[Mod] Vines and Rope [2.3] [vines]
- Bas080
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[Mod] Vines and Rope [2.3] [vines]
Now with the new vines mod you can just climb your way out of it.
Fell in a cave? Let your teammate throw you a rope. Working on a high altitude project? Use the rope to get down and climb up. Making an adventure map? Make your levels more traverse-able and dynamic.
Get vines using shears
Find some good old vines and dig them with the shears. Now you can craft a ropebox or use the vines for decorations.
Using the ropebox
1 - Craft the ropebox
2 - Place the ropebox
3 - Watch as the rope descends into the abyss
Depends
biome_lib
Suggestions
tiny_trees ( wip )
more_trees
Download https://github.com/bas080/vines/zipball/master
...or see code https://github.com/bas080/vines
Documentation
License
Fell in a cave? Let your teammate throw you a rope. Working on a high altitude project? Use the rope to get down and climb up. Making an adventure map? Make your levels more traverse-able and dynamic.
Get vines using shears
Find some good old vines and dig them with the shears. Now you can craft a ropebox or use the vines for decorations.
Using the ropebox
1 - Craft the ropebox
2 - Place the ropebox
3 - Watch as the rope descends into the abyss
Depends
biome_lib
Suggestions
tiny_trees ( wip )
more_trees
Download https://github.com/bas080/vines/zipball/master
...or see code https://github.com/bas080/vines
Documentation
License
Last edited by Bas080 on Sun Aug 09, 2015 15:44, edited 8 times in total.
- VanessaE
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To which parts does the license apply? Any dependencies?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- VanessaE
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Topic moved :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Removing the rope was killing my server. I changed it to be like this:
Code: Select all
minetest.register_on_dignode(function (pos, node, player)
if node.name == 'vines:rope_block' then
local p = {x=pos.x, y=pos.y-1, z=pos.z}
local n = minetest.env:get_node(p)
while n.name == 'vines:rope' do
minetest.env:remove_node(p)
p = {x=p.x, y=p.y-1, z=p.z}
n = minetest.env:get_node(p)
end
if n.name == 'vines:rope_end' then
minetest.env:remove_node(p)
end
end
end)
- Bas080
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Cornernote:
Ty for noticing and giving feedback on my mod. I think you have used my older version. It is fixed in newer ones.
I am thinking of extending this mod to support several different drawtypes for vines. VanessaE's posin ivy mod has a bush that grows against a tree trunk. I would like to use the same draw style to make vines drop down leaves/trees and cobble/stone. Please let me know what you think for i still haven't made up my mind about the vines.
Ty for noticing and giving feedback on my mod. I think you have used my older version. It is fixed in newer ones.
I am thinking of extending this mod to support several different drawtypes for vines. VanessaE's posin ivy mod has a bush that grows against a tree trunk. I would like to use the same draw style to make vines drop down leaves/trees and cobble/stone. Please let me know what you think for i still haven't made up my mind about the vines.
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Bas080:
No worries. I double checked and the code I changed is what you still have on git.
My question is, why do you need to check if it's ~= rope_end. Why not just check if its == rope, if it is then remove it.
No worries. I double checked and the code I changed is what you still have on git.
Code: Select all
minetest.register_on_dignode(function (pos, node, player)
if node.name == 'vines:rope_block' then
local p = {x=pos.x, y=pos.y-1, z=pos.z}
local n = minetest.env:get_node(p)
print(n.name)
if n.name == 'vines:rope' then
while n.name ~= 'vines:rope_end' do
print(n.name) <----- I added this line, it caused it to spew out some unknown/invalid node name
minetest.env:remove_node(p)
p = {x=p.x, y=p.y-1, z=p.z}
n = minetest.env:get_node(p)
end
end
if n.name == 'vines:rope_end' then
minetest.env:remove_node(p)
end
end
end)
- Bas080
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When I run my code it does not freeze my server. When does it happen on your server? I have implemented your lines in the code just to be safe. It is a bit nicer compared to mine as you are using just one while and not a unneeded if statement like in my code. Committing now.cornernote wrote:Bas080:
My question is, why do you need to check if it's ~= rope_end. Why not just check if its == rope, if it is then remove it.
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Hi Bas080,
It goes into an infinite loop the instant the Rope Block is removed. The client is still responsive, but the server is stuck in a loop.
Im not sure why, but it had to do with n.name was not rope (and there is no check inside the loop to ensure it is rope, you just keep going down until you hit rope_end .. perhaps my rope had no rope end because i was playing with another mod and using rope without an end).
Anyway, thanks for committing the change.
It goes into an infinite loop the instant the Rope Block is removed. The client is still responsive, but the server is stuck in a loop.
Im not sure why, but it had to do with n.name was not rope (and there is no check inside the loop to ensure it is rope, you just keep going down until you hit rope_end .. perhaps my rope had no rope end because i was playing with another mod and using rope without an end).
Anyway, thanks for committing the change.
- rubenwardy
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Lol! Very helpful indeed! But the rope is creeping me out, looks like the spine :S But it's a cool mod, Downloading
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- jordan4ibanez
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Will there be any further updates to this mod?
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- Bas080
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The "moretrees" mod has vines now too. I'm thinking of removing the vines from the mod and just make it about the ropebox.Inocudom wrote:Will there be any further updates to this mod?
Change the crafting recipe to support more trees vines and/or (wool)string
I have no ideas for extending the mod. I'm open for ideas.
- VanessaE
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bas080, moretrees relies on your mod to provide vines actually. It doesn't register any of its own. :-)
Now that said, I use a copy of vines/ropes on my server that's modified so that vines won't grow on regular trees (instead, only on jungle trees, and only if the vine starters were spawned when the tree grew).
Now that said, I use a copy of vines/ropes on my server that's modified so that vines won't grow on regular trees (instead, only on jungle trees, and only if the vine starters were spawned when the tree grew).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- Bas080
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VanessaE, so you do not use a leave abm. I'll do the same in the update! That does mean that you'll have to spwan them in the trees mod. I'll make sure to add more types of vines.
- Thick vine/root that grows to the ground
- Hanging vines (already have that but could use texture update)
- Side hanging vines. Vines that hang on the side of leaves. (similar texture as the plantlike vines.
All of them being climbable
- Thick vine/root that grows to the ground
- Hanging vines (already have that but could use texture update)
- Side hanging vines. Vines that hang on the side of leaves. (similar texture as the plantlike vines.
All of them being climbable
Not just vertical but horizontal. I'll think about it.jojoa1997 wrote:allow ropes to go horizontal like a zip line.
if you do the horizontal wouldn't you also have to come up with a way to move on them like hand over hand or slidingBas080 wrote:VanessaE, so you do not use a leave abm. I'll do the same in the update! That does mean that you'll have to spwan them in the trees mod. I'll make sure to add more types of vines.
- Thick vine/root that grows to the ground
- Hanging vines (already have that but could use texture update)
- Side hanging vines. Vines that hang on the side of leaves. (similar texture as the plantlike vines.
All of them being climbable
Not just vertical but horizontal. I'll think about it.jojoa1997 wrote:allow ropes to go horizontal like a zip line.
maybe you could make it shoot across an expanse and then form a rope bridge kind of like these
https://www.google.com/search?q=rope+br ... B400%3B400
maybe crafting would be top row : empty / middle row : rope box , planks , rope box / bottom row : empty
Last edited by Spots on Tue Jan 22, 2013 14:23, edited 1 time in total.
In some cases, ladders may be placed horizntally, and they behave in a similar fashion to what is needed. Can that behavior be adapted?Spots wrote: if you do the horizontal wouldn't you also have to come up with a way to move on them like hand over hand or sliding
maybe you could make it shoot across an expanse and then form a rope bridge kind of like these
https://www.google.com/search?q=rope+br ... B400%3B400
maybe crafting would be top row : empty / middle row : rope box , planks , rope box / bottom row : empty
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- Bas080
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Spots, . I'm not making a rope bridge maker. you can make a ropebridge yourself using the horizontal rope. However, the images you shared clearly show that a rope tends to bend deapest in the middle. If only i could recreate that effect.
rarkenin, Yes i could and most likely will give it that behavior.
Jojoa, a limit to the length of the rope. Why not!
rarkenin, Yes i could and most likely will give it that behavior.
Jojoa, a limit to the length of the rope. Why not!
ok goodBas080 wrote:If I didn't understand it the first time i sure do now. Btw I understood you the first time.jojoa1997 wrote:i am wondering if you understand what i am saying. place a rope begin box, walk to other mountain and place an end box, then the rope appears
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