[Mod] Stonebrick Dungeons [0.2.2] [stonebrick_dungeons]

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Hamlet
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[Mod] Stonebrick Dungeons [0.2.2] [stonebrick_dungeons]

by Hamlet » Tue Sep 12, 2017 19:16

Turns - newly generated - cobblestone dungeons into stonebrick.

Version: 0.2.2
Source code's license: GPLv3
Release 0.2.2: removed useless variable

Dependencies: default, stairs (found in Minetest Game)
Supported: castle_masonry

Archive:
stonebrick_dungeons.7z
(14.39 KiB) Downloaded 2 times


Installation

Unzip the archive, place the folder in
../minetest/mods/

If you only want this to be used in a single world, place it in
../minetest/worlds/WORLD_NAME/worldmods/

GNU+Linux - If you use a system-wide installation place it in
~/.minetest/mods/

For further information or help see:
https://wiki.minetest.net/Help:Installing_Mods
Last edited by Hamlet on Sun May 13, 2018 15:41, edited 11 times in total.
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Re: [Mod] Stonebrick Dungeons [0.1.0] [stonebrick_dungeons]

by Sokomine » Fri Nov 03, 2017 01:54

Does it turn all cobble into stonebrick? It might be more intresting to plug into mapgen, get informed about dungeon generation (at least partly possible) and decorate the rooms from there on.
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Re: [Mod] Stonebrick Dungeons [0.1.0] [stonebrick_dungeons]

by duane » Fri Nov 03, 2017 06:41

Sokomine wrote:Does it turn all cobble into stonebrick? It might be more intresting to plug into mapgen, get informed about dungeon generation (at least partly possible) and decorate the rooms from there on.


There's code in the new dungeon_loot mod in minetest_game for finding the boundaries of dungeon rooms using gennotify.
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Re: [Mod] Stonebrick Dungeons [0.1.0] [stonebrick_dungeons]

by Hamlet » Fri Nov 03, 2017 12:30

Sokomine wrote:Does it turn all cobble into stonebrick? It might be more intresting to plug into mapgen, get informed about dungeon generation (at least partly possible) and decorate the rooms from there on.


Yes, it also turns cobble stairs into stonebrick stairs; this module was born to prevent dungeons crumbling when using fallen_nodes - i.e. placing a torch or a light point from BrunoMine's hardtorch triggered the node state update making the whole structure crumble. Definitively not acceptable for my subgame.

Of course one could just use it for cosmetic purposes, tuning it to add torches and other furniture - unfortunately this is beyond my skills.
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Re: [Mod] Stonebrick Dungeons [0.2.0] [stonebrick_dungeons]

by Hamlet » Thu Mar 01, 2018 12:49

Release v0.2.0

- If Castle Masonry is installed, then "pavement bricks" are used instead of "dungeon bricks".

The former were way too dark, preventing to see anything even with tons of torches.
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Re: deleted

by Hamlet » Mon Apr 09, 2018 18:58

texmex wrote:Why delete this mod? :(


I'm in the process of reviewing and rewriting all of my contents, it will come back as soon as possible. :)
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Re: deleted

by texmex » Tue Apr 10, 2018 07:56

Hamlet wrote:I'm in the process of reviewing and rewriting all of my contents, it will come back as soon as possible. :)


It's a bit bad open source etiquette to take repos down in the meanwhile however. But it's good to hear it will be back soon.
 

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Re: deleted

by Hamlet » Tue Apr 10, 2018 10:14

texmex wrote:It's a bit bad open source etiquette to take repos down in the meanwhile however. But it's good to hear it will be back soon.


*removed archive link*
Last edited by Hamlet on Wed Apr 11, 2018 09:11, edited 1 time in total.
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