[Mod] Gold and gem usage [v 2.0] [gold_and_gem]

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rubberduck
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[Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by rubberduck » Post

This is my first mod i made, it adds usage to various minerals/gems

Dependencies: None (only default game)
(recommends and supports homedecor, moreores, technic, glooptest, quartz and mesecons)

License: Code LGPL, textures and sound mostly WTFPL, rest CC BY-SA 3.0, for more information see in the LICENSE.txt


Download Latest Version:
http://platen-software.de/sebastian/min ... nd_gem.zip
Git:
https://notabug.org/rubberduck/minetest ... ld_and_gem

Recipes:
http://platen-software.de/sebastian/min ... ecipes.pdf

bobblocks are integrated in my mod, i added 3 extra colors: pink, lime and cyan
(no mesecon support and no healthblock), works with bobblocks placed with original mod, please remove original bobblocks mod when using my mod

the mod adds a lot of different nodes already:
nodes with a * can be disabled in the settings file

> gem lamps
> gold mithril bordered blocks
> bobblocks*
> colorable mese blocks*
> nyan cat crafting*
> mineral bordered tables
> gold and quartz fence
> gold / silver wired pillars
> 6 various marble checker blocks with circular saw support
> mese crystal block with circular saw support
> golden pedestal (like the one in homedecor)
> silver /mithril fence
> gold /silver / quartz poles
> nodebox drawed gold/mithril fence
> nodebox drawed silverwire fence

newest screenshot:

Image

older ones:
Image
Image
Image
Image



known bugs:

checker blocks don't appear in creative inventory (no "not_in_creative_inventory=1" used)

missing features:

color machine support for colorable mese blocks
making mese crystal block mesecon conductable

planned nodes:

piles of coins (gold)
mese - glass
mixed gem - glass
a "mesecon-block"
gold /silver statue(s)

other plans:

changing mod into modpack
>> splitting into following mods:

colorable meseblocks
bobblocks
non - nodebox - nodes / blocks only
nodebox - nodes and others
Last edited by rubberduck on Sat Aug 01, 2015 17:51, edited 3 times in total.

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Re: [Mod]Gold and gem usage[gold_and_gem]

by AMMOnym » Post

Interesting Idea, good work.

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Re: [Mod]Gold and gem usage[gold_and_gem]

by Minetestforfun » Post

Thank you for your work

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Re: [Mod]Gold and gem usage[gold_and_gem]

by rubberduck » Post

i have added gem lamps (see first post), you get a standing lamp when placed on ground and a wall lamp when placed on wall.

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Mg
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Re: [Mod] Gold and gem usage [gold_and_gem]

by Mg » Post

Good decoration mod, interesting new nodes, thank you for this mod. Maybe you can add more colors for the lamps.
Good work.

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Re: [Mod] Gold and gem usage [gold_and_gem]

by jojoa1997 » Post

This looks nice. I like your mod. Good job!
Coding;
1X coding
3X debugging
12X tweaking to be just right

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Re: [Mod] Gold and gem usage [gold_and_gem]

by Inocudom » Post

I am glad to see that the mods moreores and glooptest are finally getting used.

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Re: [Mod] Gold and gem usage [gold_and_gem]

by rubberduck » Post

i added marble pillars now
Image
craft them like this:
MMM
OMO
MMM
you get 6 out of it

M = technic:marble
O = fine gold/silver wire for gold/silver pillars, Marble bricks for normal
(i used O for the fine wires because these look like an "O")
for the bottom elements place two pillars ,one on top in the middle,one in the middle, then place 3 marble-quarter-slabs (use moreblocks saw!!), you get 2
for the top element, it is the same recipe, except that it is mirrored

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Re: [Mod] Gold and gem usage [gold_and_gem]

by Hybrid Dog » Post

rubberduck wrote:i added marble pillars now
Image
craft them like this:
MMM
OMO
MMM
you get 6 out of it

M = technic:marble
O = fine gold/silver wire for gold/silver pillars, Marble bricks for normal
(i used O for the fine wires because these look like an "O")
for the bottom elements place two pillars ,one on top in the middle,one in the middle, then place 3 marble-quarter-slabs (use moreblocks saw!!), you get 2
for the top element, it is the same recipe, except that it is mirrored
I like them but I don't think I can use your mod because I'm using the bobblocks mod and the laser mod overrides them.

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Re: [Mod] Gold and gem usage [gold_and_gem]

by Inocudom » Post

Hybrid Dog wrote:
rubberduck wrote:i added marble pillars now
Image
craft them like this:
MMM
OMO
MMM
you get 6 out of it

M = technic:marble
O = fine gold/silver wire for gold/silver pillars, Marble bricks for normal
(i used O for the fine wires because these look like an "O")
for the bottom elements place two pillars ,one on top in the middle,one in the middle, then place 3 marble-quarter-slabs (use moreblocks saw!!), you get 2
for the top element, it is the same recipe, except that it is mirrored
I like them but I don't think I can use your mod because I'm using the bobblocks mod and the laser mod overrides them.
Hybrid Dog, would you consider making your laser mod compatible with this mod? Perhaps add mesecons support if possible?

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Re: [Mod] Gold and gem usage [gold_and_gem]

by Hybrid Dog » Post

Inocudom wrote:
Hybrid Dog wrote:
rubberduck wrote:i added marble pillars now
Image
craft them like this:
MMM
OMO
MMM
you get 6 out of it

M = technic:marble
O = fine gold/silver wire for gold/silver pillars, Marble bricks for normal
(i used O for the fine wires because these look like an "O")
for the bottom elements place two pillars ,one on top in the middle,one in the middle, then place 3 marble-quarter-slabs (use moreblocks saw!!), you get 2
for the top element, it is the same recipe, except that it is mirrored
I like them but I don't think I can use your mod because I'm using the bobblocks mod and the laser mod overrides them.
Hybrid Dog, would you consider making your laser mod compatible with this mod? Perhaps add mesecons support if possible?
ok, when I have time for it...

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Re: [Mod] Gold and gem usage [gold_and_gem]

by rubberduck » Post

i added now colorable meseblocks

Image

and here the new recipe to craft a nyan cat

Image

i don't want to add mesecon support now, and the thing with the laser mod, have you tested this with this mod, if the laser mod uses the original bobblocks , my mod is compatible with the original bobblocks mod, this means old bobblocks will be replaced.

i have planned an option to disable different features (for example bobblocks integration, colored meseblocks), this could solve this problem too, if anything else fails.

edit: i just had a cool idea: raw nyan cats (not rainbow) can be eaten and give you 6 or 8 hearts back
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by rubberduck » Post

i upgraded this mod, added a lot of new blocks, also added support of the quartz mod.

for more information see the first post.
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Don » Post

Nice work. Glad to see more red. There doesn't seem to be enough red in Minetest.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by ABJ » Post

Wow
WOW!!!!!!!
I can't BELIEVE THIS!!!!!
This mod looks so BEAUTIFUL!!!!!!!!
I CAN'T believe this thing actually is your first mod!!!! This is WAAAAAY better than mine!!!!
Congratulations on the awesome first-mod!!!

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Inocudom » Post

I am sad to say that I have never seen this mod used on a server before. Do you still work on this, rubberduck?

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by rubberduck » Post

i still work on it, but i don't know when i will continue.
at the moment i work on my other mod and there are so much other things i do, (OGA-artwork, my own game, other stuff with blender)

my next planned step is to make use of the meshnode feature, replacing these nodes with meshnodes.
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Inocudom » Post

Have you considered asking VanessaE to maintain this mod? It looks like something that she might want in her Dreambuilder subgame.

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by rubberduck » Post

that is a good idea, as it doesn't use meshnodes yet...

it really needs an update.
i may update the mod next weekend, if no one else is going to maintain it.

(i want to focus more on updating my meseconductors mod and a mod with more light nodes is planned too)
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Inocudom » Post

rubberduck wrote:that is a good idea, as it doesn't use meshnodes yet...

it really needs an update.
i may update the mod next weekend, if no one else is going to maintain it.

(i want to focus more on updating my meseconductors mod and a mod with more light nodes is planned too)
I am afraid that VanessaE does not want this mod in her Dreambuilder project, so you yourself will have to update it as I can't see anybody else doing so.

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Inocudom » Post

Code: Select all

2019-05-03 15:19:21: WARNING[Main]: Undeclared global variable "intllib" accessed at ...m Files\minetest-5.0.0\bin\..\mods\gold_and_gem\init.lua:29
2019-05-03 15:19:21: WARNING[Main]: Undeclared global variable "s" accessed at ... Files\minetest-5.0.0\bin\..\mods\gold_and_gem/nodes.lua:371
2019-05-03 15:19:21: WARNING[Main]: Undeclared global variable "s" accessed at ... Files\minetest-5.0.0\bin\..\mods\gold_and_gem/nodes.lua:401
2019-05-03 15:19:21: WARNING[Main]: Undeclared global variable "s" accessed at ... Files\minetest-5.0.0\bin\..\mods\gold_and_gem/nodes.lua:432
2019-05-03 15:19:21: WARNING[Main]: Undeclared global variable "register_stair_slab_panel_micro" accessed at ... Files\minetest-5.0.0\bin\..\mods\gold_and_gem/nodes.lua:1035
2019-05-03 15:19:21: ERROR[Main]: ModError: Failed to load and run script from C:\Program Files\minetest-5.0.0\bin\..\mods\gold_and_gem\init.lua:
2019-05-03 15:19:21: ERROR[Main]: ... Files\minetest-5.0.0\bin\..\mods\gold_and_gem/nodes.lua:1035: attempt to call global 'register_stair_slab_panel_micro' (a nil value)
2019-05-03 15:19:21: ERROR[Main]: stack traceback:
2019-05-03 15:19:21: ERROR[Main]: 	... Files\minetest-5.0.0\bin\..\mods\gold_and_gem/nodes.lua:1035: in main chunk
2019-05-03 15:19:21: ERROR[Main]: 	[C]: in function 'dofile'
2019-05-03 15:19:21: ERROR[Main]: 	...m Files\minetest-5.0.0\bin\..\mods\gold_and_gem\init.lua:39: in main chunk
2019-05-03 15:19:21: ERROR[Main]: Check debug.txt for details.
2019-05-03 15:19:21: ACTION[Main]: Server: Shutting down
I mourn the day that this mod has died. :(

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Brian Gaucher » Post

What work would I need to do to revive it?
Current projects: Making a CTF map, Learning C++, Learning Programmer's Dvorak

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by sirrobzeroone » Post

I just tried this mod and it loaded it okay. I did get some odd errors the first try but I think that was because I had the mod folder misnamed.

I'm running Minetest version 5.0.0 for win64 on a nominally english machine.

I had a look at the init.lua but im to new at lua, however to me it looks like the intllib check looks slightly off/old compared to some of the other mods I've checked. The lower case "s" seems to be included in the else statement, however I loaded the mod okay so would guess I'd jumped through the If statement okay, probably not very helpful.

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Inocudom » Post

Then this mod appears to be in conflict with recent updates to moreores and/or moreblocks.

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Re: [Mod] Gold and gem usage [v 2.0] [gold_and_gem]

by Andrey01 » Post

Why does this error happen? Which bad argument does it say about?

Code: Select all

2020-07-16 16:43:50: ERROR[Main]: ModError: Failed to load and run script from /home/andrey/minetests/minetest-5.4.0-dev/bin/../mods/gold_and_gem/init.lua:
2020-07-16 16:43:50: ERROR[Main]: .../minetest-5.4.0-dev/bin/../builtin/game/register.lua:182: bad argument #-1 to 'register_item_raw' (table expected, got string)
2020-07-16 16:43:50: ERROR[Main]: stack traceback:
2020-07-16 16:43:50: ERROR[Main]: 	[C]: in function 'register_item_raw'
2020-07-16 16:43:50: ERROR[Main]: 	.../minetest-5.4.0-dev/bin/../builtin/game/register.lua:182: in function 'register_item'
2020-07-16 16:43:50: ERROR[Main]: 	.../minetest-5.4.0-dev/bin/../builtin/game/register.lua:208: in function 'register_node'
2020-07-16 16:43:50: ERROR[Main]: 	...-5.4.0-dev/bin/../mods/gold_and_gem/colored_mese.lua:93: in main chunk
2020-07-16 16:43:50: ERROR[Main]: 	[C]: in function 'dofile'
2020-07-16 16:43:50: ERROR[Main]: 	...minetest-5.4.0-dev/bin/../mods/gold_and_gem/init.lua:41: in main chunk
2020-07-16 16:43:50: ERROR[Main]: Check debug.txt for details.

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