[MOD] Indy JoneZ [jonez] (v3.4)

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runs
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Re: [MOD] Indy Jonez [jonez] (v1.13)

by runs » Post

cronvel wrote:
Sun Aug 23, 2020 22:21
It seems that there is no way to craft shaft, architrave, base and capital, but the OP advertise that it is possible to craft the greek set, then use the chisel to cycle through all styles.

Would you mind adding this at the end of your code?

Code: Select all

minetest.register_craft({
    output = 'jonez:greek_shaft 3',
    type = "shaped",
    recipe = {
        {'', 'jonez:marble_polished', ''},
        {'', 'jonez:marble_polished', ''},
        {'', 'jonez:marble_polished', ''},
    },
})

minetest.register_craft({
    output = 'jonez:greek_architrave 3',
    type = "shaped",
    recipe = {
        {'', '', ''},
        {'', '', ''},
        {'stairs:slab_marble_polished', 'stairs:slab_marble_polished', 'stairs:slab_marble_polished'},
    },
})

minetest.register_craft({
    output = 'jonez:greek_base 2',
    type = "shaped",
    recipe = {
        {'', '', ''},
        {'', 'jonez:marble_polished', ''},
        {'', 'stairs:slab_marble_polished', ''},
    },
})

minetest.register_craft({
    output = 'jonez:greek_capital 2',
    type = "shaped",
    recipe = {
        {'', '', ''},
        {'', 'stairs:slab_marble_polished', ''},
        {'', 'jonez:marble_polished', ''},
    },
})
Thanks, added ;-)

cronvel
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Re: [MOD] Indy Jonez [jonez] (v1.14)

by cronvel » Post

Thanks for the quick patch!
By the way, beautiful mod! ;)

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Re: [MOD] Indy Jonez [jonez] (v1.14)

by cronvel » Post

@runs I'm making changes to the chisel of your mod.

Context: I'm not playing in creative mode, I'm playing with my 7 year old son, and the mindset is more like "hard work, go mining, and building contest". However, I find the process of clicking multiple times for each node very painful.

So, first I added the sneak+punch feature, that go in reverse cycle, and then I'm currently adding right-click support for copy-pasting a style (sneak+right-click: copy, right-click: paste).

I'm almost done, but it will require some refacto: move events from node-based to tool-based (can't be avoided, right-click event trigger only on tool usage, not on node), move the chisel to its own file, check for node protection. Also the process is more generic / API-driven, so it could even be used as a separated mod in the future, so any mod would benefit this chisel mecanism.

So... I would like to know if you are open to a PR on Github, and I'm sorry for been a little over-enthousiastic here ^^

cronvel
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Re: [MOD] Indy Jonez [jonez] (v1.14)

by cronvel » Post

I have submitted a pull request.
pull request wrote: A lot of things get improved on the chisel which get its own Lua file, here is the list:

- reverse cycle support on sneak + left-click
- copy style on sneak + right-click (each player get its own "clipboard")
- paste style on right-click
- check for node protection (is the player allowed to touch this node?)
- chisel API, you register a chiselable node along a group name and style (chisel.register_chiselable(node_name, group_name, style))
- you can even register slab and stair at once (chisel.register_chiselable_stair_and_slab(node_subname, group_subname, style))
- node rotation is now preserved after using the chisel
- not relying anymore on node's meta

It will be possible to move the chisel on its own mod later, so other mods can benefit for it (I have done it with that in mind).

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runs
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Re: [MOD] Indy Jonez [jonez] (v1.14)

by runs » Post

cronvel wrote:
Mon Aug 24, 2020 14:24
@runs I'm making changes to the chisel of your mod.

Context: I'm not playing in creative mode, I'm playing with my 7 year old son, and the mindset is more like "hard work, go mining, and building contest". However, I find the process of clicking multiple times for each node very painful.

So, first I added the sneak+punch feature, that go in reverse cycle, and then I'm currently adding right-click support for copy-pasting a style (sneak+right-click: copy, right-click: paste).

I'm almost done, but it will require some refacto: move events from node-based to tool-based (can't be avoided, right-click event trigger only on tool usage, not on node), move the chisel to its own file, check for node protection. Also the process is more generic / API-driven, so it could even be used as a separated mod in the future, so any mod would benefit this chisel mecanism.

So... I would like to know if you are open to a PR on Github, and I'm sorry for been a little over-enthousiastic here ^^
Oh, impressive. It is almost a new brand mod indeed :-D You are right, move the 'weight' to the chisel is a better approach. I will check and then merge.

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Re: [MOD] Indy Jonez [jonez] (v1.14)

by Bastrabun » Post

I don't know if you also check closed issues, but #2 seems not to be resolved. Can you please take a look at it again? I can't reopen myself.
Whatever I say is CC0

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runs
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Re: [MOD] Indy Jonez [jonez] (v1.14)

by runs » Post

Bastrabun wrote:
Mon Aug 24, 2020 23:49
I don't know if you also check closed issues, but #2 seems not to be resolved. Can you please take a look at it again? I can't reopen myself.
Of course. :-)

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runs
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Re: [MOD] Indy Jonez [jonez] (v1.14)

by runs » Post

v2.0

crovenl addons from his PR.

- reverse cycle support on sneak + left-click
- copy style on sneak + right-click (each player get its own "clipboard")
- paste style on right-click
- check for node protection (is the player allowed to touch this node?)
- chisel API, you register a chiselable node along a group name and style (chisel.register_chiselable(node_name, group_name, style))
- you can even register slab and stair at once (chisel.register_chiselable_stair_and_slab(node_subname, group_subname, style))
- node rotation is now preserved after using the chisel
- not relying anymore on node's meta

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Re: [MOD] Indy Jonez [jonez] (v2.0)

by cronvel » Post

Yay! Thanks!

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Re: [MOD] Indy Jonez [jonez] (v2.0)

by runs » Post

v2.1

New Carthaginian Style.

Image

Maybe this is suitable for desert biomes.
Attachments
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Last edited by runs on Sun Dec 27, 2020 02:24, edited 1 time in total.

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Re: [MOD] Indy Jonez [jonez] (v2.1)

by runs » Post

v2.2

- Added Carthaginian Wall & Pavement.
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Re: [MOD] Indy Jonez [jonez] (v2.2)

by runs » Post

v2.2.1

-Fixed textures and color for carthaginian style.

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Re: [MOD] Indy Jonez [jonez] (v2.2.1)

by runs » Post

v2.3

- New Industrial Style.

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Re: [MOD] Indy Jonez [jonez] (v2.3)

by runs » Post

v2.4

-New Romanesque style.

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SB66
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Re: [MOD] Indy Jonez [jonez] (v2.4)

by SB66 » Post

Thank you !!

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Re: [MOD] Indy Jonez [jonez] (v2.4)

by runs » Post

v2.5

- New Cimmerian Style (Conan)

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Re: [MOD] Indy Jonez [jonez] (v2.5)

by runs » Post

v2.6

- New Nubian Style. For desert-like biomes.

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Re: [MOD] Indy Jonez [jonez] (v2.6)

by runs » Post

v2.7

- New Norman style. Suitable for castles, churchs, etc.

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Re: [MOD] Indy Jonez [jonez] (v2.7)

by runs » Post

v 2.8

- Fix: Some items cannot be crafted, only in creative.

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Re: [MOD] Indy JoneZ [jonez] (v2.8)

by runs » Post

v2.9

- Added Romantic Style. Suitable for palaces.

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Re: [MOD] Indy JoneZ [jonez] (v2.9)

by cuthbertdoublebarrel » Post

Nathan has posted a review on youtube
https://www.youtube.com/watch?v=LCemI9zHTjg
looks good in the Vid Runs .it would be nice to have mod megapack for your mods for easy install though .
Project BrutalTest...hide your Petz

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Re: [MOD] Indy JoneZ [jonez] (v2.9)

by runs » Post

cuthbertdoublebarrel wrote:
Mon Aug 30, 2021 12:46
Nathan has posted a review on youtube
https://www.youtube.com/watch?v=LCemI9zHTjg
looks good in the Vid Runs .it would be nice to have mod megapack for your mods for easy install though .
Cool!

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Re: [MOD] Indy JoneZ [jonez] (v2.9)

by apercy » Post

Hello

I noticed that mychisel started to break after installing jonez. Happens in both version 5.4 and 5.5

Code: Select all

2021-09-11 19:37:02: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mychisel' in callback on_joinplayer(): /home/wolfen/.minetest/mods/mychisel/chisel.lua:141: attempt to index field 'selected' (a nil value)
2021-09-11 19:37:02: ERROR[Main]: stack traceback:
2021-09-11 19:37:02: ERROR[Main]: 	/home/wolfen/.minetest/mods/mychisel/chisel.lua:141: in function 'chiselinit'
2021-09-11 19:37:02: ERROR[Main]: 	/home/wolfen/.minetest/mods/mychisel/chisel.lua:148: in function </home/wolfen/.minetest/mods/mychisel/chisel.lua:147>
2021-09-11 19:37:02: ERROR[Main]: 	/usr/share/minetest/builtin/game/register.lua:422: in function </usr/share/minetest/builtin/game/register.lua:406>

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runs
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Re: [MOD] Indy JoneZ [jonez] (v2.9)

by runs » Post

apercy wrote:
Sat Sep 11, 2021 22:39
Hello

I noticed that mychisel started to break after installing jonez. Happens in both version 5.4 and 5.5

Code: Select all

2021-09-11 19:37:02: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mychisel' in callback on_joinplayer(): /home/wolfen/.minetest/mods/mychisel/chisel.lua:141: attempt to index field 'selected' (a nil value)
2021-09-11 19:37:02: ERROR[Main]: stack traceback:
2021-09-11 19:37:02: ERROR[Main]: 	/home/wolfen/.minetest/mods/mychisel/chisel.lua:141: in function 'chiselinit'
2021-09-11 19:37:02: ERROR[Main]: 	/home/wolfen/.minetest/mods/mychisel/chisel.lua:148: in function </home/wolfen/.minetest/mods/mychisel/chisel.lua:147>
2021-09-11 19:37:02: ERROR[Main]: 	/usr/share/minetest/builtin/game/register.lua:422: in function </usr/share/minetest/builtin/game/register.lua:406>
Yes, both use the same namespace.

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Re: [MOD] Indy JoneZ [jonez] (v2.9)

by wsor4035 » Post

this mod has been delisted with changes needed from contentdb
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o

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