[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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HolyPhoenix
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Re: [Modpack] Church[church]

by HolyPhoenix » Mon Dec 19, 2016 03:01

The altars are... amazing! Thank you Napiophelios and mootpoint!
 

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Re: [Modpack] Church[church]

by Napiophelios » Mon Dec 19, 2016 04:56

HolyPhoenix wrote:The altars are... amazing! Thank you Napiophelios and mootpoint!

Glad you guys like them.

The altars borrow code from Jordan's Hopper mod,
meaning players can press the "Q" key to drop "donations" on top of the altars
and the goods get sucked into its small inventory.
This is only for the "altars_middle nodes"

Would be nice if someone can test their lock functions and can_dig functions on a server.
right now I think anyone can dig them if they are empty..IDK for sure
 

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Re: [Modpack] Church[church]

by mootpoint » Mon Dec 19, 2016 13:12

ill test in a moment
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Re: [Modpack] Church[church]

by mootpoint » Mon Dec 19, 2016 13:23

ok: this was tested with the landrush mod, but it should work with any other area protect. if you can edit an area, i.e. owner or the area has been shared with you, you may remove, and take stuff from the donation box. if you cannot edit the area you cannot.
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Chibi ghost
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Re: [Modpack] Church[church]

by Chibi ghost » Mon Dec 19, 2016 19:44

toby109tt wrote:
Napiophelios wrote:I got your textures remade for the larger nodes and
completely remade the marble ones .

Image
marble_alter.png

Those look amazing!
damn nice Image
 

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Re: [Modpack] Church[church]

by Napiophelios » Wed Dec 21, 2016 22:20

here some experiments I have been working on..

    possible model for the churchbells instead of nodeboxes,
    need the right textures though. currently look too high res/ look weird in the game

    possible new candle nodes with animated flames,
    cant get the flames aligned for the calabras right though.

    possible new nodebox/textures for the artificial beehive
    not quite happy with the textures.
Image
 

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Re: [Modpack] Church[church]

by mootpoint » Wed Dec 21, 2016 22:22

Looks great, will work on adding them in tomorrow or later tonight
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Chibi ghost
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Re: [Modpack] Church[church]

by Chibi ghost » Mon Dec 26, 2016 17:56

having trouble working out how the bee hives work?
 

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Re: [Modpack] Church[church]

by mootpoint » Mon Dec 26, 2016 19:14

hit them when they say busy to get a honeycomb. if you hit them when they are 'angry' they sting you. then you can use the honeycombs to make wax and other stuff. to get the honeycomb out of trees dig the leaves above it
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Re: [Modpack] Church[church]

by mootpoint » Wed Jan 11, 2017 06:21

all the update that Napiophelios made are now in the standard modpack :)
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Re: [Modpack] Church[church]

by Chibi ghost » Wed Jan 11, 2017 09:11

oooo yey
but you might want to put a limit on the amount of honeycombs you can get at one time
I got over 500 honeycombs from one hive
I find that a touch excessive
 

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Re: [Modpack] Church[church]

by Napiophelios » Wed Jan 11, 2017 10:23

Chibi ghost wrote:oooo yey
but you might want to put a limit on the amount of honeycombs you can get at one time
I got over 500 honeycombs from one hive
I find that a touch excessive


It maxes at 16, until you remove it from the hive.

A healthy hive can be an endless source of honey :)
Would be a good idea though to have the hive hibernate periodically.
too bad we don't have seasons in Minetest.
 

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Re: [Modpack] Church[church]

by Chibi ghost » Wed Jan 11, 2017 12:33

cool obviously I was using the older version
 

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Re: [Modpack] Church[church]

by mootpoint » Wed Jan 11, 2017 17:37

we could probably correlate 'seasons' to times of the month using the os time, so if os time is first quarter of the real month it would be 'winter' then next 'spring' then 'summer' then 'fall'
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Re: [Modpack] Church[church]

by Napiophelios » Wed Jan 11, 2017 18:48

mootpoint wrote:we could probably correlate 'seasons' to times of the month using the os time, so if os time is first quarter of the real month it would be 'winter' then next 'spring' then 'summer' then 'fall'


I am going to try out DonBateman's "MyMonths" mod, it looks pretty sound.
I tested it out a long time ago when he first came up with the idea.

(maybe) use it as a soft depend and use your idea if "MyMonths" mod mod isn't present.

I have tested a couple of the other seasons mods and TenPlus1's is also pretty decent.
I just think the hive should check to make sure one of these type mods isn't being used
that way nothing is out of sync if they are in use.

is that over complicating it?
 

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Re: [Modpack] Church[church]

by mootpoint » Wed Jan 11, 2017 19:14

not really, we can add optional dependency for don and tenplus1's Seasons mod, if they arent present then the code to set a season for the beehive wont be more than a few lines. I gotta run to work, i will try to set a reminder to look at it in the morning
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Re: [Modpack] Church[church]

by Chibi ghost » Thu Jan 12, 2017 12:15

candles I have a issue I lit them and they almost burnt my roof down o0
Can it be made that the flame is decorative
 

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Re: [Modpack] Church[church]

by mootpoint » Thu Jan 12, 2017 15:07

I fixed the candles to act more like torches, let me know if that solves your problem :)
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Re: [Modpack] Church[church]

by Chibi ghost » Sun Jan 15, 2017 17:00

mootpoint wrote:I fixed the candles to act more like torches, let me know if that solves your problem :)

perfectly
 

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Re: [Modpack] Church[church]

by Chibi ghost » Sat Jan 21, 2017 20:32

finished would've done this weeks ago if I didn't break my game so often
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Re: [Modpack] Church[church]

by mootpoint » Sat Jan 21, 2017 20:41

looks great!
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Re: [Modpack] Church[church]

by Chibi ghost » Sat Jan 21, 2017 20:43

I hope these meet your high standard
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Re: [Modpack] Church[church]

by Napiophelios » Mon Jan 23, 2017 13:31

Chibi Ghost your screenshots got me thinking,
What do think about adding chandeliers to the mod? Too much?

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