[Modpack] Church[church]

Candle Mod- Keep the Bees? or Remove the bees?

Poll ended at Thu Dec 29, 2016 16:39

Keep The Bees
6
50%
Remove the Bees
3
25%
Something Else... (leave a comment)
1
8%
Don't Care
2
17%
 
Total votes : 12

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mootpoint
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Re: [Mod] Church[church]

by mootpoint » Wed Dec 14, 2016 23:42

Chibi ghost wrote:ooo the real time clock could be useful as well
I'll download tomorrow and have a lookie at the size of the clock face either the clear or the white one

Why would you need the clock for a church pack? Wouldn't that fit better in something like home decor?
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Re: [Modpack] Church[church]

by Chibi ghost » Thu Dec 15, 2016 14:08

it's a big clock for the spire
Image
and something like this for the bell
Image
 

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Re: [Modpack] Church[church]

by Napiophelios » Thu Dec 15, 2016 14:27

you are missing aspen wood flavor of pews and podiums
Image
aspen_pew.png
(160.88 KiB) Not downloaded yet


I am trying to get all 3 sections of the pews to set at the same time,
so that you only have one inventory item per material type.
but its not working right; it only works if you are facing north...err
https://youtu.be/XoO358oADWo (approx.1min)
 

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Re: [Modpack] Church[church]

by HolyPhoenix » Thu Dec 15, 2016 14:33

Would appreciate an altar, candles, and candleabras.
 

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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 15:19

[quote="Chibi ghost"]it's a big clock for the spire
Image
alright cool if you find it let me know we'll add it in
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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 15:21

Napiophelios wrote:you are missing aspen wood flavor of pews and podiums
Image
aspen_pew.png


alright, also i like your pews too, lets add them in as 'fancy_pew...'

I am trying to get all 3 sections of the pews to set at the same time,
so that you only have one inventory item per material type.
but its not working right; it only works if you are facing north...err
https://youtu.be/XoO358oADWo (approx.1min)


i think i may see the problem, do you have the code up on github?
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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 15:22

HolyPhoenix wrote:Would appreciate an altar, candles, and candleabras.

Candles and candelabras to be coming soon, mind posting a picture of what you think an altar should be?
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Re: [Modpack] Church[church]

by Chibi ghost » Thu Dec 15, 2016 15:29

mootpoint wrote:
Chibi ghost wrote:it's a big clock for the spire
Image
alright cool if you find it let me know we'll add it in

it from the same pack as the display modpack
viewtopic.php?p=199954#p199954
I've been looking for that for a while now for the really nice signs I didn't know about the clock part of the mod
 

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Re: [Modpack] Church[church]

by HolyPhoenix » Thu Dec 15, 2016 15:47

mootpoint wrote:Candles and candelabras to be coming soon, mind posting a picture of what you think an altar should be?


Dude, your awesome!

Looking for something similar to this https://www.pinterest.com/pin/99219998011356009/ without the steps being connected to it, and without the statues on top.

I think it would be best if it was a solid flat marble table (make sure you can put the candles on it) and didn't have the whole backing part that is on top(leave that to the builders in game if they need it). And on the front had two or three interesting crosses or other similar symbols like the one pictured. Does that help?
 

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Re: [Modpack] Church[church]

by Chibi ghost » Thu Dec 15, 2016 15:54

it shows how much potential this mod you disigned has if we keep on pestering you like this
still loving your work
 

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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 16:12

HolyPhoenix wrote:
mootpoint wrote:Candles and candelabras to be coming soon, mind posting a picture of what you think an altar should be?


Dude, your awesome!

Looking for something similar to this https://www.pinterest.com/pin/99219998011356009/ without the steps being connected to it, and without the statues on top.

I think it would be best if it was a solid flat marble table (make sure you can put the candles on it) and didn't have the whole backing part that is on top(leave that to the builders in game if they need it). And on the front had two or three interesting crosses or other similar symbols like the one pictured. Does that help?


it helps a ton :) im working as fast as i can, i also have a christmas mod coming out on the server i play on that i work on too so be patient with me
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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 16:14

Chibi ghost wrote:it shows how much potential this mod you disigned has if we keep on pestering you like this
still loving your work

Pester away, it keep s me from being bored :D glad yall are liking it
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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 16:37

a candles mod had been added to the modpack, it was not written by me, and it has bees, if/when i can figure out how to do it i will take a vote to remove the bees and rewrote the wax recipe and just keep the candles
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Re: [Modpack] Church[church]

by Chibi ghost » Thu Dec 15, 2016 16:47

I have the bees mod in my private game
and a slightly unwanted bee mob in a mod I added because I like the kittys
so finding a use for bees wax which is a waste product of honey production
would be okay by me
but I might be in the minority with this
so I'm okay either way
 

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Re: [Modpack] Church[church]

by HolyPhoenix » Thu Dec 15, 2016 16:52

Sounds like darkrose mod. I like having to work for my product. And Bees make sense for where to get wax for candles. So I vote to keep it.
 

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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 17:02

HolyPhoenix wrote:Sounds like darkrose mod. I like having to work for my product. And Bees make sense for where to get wax for candles. So I vote to keep it.

it was, they had better looking candles than i could ever come up with.

on that note, with the latest addition to github, i have added altar frames, they are currently extremely alpha stage. if anyone is interested in drawing a few textures for them i would greatly appreciate it,
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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 17:05

Chibi ghost wrote:hangs head in shame
sorry

?? what are you aplogizing for
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Re: [Modpack] Church[church]

by HolyPhoenix » Thu Dec 15, 2016 17:41

I might be able to come up with something for the textures in a couple of days.

I'm curious exactly how it works though, as I haven't done much modding for minetest in the past. I see in code you set 6 tiles.

Code: Select all
tiles = {
      'default_wood.png',
      'default_wood.png',
      'default_wood.png',
      'default_wood.png',
      'default_wood.png',
      'default_wood.png'
},


What are the positions of those tiles in relation to the actual block?
 

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Re: [Modpack] Church[church]

by mootpoint » Thu Dec 15, 2016 17:43

Code: Select all
tiles = {
      'default_wood.png', +y top
      'default_wood.png', -y bottom
      'default_wood.png', +x front
      'default_wood.png', -x back
      'default_wood.png', +z left
      'default_wood.png' -z  right
},
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Re: [Modpack] Church[church]

by Sokomine » Fri Dec 16, 2016 06:07

Chibi ghost wrote:took some finding but here
https://github.com/Sokomine/bell/

Yes, that's my bell mod. I wrote it for the King Arthur's Land server, and it is beeing used there. The idea came from players on the server (Addi, semmett9, ..) whom you may know from this forum. I also use the mod in my villages modpack.

The license for the code is GPLv3. Feel free to use it!

As to the sound - I'm not 100% sure about the liscence of the one I got; so I can't ship it with my mod. You have to record/obtain your own. Store it as sounds/bell_bell.ogg and make sure it contains just one stroke of the bell. Whenever a player rings the bell (by punching it) or the time of the server (RL time) hits the full hour, the sound will be played as often as the hour demands - just as with a real bell.
A list of my mods can be found here.
 

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Re: [Modpack] Church[church]

by Chibi ghost » Fri Dec 16, 2016 09:30

up loaded the church master and I am getting naming conflicts
with the font_lib and display_lib when I ran the mod on a test world
before I ran the church mod I disabled the cross mod
 

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