[Mod] L.I.M.M (Discontinued!)[limm]

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FlameFireling
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[Mod] L.I.M.M (Discontinued!)[limm]

by FlameFireling » Post

DISCONTINUED (L.I.M.M)
is an mod which makes ice and snow meltable
to melt ice/snow place a torch near the node
SCREENSHOTS:
Image
Sorry that the screenshot is huge ._.
TODO:
FINISHED:
Molten metals and crystals
Attachments
limm.zip
Download 1.1v
(2.2 KiB) Downloaded 46 times
Last edited by FlameFireling on Thu May 03, 2018 13:39, edited 3 times in total.
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Chem871
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Re: [Mod] L.I.M.M [limm]

by Chem871 » Post

What about just cooking the node in a furnace?
What is SCP-055?

Siegfried
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Re: [Mod] L.I.M.M [limm]

by Siegfried » Post

Chem871 wrote:What about just cooking the node in a furnace?
Then you would get the warer source node which is not supost to be transportable without buckets.

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SonosFuer
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Re: [Mod] L.I.M.M [limm]

by SonosFuer » Post

Siegfried wrote:
Chem871 wrote:What about just cooking the node in a furnace?
Then you would get the warer source node which is not supost to be transportable without buckets.
You could make a bucket of snow craftable by placing snow and a bucket in the crafting grid then the bucket of snow can be cooked and turned into a bucket of water.
Working on a content database for minetest mods, servers, and etc Check it out and give me feedback at viewtopic.php?f=14&t=18137

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JNEITRONS
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Re: [Mod] L.I.M.M [limm]

by JNEITRONS » Post

FlameFireling wrote:LIghweight Melting Mod
is an mod which makes ice and snow meltable
to melt ice/snow place a torch near the node
TODO:
- Make Metal Meltable
- Add Molten Metal
Ymmmmm
Screenshots?

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firefox
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Re: [Mod] L.I.M.M [limm]

by firefox » Post

so only torches melt ice, but not lava? :P
but it's light and simple.

if you want to expand it in the future, you can have some code from my subgame :3
i copied the default lava-cooling function to add lava-cooking, water-freezing, ice-melting and moss growth.
Spoiler

Code: Select all

default lava cooling

default.cool_lava = function(pos, node)
	if node.name == "ground:lava_source" then
		minetest.set_node(pos, {name = "ground:obsidian"})
	elseif node.name == "ground:magma" then
		minetest.set_node(pos, {name = "ground:obsidian"})
	else -- Lava flowing
		minetest.set_node(pos, {name = "ground:stone"})
	end
	minetest.sound_play("default_cool_lava",
		{pos = pos, max_hear_distance = 16, gain = 0.25})
end

minetest.register_abm({
	label = "Lava cooling",
	nodenames = {"ground:lava_source", "ground:lava_flowing", "ground:magma"},
	neighbors = {"group:cools_lava", "group:water"},
	interval = 1,
	chance = 5,
	catch_up = false,
	action = function(...)
		default.cool_lava(...)
	end,
})

Code: Select all

lava cooking
(smelts soft materials like sand and turns them into hard materials like stone)

default.cook_lava = function(pos, node)
	if node.name == "ground:obsidian" then
		minetest.set_node(pos, {name = "ground:magma"})
	elseif node.name == "ground:gravel" then
		minetest.set_node(pos, {name = "ground:stone"})
	elseif node.name == "ground:dirt" then
		minetest.set_node(pos, {name = "ground:dirtstone"})
	elseif node.name == "ground:sand" then
		minetest.set_node(pos, {name = "ground:sandstone"})
	elseif node.name == "ground:desertsand" then
		minetest.set_node(pos, {name = "ground:desertstone"})
	elseif node.name == "ground:mossycobble" then
		minetest.set_node(pos, {name = "ground:cobble"})
	elseif node.name == "stairs:slab_mossycobble" then
			minetest.set_node(pos, {name = "stairs:slab_cobble", param2 = node.param2})
	elseif node.name == "stairs:stair_mossycobble" then
			minetest.set_node(pos, {name = "stairs:stair_cobble", param2 = node.param2})
	elseif node.name == "walls:mossycobble" then
			minetest.set_node(pos, {name = "walls:cobble", param2 = node.param2})
	elseif node.name == "ground:mossydirtcobble" then
		minetest.set_node(pos, {name = "ground:dirtcobble"})
	elseif node.name == "stairs:slab_mossydirtcobble" then
			minetest.set_node(pos, {name = "stairs:slab_dirtcobble", param2 = node.param2})
	elseif node.name == "walls:mossydirtcobble" then
			minetest.set_node(pos, {name = "walls:dirtcobble", param2 = node.param2})
	else -- Dirt with Grass
		minetest.set_node(pos, {name = "ground:dirt"})
	end
end

minetest.register_abm({
	label = "Lava cooking",
	nodenames = {"ground:obsidian", "ground:gravel", "ground:dirt", "ground:sand", "ground:desertsand", "ground:mossycobble", "stairs:slab_mossycobble", "stairs:stair_mossycobble", "walls:mossycobble",  "ground:mossydirtcobble", "stairs:slab_mossydirtcobble", "stairs:stair_mossydirt_cobble", "walls:mossydirtcobble", "group:soil"},
	neighbors = {"group:lava"},
	interval = 1,
	chance = 5,
	catch_up = false,
	action = function(...)
		default.cook_lava(...)
	end,
})

Code: Select all

water freezing, with nice cracking sounds

default.freeze_water = function(pos, node)
	if node.name == "ground:water_source" then
		minetest.set_node(pos, {name = "ground:ice"})
	else -- River Water
		minetest.set_node(pos, {name = "ground:ice"})
	end
	minetest.sound_play("default_tool_breaks",
		{pos = pos, max_hear_distance = 16, gain = 0.25})
end

minetest.register_abm({
	label = "Water freezing",
	nodenames = {"ground:water_source", "ground:river_water_source"},
	neighbors = {"group:freezes_water"},
	interval = 5,
	chance = 25,
	catch_up = false,
	action = function(...)
		default.freeze_water(...)
	end,
})

and the reverse effect: ice melting, with splashing sounds

default.melt_ice = function(pos, node)
	if node.name == "ground:snow" then
		minetest.set_node(pos, {name = "ground:river_water_flowing"})
	else -- Ice or Snow Block
		minetest.set_node(pos, {name = "ground:river_water_source"})
	end
	minetest.sound_play("default_water_footstep",
		{pos = pos, max_hear_distance = 16, gain = 0.25})
end

minetest.register_abm({
	label = "Ice melting",
	nodenames = {"ground:snowblock", "ground:snow", "ground:ice"},
	neighbors = {"group:melts_ice"},
	interval = 1,
	chance = 5,
	catch_up = false,
	action = function(...)
		default.melt_ice(...)
	end,
})

Code: Select all

and lastly, moss growth

minetest.register_abm({
	label = "Moss growth",
	nodenames = {"ground:cobble", "stairs:slab_cobble", "stairs:stair_cobble", "walls:cobble", "ground:dirtcobble", "stairs:slab_dirtcobble", "stairs:stair_dirtcobble", "walls:dirtcobble"},
	neighbors = {"group:water", "ground:dirt_with_mossygrass"},
	interval = 5,
	chance = 50,
	catch_up = false,
	action = function(pos, node)
		if node.name == "ground:cobble" then
			minetest.set_node(pos, {name = "ground:mossycobble"})
		elseif node.name == "stairs:slab_cobble" then
			minetest.set_node(pos, {name = "stairs:slab_mossycobble", param2 = node.param2})
		elseif node.name == "stairs:stair_cobble" then
			minetest.set_node(pos, {name = "stairs:stair_mossycobble", param2 = node.param2})
		elseif node.name == "walls:cobble" then
			minetest.set_node(pos, {name = "walls:mossycobble", param2 = node.param2})
		elseif node.name == "ground:dirtcobble" then
			minetest.set_node(pos, {name = "ground:mossydirtcobble"})
		elseif node.name == "stairs:slab_dirtcobble" then
			minetest.set_node(pos, {name = "stairs:slab_mossydirtcobble", param2 = node.param2})
		elseif node.name == "stairs:stair_dirtcobble" then
			minetest.set_node(pos, {name = "stairs:stair_mossydirtcobble", param2 = node.param2})
		elseif node.name == "walls:dirtcobble" then
			minetest.set_node(pos, {name = "walls:mossydirtcobble", param2 = node.param2})
		end
	end
})
=(^.^)=
✨🏳️‍🌈♣️✨

FlameFireling
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Re: [Mod] L.I.M.M [limm]

by FlameFireling » Post

JNEITRONS wrote:
FlameFireling wrote:LIghweight Melting Mod
is an mod which makes ice and snow meltable
to melt ice/snow place a torch near the node
TODO:
- Make Metal Meltable
- Add Molten Metal
Ymmmmm
Screenshots?
Added screenshots
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cx384
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Re: [Mod] L.I.M.M (UPDATED!)[limm]

by cx384 » Post

It is lightweight not lighweight right?
Can your read this?

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Re: [Mod] L.I.M.M (UPDATED!)[limm]

by azekill_DIABLO » Post

flameFireling: You can set the screenshots to jpg format in config. Like that you can put three of them in a post.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

FlameFireling
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Re: [Mod] L.I.M.M (UPDATED!)[limm]

by FlameFireling » Post

cx384 wrote:It is lightweight not lighweight right?
Oops. my bad.
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