[Mod] Mese Portals [meseportals]

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Piezo_
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[Mod] Mese Portals [meseportals]

by Piezo_ » Mon Sep 10, 2018 07:38

They called me crazy.
They said that if I succeeded, the result would be a monstrosity.
But I knew better than that. I knew what I had to do...

FOR SCIENCE!

Using an electromesenetic coil and specially designed crystals that pinch into the fourth dimension, I have created a device capable of harnessing the power of quantum entanglement to instantly transport matter across incredible distance, by generating an isomorphically entangled field inside the mese coils of two portals registered in a network!

BEHOLD!

The Mese Portal!

Image

MUAHAHAHA!
So, who wants to step up and be the first one to travel using the power of electrons?

What?
Nobody?
Well, of course it's safe! I've sent my cat through loads of times!
What?
Oh, that's animal cruelty? Well, where do you think the leather for the seats in your expensive car that you always block my driveway with came from?
Well- clearly, none of you have any respect for scien-
OWW!
Who just threw a tomato at me?
Ugh!
I'll show you all, some day.
Just you wait...

Narratives and mad scientists aside, this mod adds fully functioning portals to minetest!
To craft them, though, you'll have to do quite a bit of digging.
Also worth noting, this mod is an overhaul of another mod made by RealBadAngel.

Recipes (for basic function):
Image
Image
Image

This mod also adds remote control panels that can be linked (probably also using quantum entanglement) to any portal by simply right-clicking. Once linked, it can be used from anywhere by left-clicking, or placed down for anyone to access via right-click. Erwin Schrödinger is probably rolling in his grave!
Image

Portals can be placed with the bottom embedded in a structure by sneaking while placing.

Portals can be accessed conveniently via a server-wide network, through a GUI which is available from any portal or remote controller.
Players can set a portal to "private" to hide it in the global network, making it only accessible to themselves and admins.

Speaking of admins, I've added some essential privilege functionality to the mod:
- A maximum number of portals allowed per-player can be set (msp_unlimited privilege and singleplayer bypass this)
- Players can access other players' public portals, but not change the description or public/private state, or break them.
- msp_admin grants full control of portals, including the ability to connect to an already active portal, see private portals, break other players' portals, and change their description or public/private state.

But enough talk! I need test subjects, so please!

Download the mod... FOR SCIENCE!
Credit: Piezo_ (For the overhaul), RealBadAngel (Original mod), TenPlus1 (mobs_npc, used in screenshot), RealBadAngel, Again (Unified_inventory, used for recipe screenshots)
Last edited by Piezo_ on Fri Sep 28, 2018 20:00, edited 2 times in total.
 

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Re: [Mod] Mese Portals [meseportals]

by Hume2 » Mon Sep 10, 2018 07:57

Nice mod! It looks so impressive.
Just an idea: What about being able to change the colour, just for fun and science?

A few bugs:
  • If I click the portal with another portal, it is placed. It should be placed only when I hold the sneak key.
  • If I put a portal on snow, two portals are placed.
  • Portals are dropped in creative too when broken.
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Re: [Mod] Mese Portals [meseportals]

by Piezo_ » Mon Sep 10, 2018 08:00

About being able to change the color: I'll consider it, but it might be a bit resource-heavy, no?

[*]If I click the portal with another portal, it is placed. It should be placed only when I hold the sneak key.

...Yeah, I've been meaning to fix that.

[*]If I put a portal on snow, two portals are placed.

...Also need to fix that.

[*]Portals are dropped in creative too when broken.[/list][/quote]

That's not a bug, that's an ugly hack. I'll definitely look into something cleaner, though...

FOR SCIENCE!
 

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Re: [Mod] Mese Portals [meseportals]

by Piezo_ » Mon Sep 10, 2018 08:44

UPDATE:
I have fixed the first two issues on your bulletpoint list. (Partially. Sneak-placing isn't fully implemented yet)
Now, it's incredibly late here in the U.S, I'm going to bed for now.
 

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Re: [Mod] Mese Portals [meseportals]

by Hume2 » Mon Sep 10, 2018 09:31

You can use texture modifiers to colourise the texture. If you divide the texture into two layers, you can colourise the background layer. You can use something like:
Code: Select all
"(back.png^[colorize:#800080)^front.png"


Also when a map chunk with an active portal is loaded, it always plays a sound. Is it required?
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Re: [Mod] Mese Portals [meseportals]

by Piezo_ » Mon Sep 10, 2018 18:14

Hume2 wrote:Also when a map chunk with an active portal is loaded, it always plays a sound. Is it required?


That sound should only be playing right when the portal is opened, or when the node updates. However, I currently don't have the mod set to autosave once the node has updated (performance concerns, I'll probably fix this shortly), so it's possible you left/rejoined the world and the portal forgot it had already updated.

EDIT: Fixed.
 

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Re: [Mod] Mese Portals [meseportals]

by Cage » Tue Sep 11, 2018 20:20

Looks good but have found another bug. When I try to change the default name of the portal the game crashes. I don't have that problem with RealBadAngel's Star Gate portal.
 

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Re: [Mod] Mese Portals [meseportals]

by Piezo_ » Tue Sep 11, 2018 22:27

Cage wrote:Looks good but have found another bug. When I try to change the default name of the portal the game crashes. I don't have that problem with RealBadAngel's Star Gate portal.


By change the default name, do you mean changing the default "description" assigned to the portal in meseportals_network.lua/meseportals.registerPortal, or using the description box ingame?

If it's the former, could you show me your version of registerPortal()?

Also, provide crash report, please.
 

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Re: [Mod] Mese Portals [meseportals]

by Cage » Wed Sep 12, 2018 04:40

Okay it was changing the description but I found the problem which was on my end and not your mod. So it works perfect now.
 

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Re: [Mod] Mese Portals [meseportals]

by Piezo_ » Wed Sep 12, 2018 05:05

Cage wrote:Okay it was changing the description but I found the problem which was on my end and not your mod. So it works perfect now.

Great to hear!
 

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Re: [Mod] Mese Portals [meseportals]

by Piezo_ » Wed Oct 03, 2018 01:10

Update
Improved right-click behavior
  • Portals and controllers can now be placed in item frames, and right-clicked with.
  • Controllers might not have worked properly with buildable_to nodes before, but they do, now
  • Fixed a *very* unlikely crash involving slabs/stairs
 

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