[Mod] xFurniture (various items, WIP)

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Re: [Mod] xFurniture (various items, WIP)

by Chibi ghost » Sat Jun 10, 2017 17:56

what about the benches, tables and chairs that are shown in the screen shots
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Jun 10, 2017 20:23

GamingAssociation39 wrote:I saw it in someone else's furniture mod.

This totally looks like it is in absolutely no sane way automatable within a loop iterating over 300+ nodes :)

Andrey01 wrote:I see here are decorations, no furniture.

That is correct. But there are several mods having “decoration” (or a variant of the word) in the name. Some even start with an x, too. So for not causing even more confusion I decided to use the word “furniture” even if currently only a minor part of the mod is actual furniture.

Chibi ghost wrote:what about the benches, tables and chairs that are shown in the screen shots

You craft the parts and place them as you like, that’s it.
 

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Re: [Mod] xFurniture (various items, WIP)

by GamingAssociation39 » Sun Jun 11, 2017 02:53

Linuxdirk wrote:
GamingAssociation39 wrote:I saw it in someone else's furniture mod.

This totally looks like it is in absolutely no sane way automatable within a loop iterating over 300+ nodes :)

Andrey01 wrote:I see here are decorations, no furniture.

That is correct. But there are several mods having “decoration” (or a variant of the word) in the name. Some even start with an x, too. So for not causing even more confusion I decided to use the word “furniture” even if currently only a minor part of the mod is actual furniture.

Chibi ghost wrote:what about the benches, tables and chairs that are shown in the screen shots

You craft the parts and place them as you like, that’s it.

I've got my furniture mod if y'all are looking for a furniture mod that you can use along side this one.
https://forum.minetest.net/viewtopic.php?f=9&t=17421
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Re: [Mod] xFurniture (various items, WIP)

by Chibi ghost » Thu Jul 06, 2017 10:25

when I can get a farming mod that doesn't clash with moreplants
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Mon Jul 17, 2017 03:35

Horray! 1560 more craftable objects! ¹

… respectively “actually craftable now”. With the latest version all items are craftable now because the uncraftables (mainly the objects that are made of ores) are now properly craftable with default items (i.e. I finally filled the already present replace table).

Image

The example image shows some of the replacements. All of the materials (maybe except diamonds and Mese crystal fragments) are pretty easy to obtain. Here’s the full list of replacements:

Code: Select all
default:cloud                           default:glass
default:coral_brown                     default:clay_lump
default:coral_orange                    default:apple
default:dirt_with_dry_grass             default:dry_grass_1
default:dirt_with_grass                 default:grass_1
default:dirt_with_grass_footsteps       default:papyrus
default:dirt_with_rainforest_litter     default:junglegrass
default:dirt_with_snow                  default:snow
default:furnace_active                  default:torch
default:stone_with_coal                 default:coal_lump
default:stone_with_copper               default:copper_lump
default:stone_with_diamond              default:diamond
default:stone_with_gold                 default:gold_lump
default:stone_with_iron                 default:iron_lump
default:stone_with_tin                  default:tin_lump
default:stone_with_mese                 default:mese_crystal_fragment

farming:soil                            default:sapling
farming:soil_wet                        default:junglesapling
moreores:mineral_mithril                moreores:mithril_lump
moreores:mineral_silver                 moreores:silver_lump

There is nothing for you to do and all object IDs stay the same so there is nothing you need to change (except you built an auto-crafter for example), I just wanted to tell you :)

¹ as of when the post was written and when all supported mods in their most recent versions are loaded and enabled
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Mon Jul 17, 2017 17:44

azekill_DIABLO wrote:that a lot of crafts to learn, i mean, if you don't have a craftguide!

Currently there are 78 recipes (with all of the supported nodes each). And yes, there is a craft guide. Simply left-click while holding the crafting addition. It shows the amount of objects per section and uses default:wood as example.

Image

You might need to spam escape to close it, I have no idea how to fix that.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Tue Jul 18, 2017 10:24

An exit button won't help here. I just wonder why the formspec re-opens when I hit escape or doubleclick outside the formspec.
Last edited by Linuxdirk on Mon Jul 24, 2017 18:54, edited 1 time in total.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Mon Jul 24, 2017 18:07

… in the meantime: xFurniture now has corner stairs including the three steps variants as well as the upside down variants (because of this texture orientation issue).

Image Image

The “Category 9 Items” like the upside-down stairs variants (category 9 officially is the temporary solutions category since a few commits) are subject to change. This time I had to adjust the IDs a bit (this won’t happen again anytime soon). So if you used any of the upside-down variants: those are unknown nodes now – Sorry :)
 

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Re: [Mod] xFurniture (various items, WIP)

by Stix » Sat Aug 05, 2017 00:15

perhaps you could release a minimal version in the mod topic that only includes the decoration made out of items that make sense? like no lava/water/dirt/stonewithore/ect.......
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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Aug 05, 2017 14:23

Stix wrote:perhaps you could release a minimal version in the mod topic that only includes the decoration made out of items that make sense? like no lava/water/dirt/stonewithore/ect.......

Adding a limited version is against my philosophy of maximum flexibility.

But I added an option to ignore nodes based on simple Lua regex. See the description of this advanced configuration option how to configure it.

The last example in the option’s description ignores all type with “whatever” nodes from default mod, like all stones with ores or all dirt types except pure dirt.

Just pull the latest version and try it out.
 

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Re: [Mod] xFurniture (various items, WIP)

by Stix » Sat Aug 05, 2017 14:39

ok thx! ill try it out.
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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sun Aug 13, 2017 17:27

A little update: The mods-to-use flags and the nodes-to-ignore list are now merged into a general blacklist. Description is updated and the name changed. So if you used either one of them you need to set xfurniture_blacklist accordingly (it uses the same syntax as xfurniture_nodes_to_ignore did). If unset all supported mods (if loaded) and all supported nodes from those mods are used.
 

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Re: [Mod] xFurniture (various items, WIP)

by azekill_DIABLO » Sun Aug 13, 2017 18:02

i'm thinking to add this mod to voxellar. I just fear to see the loading time increased of 200 seconds.
 

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Re: [Mod] xFurniture (various items, WIP)

by BirgitLachner » Sun Aug 13, 2017 19:15

Oh my dear, how could I miss that mod. We don't need any other Furniture-Mod in Future ;-)
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Fri Aug 18, 2017 19:53

Here is a little update … Finally xFurniture got some actual furniture :) Simply fetch the latest version from GitHub and check out the fully modular couches (currently there is one of them with no extra items).

Couches are a “combination” of tables (you place them how you want to build the thing) and chairs (couch seats use the same trick to appear on the frame as seat covers to appear on chairs).

Simply place any combination of the three frame elements (the U shape, the bars frame, and the corner frame).

Image

The floating part in the middle is where you place the seat on. Otherwise placing the seats is very unconvenient.

Image

There is an inverted corner, too.

Image

And here is a built couch from below.

Image

You might have noticed the Z-fighting (I hope so because I to screenshots where it is best visible). This is because some of the parts overlap at some place when doing anything else than a straight couch.

The elements overlap because there are only 7 of them but they still allow maximum flexibility. Creating elements that don’t overlap would need a lot more elements to cover all of the possible combinations.

Here is a couch made from baked clay that looks a bit like it’s made of natural leather and does not have any visible Z-fighting going on.

Image

On the outside the couch is 3/16 larger than a node but it still looks okay when squished into a corner.

Image

… okay, no, it doesn’t. Just don’t do that :)
 

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Re: [Mod] xFurniture (various items, WIP)

by BirgitLachner » Sat Aug 19, 2017 05:18

Its nice to have all kind of all pieces in all orientation, like the steps.

It would be nice if this are not too many different Blocks. Like the outer edges of the steps that appear outomatically if you set some steps to an edge ( das sie sich automatisch über die Ecke verbinden). This will reduce the number of nodes and you dont need to change the Inventar so often.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Aug 19, 2017 06:44

Automatic connection is a huge pain in the ass when having only two nodes that should connect and there is no sane way to implement it in a mod like this.

But there are advanced configuration options that allow to hide anything from the creative inventory and to define what types to generate.

Image
 

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