Thanks, added ;-)cronvel wrote: ↑Sun Aug 23, 2020 22:21It 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', ''}, }, })
[MOD] Indy JoneZ [jonez] (v3.4)
Re: [MOD] Indy Jonez [jonez] (v1.13)
Re: [MOD] Indy Jonez [jonez] (v1.14)
Thanks for the quick patch!
By the way, beautiful mod! ;)
By the way, beautiful mod! ;)
Re: [MOD] Indy Jonez [jonez] (v1.14)
@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 ^^
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 ^^
Re: [MOD] Indy Jonez [jonez] (v1.14)
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).
Re: [MOD] Indy Jonez [jonez] (v1.14)
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.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 ^^
Re: [MOD] Indy Jonez [jonez] (v1.14)
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
Re: [MOD] Indy Jonez [jonez] (v1.14)
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
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
Re: [MOD] Indy Jonez [jonez] (v2.0)
Yay! Thanks!
Re: [MOD] Indy Jonez [jonez] (v2.0)
v2.1
New Carthaginian Style.
Maybe this is suitable for desert biomes.
New Carthaginian Style.
Maybe this is suitable for desert biomes.
- Attachments
-
- carthaginian.png (406.83 KiB) Viewed 1597 times
Last edited by runs on Sun Dec 27, 2020 02:24, edited 1 time in total.
Re: [MOD] Indy Jonez [jonez] (v2.1)
v2.2
- Added Carthaginian Wall & Pavement.
- Added Carthaginian Wall & Pavement.
- Attachments
-
- items2.png (79.99 KiB) Viewed 1597 times
-
- pavement.png (191.42 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.2)
v2.2.1
-Fixed textures and color for carthaginian style.
-Fixed textures and color for carthaginian style.
- Attachments
-
- carthaginian.png (406.83 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.2.1)
v2.3
- New Industrial Style.
- New Industrial Style.
- Attachments
-
- industrial.png (424.29 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.3)
v2.4
-New Romanesque style.
-New Romanesque style.
- Attachments
-
- romanesque.png (521.1 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.4)
Thank you !!
Re: [MOD] Indy Jonez [jonez] (v2.4)
v2.5
- New Cimmerian Style (Conan)
- New Cimmerian Style (Conan)
- Attachments
-
- cimmerian.png (574.27 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.5)
v2.6
- New Nubian Style. For desert-like biomes.
- New Nubian Style. For desert-like biomes.
- Attachments
-
- nubian.png (449.39 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.6)
v2.7
- New Norman style. Suitable for castles, churchs, etc.
- New Norman style. Suitable for castles, churchs, etc.
- Attachments
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- norman.png (386.13 KiB) Viewed 1597 times
Re: [MOD] Indy Jonez [jonez] (v2.7)
v 2.8
- Fix: Some items cannot be crafted, only in creative.
- Fix: Some items cannot be crafted, only in creative.
Re: [MOD] Indy JoneZ [jonez] (v2.8)
v2.9
- Added Romantic Style. Suitable for palaces.
- Added Romantic Style. Suitable for palaces.
- Attachments
-
- romantic.png (402.76 KiB) Viewed 1597 times
-
- Member
- Posts: 348
- Joined: Tue Apr 14, 2020 16:03
- GitHub: cuthbert
Re: [MOD] Indy JoneZ [jonez] (v2.9)
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 .
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
Re: [MOD] Indy JoneZ [jonez] (v2.9)
Cool!cuthbertdoublebarrel wrote: ↑Mon Aug 30, 2021 12:46Nathan 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 .
- apercy
- Member
- Posts: 645
- Joined: Wed Mar 25, 2020 16:31
- GitHub: APercy
- In-game: APercy
- Location: Pinheiral - RJ - Brazil
Re: [MOD] Indy JoneZ [jonez] (v2.9)
Hello
I noticed that mychisel started to break after installing jonez. Happens in both version 5.4 and 5.5
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>
Re: [MOD] Indy JoneZ [jonez] (v2.9)
Yes, both use the same namespace.apercy wrote: ↑Sat Sep 11, 2021 22:39Hello
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>
Re: [MOD] Indy JoneZ [jonez] (v2.9)
this mod has been delisted with changes needed from contentdb
j5uBLfc6NxgersvVj5D5dIsiKDkoQb0o
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