill myself with the homework. I am taking a break because I am done working for a little while.

Yeah-heah-heah-heah-heah, schools spam homework way, way more often than they used to. Glad I am not in school anymore, because from the things I heard, it is hell. How do you cope with it?
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Mon Oct 05, 2015 23:22

Like a guy who is buying birthday gifts for his kids two hours before celebrating. Procrastinator, I am. XD The only issue I have is with AP Chemistry, Calculus1/2, and AP US History. Homework is a pain in the arse... Not to mention all the lab writeups.... Spanish isn't hard, but can be quite the pain of I don't study too much (like on the test today XD). Ahh well. I have more to look forward to, like AP European history, Calculus 3/4, Writing 121, all that good stuff. College credit in highschool is awesome. By the time I am finished with highschool, (provided I do get the college credit), I will be a sophomore credit wise on my first year. Cool right?
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Thu May 12, 2016 04:11

Stuff is getting done. The minetest-mods fork of this mod has some very important bug-fixes, so I'll just post that here:

https://github.com/minetest-mods/castle/

Todo:

1) Download the bugfixes and assimilate into modpack
2) Start final, fresh topic, with the configurator (this mod will be modular. Stay tuned to see how that will work)
3) Make sure I have all the aliases to ensure compatibility with "legacy version" of the mod
4) Continue with planned additions.

After I complete 2, I'll have a working release, but it will have the typical "Don't use in old worlds" disclaimer. Expect that around June/early July. I might be able to push it earlier, but I'd have to do some extensive testing... Please be patient. It is really hard to pick this project back up after half a year of inactivity.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Thu May 12, 2016 04:31

From updated README:

Readme.txt wrote:Big release coming soon. ;) Stay tuned.

Planned features (anything with question mark means that I am either unsure or don't know how to accomplish it ;)

--More/Better weapons
--More decorations
--More nodes
--Redone columns
--More doors
--Gatehouse mod
--Armor
--More magical items (mana, orbs, potions...)
--Crowns/capes/player decor
--Flags
--Brewery/Liquor (liquor effects is another thing altogether)
--Tannery?
--Books? (that is an interesting one... I'll write a post on it later)
--Guards?
--Player status (King, queen, etc.)?
--Foods?
--Horses/Livestock?
--Ruins?

--Modpack Configurator


Would it be a good idea to add in books on knights code, chivalry, operating weapons, crafting, livestock, and more? I know of a couple different books mods, so I don't think it would be too hard... I have some ideas for the crafting, so don't worry about that. Just the concept. Also give me your comments on all the other questionable ones...
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Tue May 17, 2016 19:40

So, the chandeliers have been added, and the crossbows are fixed, by replacing the old ones with PilzAdam's one I believe. I didn't do it, so I don't know. Orbs have been updated. The ironbound chest and crate's formspecs have been fixed. Next on the list is occasional feature updates, but also turning the mod into a modpack. Occasional updates will be coming with a few features per update.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Wed May 18, 2016 23:20

Here is a new idea. Dye vats. Similar to a furnace.

Add:
  • Fuel
    - Wood
    - Leaves
    - Cactus
    - Plants
    etc.
  • Dye
  • White Wool item (may expand to use unifieddyes/other color mixing mods later)
    - Wool block
    - Tapestry
    - Clothes/cape (?)


Craft:
Code: Select all
Stone | Bucket w/ water | Stone
      |     Stone       |


Output: X Colored input, where X is your dye color
 

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