[Mod] Trash Can [0.2.3] [trash_can]

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webdesigner97
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by webdesigner97 » Post

Sokomine wrote:If it flickers, it usually help to check if the coordinates are not mixed - that is, if e.g. all values from the second point are larger than that of the first - for each nodebox.
They always have to be like

{lowest x, lowest y, lowest z, highest x, highest y, highest z}

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by Evergreen » Post

webdesigner97 wrote:
Sokomine wrote:If it flickers, it usually help to check if the coordinates are not mixed - that is, if e.g. all values from the second point are larger than that of the first - for each nodebox.
They always have to be like

{lowest x, lowest y, lowest z, highest x, highest y, highest z}
Glitchy as in you can walk through one side of it.
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by webdesigner97 » Post

Evergreen wrote:
webdesigner97 wrote:
Sokomine wrote:If it flickers, it usually help to check if the coordinates are not mixed - that is, if e.g. all values from the second point are larger than that of the first - for each nodebox.
They always have to be like

{lowest x, lowest y, lowest z, highest x, highest y, highest z}
Glitchy as in you can walk through one side of it.
Yep, I had that too. Just sort the numbers in the correct way we explained ;)

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by Mossmanikin » Post

Evergreen wrote:
webdesigner97 wrote:Wow, it's a great mod! And when you add the dumpster, it's awesome!
Thank you! I might go ahead and try to include it. The model is kind of glitchy though, so any help would be appreciated.
What exactly do you mean by glitchy?
I tested the model (the one on Dumpster.png) and I couldn't find anything...
Or do you mean the missing line:

Code: Select all

paramtype2 = "facedir",
?
I'd love to help to improve the model if you can tell me what's wrong with it.

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by Evergreen » Post

Mossmanikin wrote:
Evergreen wrote:
webdesigner97 wrote:Wow, it's a great mod! And when you add the dumpster, it's awesome!
Thank you! I might go ahead and try to include it. The model is kind of glitchy though, so any help would be appreciated.
What exactly do you mean by glitchy?
I tested the model (the one on Dumpster.png) and I couldn't find anything...
Or do you mean the missing line:

Code: Select all

paramtype2 = "facedir",
?
I'd love to help to improve the model if you can tell me what's wrong with it.
It isn't anything with the model, I do have facedir enabled, but fro some reason you can clip through one side of it. Also, since it is one large nodebox, the model tends to clip through things as well.
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by Mossmanikin » Post

Evergreen wrote:It isn't anything with the model, I do have facedir enabled, but fro some reason you can clip through one side of it. Also, since it is one large nodebox, the model tends to clip through things as well.
Ah! Now I see what you mean. Just checked it and have the same problem. Didn't notice it until now.

Don't know how to fix this yet, but may it could be done in a similar way like the doors work...

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by Evergreen » Post

Mossmanikin wrote:
Evergreen wrote:It isn't anything with the model, I do have facedir enabled, but fro some reason you can clip through one side of it. Also, since it is one large nodebox, the model tends to clip through things as well.
Ah! Now I see what you mean. Just checked it and have the same problem. Didn't notice it until now.

Don't know how to fix this yet, but may it could be done in a similar way like the doors work...
I thought it could. The reason I haven't added it yet is because there are too many glitches to make the cut. I might make a new branch for it though.
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by Mossmanikin » Post

I found a different way to (more or less) fix the problem.
I added an invisible collision block.
The solution isn't perfect, but it kinda works.

If you wanna take a closer look at the code: dumpster_test_bug_fix.zip
Last edited by Mossmanikin on Wed Aug 14, 2013 12:35, edited 1 time in total.

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by 2001breese@gmail.com » Post

what is that mod

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by Evergreen » Post

2001breese@gmail.com wrote:what is that mod
Please be more specific, what do you mean "what is that mod"?
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by Evergreen » Post

Updates!
Spoiler
- Added dumpsters
- Added a wield item texture for dumpsters (32x)
The dumpster's nodebox is a bit glitchy, so pull requests are welcome.
Last edited by Evergreen on Sat Aug 24, 2013 16:52, edited 1 time in total.
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by philipbenr » Post

webdesigner97 wrote:Wow, it's a great mod! And when you add the dumpster, it's awesome!
especially for his modern streets mod. :)

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by ch98 » Post

maybe turn this in to recycle box so everything ever trashed in trash can will automatically go to an inventory of one special node placed near spawn, so there will not be an shortage of materials.
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by Evergreen » Post

ch98 wrote:maybe turn this in to recycle box so everything ever trashed in trash can will automatically go to an inventory of one special node placed near spawn, so there will not be an shortage of materials.
I may add that as another kind of node, not sure how to do it though.
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by philipbenr » Post

ch98 wrote:maybe turn this in to recycle box so everything ever trashed in trash can will automatically go to an inventory of one special node placed near spawn, so there will not be an shortage of materials.
Reverse crafting? like if you bake a piece of clay into a brick, and you stick that brick into the recycling bin, it will turn back into a lump of clay? or what did you mean?

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by Evergreen » Post

I think I'll take the idea from MumboJumbo (he is a british minecraft youtuber, he makes cool things with redstone), and make a recycling bin that empties itself every sunset/sunrise, but anyone can take stuff out of it.
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by Achilles » Post

Wow this is an awesome mod...
...for the recycling bin that empties out itself at the end of the day, you could make it like an unlocked chest except that nobody other than yourself can put anything into it.
Is it possible to also make a couple of different bins with different uses.

Bin Type 1: A normal bin that pulverizes the objects put into it.

Bin Type 2: A recycling bin that only you can put stuff into, and that when you put objects into it allows users to take objects from the bin.

Bin Type 3: A public recycling bin that everyone can put objects into, but otherwise is the same as the above.
Last edited by Achilles on Thu Feb 20, 2014 20:31, edited 1 time in total.
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by heavy gale » Post

Nice mod thanks!

Just two little things:
- Everybody can hear the "Empty Trash" sound, no matter how far I'm away when pressing the button.
- When trowing things into the trash using "q" it doesn't appear in the trash's inventory.

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by BrunoMine » Post

I threw an item on the bucket and incredibly disappeared.
Great mod!
I believe that I can use it on a server, it is very useful to keep the city clean.
heavy gale wrote:- Everybody can hear the "Empty Trash" sound, no matter how far I'm away when pressing the button.
OOHH! I can not use on a server
heavy gale wrote:- When trowing things into the trash using "q" it doesn't appear in the trash's inventory.
Do not care about that (but maybe important for beginners)

I have an idea!
create a large iron trash with the lid open for ease!(the item hits the lid and falls into the trash)
I really liked it!
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by lightonflux » Post

brunob.santos wrote:I threw an item on the bucket and incredibly disappeared.
Great mod!
I believe that I can use it on a server, it is very useful to keep the city clean.
heavy gale wrote:- Everybody can hear the "Empty Trash" sound, no matter how far I'm away when pressing the button.
OOHH! I can not use on a server
Just delete the sound file or comment the following line out.

Code: Select all

                        minetest.sound_play("trash", …

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Re: [Mod] Trash Can [github] [trash_can]

by Kilarin » Post

This mod has proven very useful to me!

Is there any way that the trashcan could be used without having to take it out of inventory? Point being, that when I am mining and end up with too many rocks/dirt/gravel/leaves or whatever, instead of having to place the trashcan, then dispose of the unwanted stuff in it, then hit the trashcan until it goes back into inventory. I was wondering if there is any way could you activate the trash_can still in inventory on right click, or with a special keystroke? I can't think of anyway to do that within the current minetest interface, but I'm new at this.

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Re: [Mod] Trash Can [github] [trash_can]

by Evergreen » Post

Kilarin wrote:This mod has proven very useful to me!

Is there any way that the trashcan could be used without having to take it out of inventory? Point being, that when I am mining and end up with too many rocks/dirt/gravel/leaves or whatever, instead of having to place the trashcan, then dispose of the unwanted stuff in it, then hit the trashcan until it goes back into inventory. I was wondering if there is any way could you activate the trash_can still in inventory on right click, or with a special keystroke? I can't think of anyway to do that within the current minetest interface, but I'm new at this.
Thanks! Yes, I think that's a possibility to have the trash can formspec appear when you use the item. I'll add that to my todo list.

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Re: [Mod] Trash Can [github] [trash_can]

by Kilarin » Post

Evergreen wrote:I think that's a possibility to have the trash can formspec appear when you use the item
That makes sense! Looking forward to a future update!

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Re: [Mod] Trash Can [github] [trash_can]

by Linuxdirk » Post

The trash can looks very huge, more like a trash barrel :D Should be half the size :)

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Re: [Mod] Trash Can [github] [trash_can]

by Evergreen » Post

Linuxdirk wrote:The trash can looks very huge, more like a trash barrel :D Should be half the size :)
True. But how is one supposed to throw items in it if it were that size? :P
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