[Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]

isaiah658
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[Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]

by isaiah658 » Sun May 05, 2019 17:11

FF Magic Staffs

Description:
This mod adds 5 staff types to Minetest. They were originally created for a sub game I'm working on, Floating Factories, but I decided segmenting what I've been making for the sub game makes more sense than keeping it all together. Doing this will hopefully encourage more people to use it, report bugs, and help fix code. It also makes it usable without Floating Factories.

Staff Types:

  1. Staff of Structure - Similar to the Builder's Wand mod in Minecraft. It can place nodes in bulk when clicking on a node and having that same node that was clicked in your inventory. Placement continues to adjacent blocks allowing for layers of the same nodes to be placed with one click.
  2. Staff of Earth - Turns default:dirt to default:dirt_with_grass, grows default:grass_1 on default:dirt_with_grass blocks, and duplicates any node that is part of the "flora" group.
  3. Staff of Ice - Turns default:water_source into default:ice.
  4. Staff of Magma - Turns default:cobble into default:lava_source.
  5. Staff of Lightning - Casts a powerful lightning bolt. Don't stand too close where you click!

Image

More Screenshots:
+ Spoiler

Crafting Recipes:
+ Spoiler

Notes:

  • The blue, red, green, and yellow gems are a rare drop from default:desert_sand.
  • The Staff of Structure does not take into account node rotation. I would like to add this as a feature in the future.
  • The Staff of Structure does not work on any node that is part of the attached_node group. Otherwise it could be used to place them in normally impossible positions.
  • In creative mode the Staff of Structure does not wear out and does not consume blocks from the inventory.

Dependencies:
  • default

Optional Dependencies:

Supported Minetest Versions:
0.4.16 and up

Licensing:
All code and textures are created by isaiah658. The code is licensed as WTFPL or MIT. You may choose either license that fits best when adapting code into your project. The textures are licensed as Creative Commons Zero (CC0).

Download:
GitHub Download: https://github.com/isaiah658/ff_magic_s ... master.zip
GitHub Source Code: https://github.com/isaiah658/ff_magic_staffs

Rename the folder to ff_magic_staffs after downloading.

Changelog:
+ Spoiler
Attachments
crafting.jpg
(50.71 KiB) Not downloaded yet
examples2.jpg
(237.17 KiB) Not downloaded yet
screenshot.png
(1.66 KiB) Not downloaded yet
Last edited by isaiah658 on Sun Jul 21, 2019 16:39, edited 3 times in total.
 

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SteveDaSteve
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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by SteveDaSteve » Mon May 06, 2019 01:43

*applauds* Finally, an interesting magic mod with good graphics! Does it support manna mods? Do you plan on adding extra wands?
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SteveDaSteve
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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by SteveDaSteve » Mon May 06, 2019 01:47

Maybe a staff of life that can a) heal other players and/or b) cause saplings and crops to instantly fully mature.
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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by SteveDaSteve » Mon May 06, 2019 02:51

Not seeing the lightning rod in creative nor craftible. :( Was really hyped up over it so I could zap everyone.
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SteveDaSteve
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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by SteveDaSteve » Mon May 06, 2019 02:58

Easily made a leafy tower!
Image
...Now what am I gonna do with it?
I know!
Image
Image
Image
Image
:) Heh heh heh...
Home_Blocks Mod- The default texture block-adding mod
 

isaiah658
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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by isaiah658 » Mon May 06, 2019 11:16

Not seeing the lightning rod in creative nor craftible. :( Was really hyped up over it so I could zap everyone.


You need to have the lightning mod installed (it's made by someone else). It's an optional dependency in case people don't want that mod. I'll consider other ideas for staffs, but at the moment I'm focusing on my sub game, Floating Factories. I'm making the parts that I feel are missing and not found in other mods. It's going to be a sky block survival game with a focus on machines and automation.
 

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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by SteveDaSteve » Mon May 06, 2019 20:25

Oh, I see. Thanks for the clarification! Maybe include a link to the mod in the first post so others can easily find it?
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isaiah658
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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by isaiah658 » Tue May 07, 2019 00:24

Yeah that makes sense. I hyperlinked the lightning text under the optional dependencies so it's easier to find.
 

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Re: [Mod] FF Magic Staffs [1.0.0] [ff_magic_staffs]

by SteveDaSteve » Tue May 07, 2019 20:25

Could you make it so the Staff of Structure ignores grass and flower nodes when duplicating? They get in the way whenever I try to build on the ground.
Home_Blocks Mod- The default texture block-adding mod
 

isaiah658
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Re: [Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]

by isaiah658 » Sun Jul 21, 2019 16:42

Version 1.0.1 Released - Fixes the staff of structure from placing more blocks than what the player has in their inventory.
 


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