[Mod] Flags [1.1] [flags]
- Bas080
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[Mod] Flags [1.1] [flags]
Add some life to otherwise static buildings by decorating them with waving flags of different colors.
Craft
wool gives you 16 that wave
white flag and a dye gives you a that wave
Colors
Red
Orange
Yellow
Lime
Green
Aqua
Cyan
Sky-blue
Blue
Violet
Magenta
Red-violet
Changelog
Download
https://github.com/bas080/flags/zipball/master
or see code https://github.com/bas080/flags
Depends
default
wool
Unifieddyes
License
WTFPL (Textures & Code)
Craft
wool gives you 16 that wave
white flag and a dye gives you a that wave
Colors
Red
Orange
Yellow
Lime
Green
Aqua
Cyan
Sky-blue
Blue
Violet
Magenta
Red-violet
Changelog
Download
https://github.com/bas080/flags/zipball/master
or see code https://github.com/bas080/flags
Depends
default
wool
Unifieddyes
License
WTFPL (Textures & Code)
Last edited by Bas080 on Sat Apr 13, 2013 05:15, edited 1 time in total.
- SegFault22
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MC-style pickaxes... >.<
Great, I like the idea of flags. It would make it a lot cooler to take-over cities and place your flag and ''remove'' the other flag. If you ever add flags for different nations, please make the nation flags NON-flamable (for obvious reasons), while other user-made flags (ex. the flag of your empire you built in someone's MT server) can be flamable, so that it is a lot ''cooler'' when taking over major bases/cities of other empires/factions/kingdoms...
Great, I like the idea of flags. It would make it a lot cooler to take-over cities and place your flag and ''remove'' the other flag. If you ever add flags for different nations, please make the nation flags NON-flamable (for obvious reasons), while other user-made flags (ex. the flag of your empire you built in someone's MT server) can be flamable, so that it is a lot ''cooler'' when taking over major bases/cities of other empires/factions/kingdoms...
"All we need it the right major crisis and the nations will accept the new world order."
- VanessaE
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Except the USA flag, if added. It is our law here that if you want to burn it in protest, you can. It's a right we defend rather.... fervently. :-)
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- Splizard
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Open source game Hedgewars has a collection of flags (including countries).
Maybe you could use those?
They can be found here: http://code.google.com/p/hedgewars/source/browse/#
(Click on share/hedgewars/Data/Graphics/Flags)
Maybe you could use those?
They can be found here: http://code.google.com/p/hedgewars/source/browse/#
(Click on share/hedgewars/Data/Graphics/Flags)
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- SegFault22
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- Bas080
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Nice and thank you, I assume they are "free" as Hedgewars is opensource too.
Giving flags different functions is cool. If a person wants to burn a flag, they are most likely burning flags, not playing Minetest. All country flags will be treated equally! And for aesthetic reasons will be burnable. (floating flags are not nice looking)
Am thinking about types of game modes that are possible with flags.
Coloured flags depending on the unifieddyes mod is coming soon...
Giving flags different functions is cool. If a person wants to burn a flag, they are most likely burning flags, not playing Minetest. All country flags will be treated equally! And for aesthetic reasons will be burnable. (floating flags are not nice looking)
Am thinking about types of game modes that are possible with flags.
Coloured flags depending on the unifieddyes mod is coming soon...
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- VanessaE
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Guest, you're evil :-)
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- VanessaE
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Bas080: Can you update to the latest tweak of unifieddyes? It now requires the user to craft some glass bottles to hold the dyes. I split those off into a separate mod, "Vessels" (http://minetest.net/forum/viewtopic.php?id=2574), so you'll need both. It's a good idea to return the empty bottles to the player when a dye is used (using the "replacements = XXXX" argument, with "vessels:glass_bottle").
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- Bas080
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Vanessa, For now this mod doesn't have a descent craft for making flags. Neither does the cotton mod from Jordach which requires "raw cotton" which is not part of the basic flower mod. I am working on a farming mod where cotton and all other types of raw materials can be grown so cotton based mods make more sense. And making a good foundation for other mods. for example a cooking mod (Which would go nicely with the vessels mod) and my rope mod (hemp ropes).
I also notice that the basic flower mod has irregularities. First of all the flowers are not dig-able and no cotton flowers which i already mentioned. Or am i using an older version of the flowers mod? Unifieddyes is dependent on the flowers mod. Shouldn't the flowers mod work good in that case. As many other mods are now dependent on the unifieddyes mod. For people that don't mod this is all very confusing...
I also notice that the basic flower mod has irregularities. First of all the flowers are not dig-able and no cotton flowers which i already mentioned. Or am i using an older version of the flowers mod? Unifieddyes is dependent on the flowers mod. Shouldn't the flowers mod work good in that case. As many other mods are now dependent on the unifieddyes mod. For people that don't mod this is all very confusing...
- InfinityProject
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- VanessaE
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It's possible that you have a very old version of Flowers then, probably as a result of me linking to an outdated one from the Unified Dyes page. The reason you couldn't dig them is probably due to the digging groups change, which the old flowers mod hasn't been updated separately to handle. I use the version of flowers found in Nature Pack, and there the flowers spawn regularly, and are all easily collected.
To get a wad of raw cotton, collect a cotton flower and place it in the crafting grid.
It's best if you just get a current release of Nature Pack or Nature Pack Controlled and use the flowers mod therein. The latter also comes with my Jungle Grass mod.
Now as for farming them, the only thing I can say that should definitely be the case is that seeds for flowers should come only from other flowers (including the ones spawned randomly by the flowers mod). Don't get them from some other random source, that'll just lead to confusion. This would probably require a new release of the flowers mod such that each gives up to 2 seeds when collected (I'd say a 20% chance of no seeds, 20% chance of 1 seed, and a 60% chance of 2 seeds). That way one can expand their flower garden at a somewhat realistic rate.
To get a wad of raw cotton, collect a cotton flower and place it in the crafting grid.
It's best if you just get a current release of Nature Pack or Nature Pack Controlled and use the flowers mod therein. The latter also comes with my Jungle Grass mod.
Now as for farming them, the only thing I can say that should definitely be the case is that seeds for flowers should come only from other flowers (including the ones spawned randomly by the flowers mod). Don't get them from some other random source, that'll just lead to confusion. This would probably require a new release of the flowers mod such that each gives up to 2 seeds when collected (I'd say a 20% chance of no seeds, 20% chance of 1 seed, and a 60% chance of 2 seeds). That way one can expand their flower garden at a somewhat realistic rate.
Last edited by VanessaE on Sat Jul 28, 2012 18:42, edited 1 time in total.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- VanessaE
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Cool :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
- Likwid H-Craft
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Hmm, this may help for the moon mod:) but do it place with a pole?
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- Rehlgamer101
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Doesn't work with the carpet mod
Last edited by Rehlgamer101 on Fri Aug 23, 2013 01:14, edited 1 time in total.
Super Mario!!! Need I say more? I think not!!
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