[Mod] cottages [cottages] (medieval, farming, country life)
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[Mod] cottages [cottages] (medieval, farming, country life)
New: Update to Version 2.3.2 - adjustments for MT 5.x
Note: cottages_feldweg_mode can now be set in your global minetest.conf. Choose between mesh, nodebox, flat and simple.
Cottages like this one can be built and furnished with this mod. While the actual cottages are not included, some may be found in the shems folder of the mg_villages mod.
Version: 2.2
Download: https://github.com/Sokomine/cottages/archive/master.zip
Browse code: https://github.com/Sokomine/cottages
License: GPLv3
Depends: default, farming
Changelog:
Version 2.2: Moved into its own repository. Added meshes. Better compatibility for mods that come with a limited default (i.e. RealTest)
Version 2.1: Slatel, simple glass pane and flat wooden planks added.
The nodeboxes and textures of these beds are - with very minimal modifications - based on PilzAdams
beds mod. The difference is that these beds here are *only* furniture - they do not set the day or spawn point, they do not place the foot part automaticly (you have to manually place them together). It is a stripped-down version intended as furniture and decoration. The nodebox is slightly modified so that it looks better when stacked. The beds can already be found in the lumberjack houses of my random_buildings-mod. Also included is a sleeping mat whose texture has been provided by VanessaE. Crafting of bed head, bed foot, sleeping mat:
bench:
table:
shelf (can be used as open chest):
washing place (seen from above):
The washing place is intended to be placed above a water source and will stop mobs from falling in. If you right-click it, it gives a message.
a stovepipe:
Flat wooden planks allow to construct your own furniture or even to build very small huts.
The half door (for the other side: half door inverted) is just one node high. If you place two on top of each other, the upper door will be moved automaticly if you open/close the lower one, while the upper door can also be operated seperately. This is a kind of door especially useful for stables and the like (horse usually look out through the opened upper part).
These window-shutters are designed for one-node-wide windows. You can open/close them by right-clicking - or just wait until it gets night (then they will close automaticly) or day (the shutters will open). If your machine is extremly slow, it might be a good idea to call the abm responsible for this less often (e.g. only every 120 seconds). Window shutters open and close window shutters directly above and below them whenever they are operated or auto-close/open at night/in the morning. Thus, two nodes high window shutters work well. The window is a glass-pane which is part of this mod as well. Unlike xpanes/panes, it does not connect to anything and keeps its form.
The glass pane is also available in a version that sits at the edge of the block instead of in its center. Which is useful for some kind of windows.
Sometimes you may need a hatch for a piece of furniture, the entrance to a cellar or mine, or for something completely diffrent.
Default fences lack a gate. This adds one that fits well to fences. When opened, it drops to the ground, and you can walk over it.
It is pretty often annoying not to be able to place any sort of handrail at the top of stairs, or to have a fence that's not in the middle of the node. My bridges and handrails mod may be overkill in those situations, but here's a smaller version now included in cottage:
It cannot be combined with the gate. Instead, use a half door. Crafting:
Here you can see several nodes the mod adds: a wagon wheel (texture done by VanessaE; also works very well as a decorative item on a wall), a dirt road (texture done by badger436), loam and two straw bales on top of the wagon. The straw and straw bale textures where provided by MasterGollum and are taken from his darkage mod (a very recommendable mod).
A straw mat, a straw bale (slightly smaller than a normal node) and a full-straw-node for your farms.
Diffrent roof types: wood, asphalt, terracotta, brown, straw, reed, slate roof:
All these roof types come in three diffrent nodes: One shaped like a stair and called 'roof connector' (useful for those places where roof and wall meet), one where the lower hind part of the stair is missing (thus more rooflike), and a flat one (half a node high). Only the top carries the texture; the rest is wood (except for straw). The textures are from darkage (straw) and VanessaEs homedecor mod. The effect of this roof is quite good.
Slate may also be used to protect walls from weather. Reet and straw for the ground may come in handy sometimes as well.
The old receipe for getting straw mats and subsequently straw nodes of any kind was impractical and interferred with other crafting receipes for wheat (flour, seeds). Plus the way wheat is handled in farming is a bit strange. Getting wheat seeds (for flour for breads) and straw out of harvested wheat now works like this:
Craft a threshing floor (in reality, any harder floor might do - but not in MT):
Place it on the floor:
Insert wheat and punch it with a normal stick:
[img]hhttps://web.archive.org/web/20150619074714/ttps://imgrush.com/QULWVzuzDjVH.png[/img]
Repeat punching until all the wheat has been converted into straw and seeds.
Seeds are not only good for creating new plants - they're also the stuff flour is made out off. Craft yourshelf a handmill:
This is how the mill looks like (textures could need improvement):
Insert wheat seeds and punch the mill (no stick needed this time):
Proceed until all your wheat seeds have been turned into flour. The mill handle will rotate at each successful punch. And instead of 1 flour per 4 harvested wheat, you'll get 1 flour per wheat seed.
See the first posting in this thread for the attached 2.0 version.
Happy farming!
Farms and villages need forges, and those require anvils. This particular anvil comes with a bonus feature: It can repair tools. Just insert your broken tool in the workpiece slot and punch the anvil while wielding the hammer until your workpiece is repaired.
Barrels are also a must-have if the inhabitants of your cottage are thirsty. Right-click to open/close a barrel, punch to turn between vertical/horizontal/diffrent rotations. Note: Too many barrels in one place may be too much and turn invisible due to too many nodeboxes.
Tubs are useful for many purposes.
The dirt road comes with stairs and slabs. While I was on it, I added stairs+slabs for loam and clay as well:
Crafting is the same as with default stairs:
straw_ground and three diffrent chests (chest_work, chest_private, chest_storage) are for use with the radom_buildings mod to differentiate usage. They do not serve any purpose here.
Enjoy!
Note: cottages_feldweg_mode can now be set in your global minetest.conf. Choose between mesh, nodebox, flat and simple.
Cottages like this one can be built and furnished with this mod. While the actual cottages are not included, some may be found in the shems folder of the mg_villages mod.
Version: 2.2
Download: https://github.com/Sokomine/cottages/archive/master.zip
Browse code: https://github.com/Sokomine/cottages
License: GPLv3
Depends: default, farming
Changelog:
Version 2.2: Moved into its own repository. Added meshes. Better compatibility for mods that come with a limited default (i.e. RealTest)
Version 2.1: Slatel, simple glass pane and flat wooden planks added.
The nodeboxes and textures of these beds are - with very minimal modifications - based on PilzAdams
beds mod. The difference is that these beds here are *only* furniture - they do not set the day or spawn point, they do not place the foot part automaticly (you have to manually place them together). It is a stripped-down version intended as furniture and decoration. The nodebox is slightly modified so that it looks better when stacked. The beds can already be found in the lumberjack houses of my random_buildings-mod. Also included is a sleeping mat whose texture has been provided by VanessaE. Crafting of bed head, bed foot, sleeping mat:
bench:
table:
shelf (can be used as open chest):
washing place (seen from above):
The washing place is intended to be placed above a water source and will stop mobs from falling in. If you right-click it, it gives a message.
a stovepipe:
Flat wooden planks allow to construct your own furniture or even to build very small huts.
The half door (for the other side: half door inverted) is just one node high. If you place two on top of each other, the upper door will be moved automaticly if you open/close the lower one, while the upper door can also be operated seperately. This is a kind of door especially useful for stables and the like (horse usually look out through the opened upper part).
These window-shutters are designed for one-node-wide windows. You can open/close them by right-clicking - or just wait until it gets night (then they will close automaticly) or day (the shutters will open). If your machine is extremly slow, it might be a good idea to call the abm responsible for this less often (e.g. only every 120 seconds). Window shutters open and close window shutters directly above and below them whenever they are operated or auto-close/open at night/in the morning. Thus, two nodes high window shutters work well. The window is a glass-pane which is part of this mod as well. Unlike xpanes/panes, it does not connect to anything and keeps its form.
The glass pane is also available in a version that sits at the edge of the block instead of in its center. Which is useful for some kind of windows.
Sometimes you may need a hatch for a piece of furniture, the entrance to a cellar or mine, or for something completely diffrent.
Default fences lack a gate. This adds one that fits well to fences. When opened, it drops to the ground, and you can walk over it.
It is pretty often annoying not to be able to place any sort of handrail at the top of stairs, or to have a fence that's not in the middle of the node. My bridges and handrails mod may be overkill in those situations, but here's a smaller version now included in cottage:
It cannot be combined with the gate. Instead, use a half door. Crafting:
Here you can see several nodes the mod adds: a wagon wheel (texture done by VanessaE; also works very well as a decorative item on a wall), a dirt road (texture done by badger436), loam and two straw bales on top of the wagon. The straw and straw bale textures where provided by MasterGollum and are taken from his darkage mod (a very recommendable mod).
A straw mat, a straw bale (slightly smaller than a normal node) and a full-straw-node for your farms.
Diffrent roof types: wood, asphalt, terracotta, brown, straw, reed, slate roof:
All these roof types come in three diffrent nodes: One shaped like a stair and called 'roof connector' (useful for those places where roof and wall meet), one where the lower hind part of the stair is missing (thus more rooflike), and a flat one (half a node high). Only the top carries the texture; the rest is wood (except for straw). The textures are from darkage (straw) and VanessaEs homedecor mod. The effect of this roof is quite good.
Slate may also be used to protect walls from weather. Reet and straw for the ground may come in handy sometimes as well.
The old receipe for getting straw mats and subsequently straw nodes of any kind was impractical and interferred with other crafting receipes for wheat (flour, seeds). Plus the way wheat is handled in farming is a bit strange. Getting wheat seeds (for flour for breads) and straw out of harvested wheat now works like this:
Craft a threshing floor (in reality, any harder floor might do - but not in MT):
Place it on the floor:
Insert wheat and punch it with a normal stick:
[img]hhttps://web.archive.org/web/20150619074714/ttps://imgrush.com/QULWVzuzDjVH.png[/img]
Repeat punching until all the wheat has been converted into straw and seeds.
Seeds are not only good for creating new plants - they're also the stuff flour is made out off. Craft yourshelf a handmill:
This is how the mill looks like (textures could need improvement):
Insert wheat seeds and punch the mill (no stick needed this time):
Proceed until all your wheat seeds have been turned into flour. The mill handle will rotate at each successful punch. And instead of 1 flour per 4 harvested wheat, you'll get 1 flour per wheat seed.
See the first posting in this thread for the attached 2.0 version.
Happy farming!
Farms and villages need forges, and those require anvils. This particular anvil comes with a bonus feature: It can repair tools. Just insert your broken tool in the workpiece slot and punch the anvil while wielding the hammer until your workpiece is repaired.
Barrels are also a must-have if the inhabitants of your cottage are thirsty. Right-click to open/close a barrel, punch to turn between vertical/horizontal/diffrent rotations. Note: Too many barrels in one place may be too much and turn invisible due to too many nodeboxes.
Tubs are useful for many purposes.
The dirt road comes with stairs and slabs. While I was on it, I added stairs+slabs for loam and clay as well:
Crafting is the same as with default stairs:
straw_ground and three diffrent chests (chest_work, chest_private, chest_storage) are for use with the radom_buildings mod to differentiate usage. They do not serve any purpose here.
Enjoy!
- Attachments
-
- cottages_with_anvil_and_hatches.zip
- (121.71 KiB) Downloaded 1210 times
-
- cottages_2.0.zip
- (118.29 KiB) Downloaded 933 times
Last edited by Sokomine on Mon Mar 11, 2019 21:24, edited 7 times in total.
A list of my mods can be found here.
Wow looks amazing!
Some suggestions:
1 if it does not do this already you should have the barrels serve as chests in some way
Some suggestions:
1 if it does not do this already you should have the barrels serve as chests in some way
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
YOU STOLE MY WORDS!Chinchow wrote:Wow looks amazing!
-snip-
i.e. yes, it really looks amazing!!
My mods: The Nether | Doctor Who (WIP)
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
- webdesigner97
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Hey Soko!
This seems to be a very awesome mod!
This seems to be a very awesome mod!
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
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I don't know...they are usually containers for liquids. Which is almost impossible to display. Maybe I can give them a formspec that shows how much liquid is stored and allows to fill buckets - or drinking glasses? Those cannot be filled anywhere yet. The batteries from technic have a nice display for load. Perhaps something like that for stored water or drinks?Chinchow wrote: 1 if it does not do this already you should have the barrels serve as chests in some way
A list of my mods can be found here.
My original thought was you should have them hold only water but I did not know if it was possible.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
Mods: Orichalcum Stonebricks Extra Chests
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The liscence will be GPLv3 wherever possible. Most of the textures of the cottages mod are done by people who placed them under WTFPL.
The formspec and functionality of the barrel is work in progress. Hope to find time soon to finish it.
The formspec and functionality of the barrel is work in progress. Hope to find time soon to finish it.
A list of my mods can be found here.
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Longer beds? Sounds strange. What would 3m long beds be good for? Except in a situation where you don't have beds and want to simulate them with normal wool, or RL for very large people, I see little use for beds of such length. Can you perhaps explain further?
A list of my mods can be found here.
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perhaps if we come across our good friend Abraham Lincoln...
no.
In any case this is what I am getting as an error:
no.
In any case this is what I am getting as an error:
Code: Select all
[Moretrees] Loaded (2013-02-11)
[MOD random_buildings] Importing lumberjack houses...
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_planks
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk_sideways
[Mod random_buildings] Error: Unknown node_name for rotation: moretrees:TYP_trunk
[MOD random_buildings] Importing clay trader houses...
[Mod random_buildings] ERROR: param2 is NIL while transforming default:torch!
[Mod random_buildings] ERROR: param2 is NIL while transforming default:torch!
[Mod random_buildings] ERROR: param2 is NIL while transforming default:torch!
[MOD random_buildings] Importing farm houses...
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_1
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_1
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_3
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_1
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_1
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_1
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_3
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_3
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_3
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_1
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:soil_wet
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton_2
[Mod random_buildings] Error: Unknown node_name for rotation: farming:cotton
[MOD random_buildings] Importing infrastructure buildings for villages...
The straw nodes resemble the ones in darkage. It was thinking that it would be nice if the two mods were made more compatible with each other or even merged together. Sadly, it seems darkage will never be worked on ever again.
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why not. 0gb.us picked up work on inventory plusInocudom wrote:The straw nodes resemble the ones in darkage. It was thinking that it would be nice if the two mods were made more compatible with each other or even merged together. Sadly, it seems darkage will never be worked on ever again.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
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The straw and straw bale texture are taken straight out of the darkage mod. MasterGollum replied withhin a day when I asked him if I could use those textures. So if you have any specific ideas and mention them in the darkage thread, that might actually work :-)
Where do you see any incompatibility between the two mods? Yes, straw exists in both of them - I believe straw ought to be part of default because that is a more realistic historic roof building material than wooden or even stone stairs.
To me, one of the major great features of the darkage mod is that it adds lots of realistic and nicely textured types of stone as building material. There are also several nice building nodes, some of which I'd really like to have available for my cottages but didn't want to simply copy (after all it's MasterGollums work and not mine). Maybe I ought to palce a recommondation for the darkage mod in a more prominent place. It does fit excellent to these cottages.
The new way of ore generation in C++ might also be intresting for darkage.
Where do you see any incompatibility between the two mods? Yes, straw exists in both of them - I believe straw ought to be part of default because that is a more realistic historic roof building material than wooden or even stone stairs.
To me, one of the major great features of the darkage mod is that it adds lots of realistic and nicely textured types of stone as building material. There are also several nice building nodes, some of which I'd really like to have available for my cottages but didn't want to simply copy (after all it's MasterGollums work and not mine). Maybe I ought to palce a recommondation for the darkage mod in a more prominent place. It does fit excellent to these cottages.
The new way of ore generation in C++ might also be intresting for darkage.
A list of my mods can be found here.
Yes, straw would be perfect for the default game. You should post your ideas in the topic for the darkage mod. By doing so, MasterGollum could be convinced that his mod is still being used. He might even like your ideas and work with you.
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I just found out today that addi is maintaining the darkage mod, so it is not dead. Will this mod make use of that mod in the future?
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I too like the darkage mod, but it seems like most people don't care about it anymore. I don't know why.Sokomine wrote:Images re-added. License added (GPLv3).
Anyone who wants to build houses in medieval style really ought to install the darkage mod as well! Both mods supplement each other. Darkage is also useful for normal building purposes.
Last edited by Inocudom on Thu Jul 11, 2013 17:02, edited 1 time in total.
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- Mossmanikin
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Very cool mod.Sokomine wrote:Anyone who wants to build houses in medieval style really ought to install the darkage mod as well! Both mods supplement each other. Darkage is also useful for normal building purposes.
Indeed fits well to the darkage mod.
Found some inspiration for my prehistoric mod while looking at these two mods.
I like how you use the old planks texture, the road block and the shape of the roof blocks a lot.
I guess most people like to build modern stuff.Inocudom wrote:I too like the darkage mod, but it seems like most people don't care about it anymore. I don't know why.
- webdesigner97
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- Joined: Mon Jul 30, 2012 19:16
- GitHub: webD97
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- Location: Cologne, Germany
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I found a bug. When crafting a "layer of straw", the item left in the crafting grid is not defined "farming:wheat_seed". Maybe it's the old nodename when farming wasn't default?
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
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- Member
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- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
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- In-game: Sokomine
I was glad that the old wooden planks texture existed. It fitted perfectly :-) I'm very bad at desiging textures myshelf. Much of how a mod looks/feels like is determined by its textures.Mossmanikin wrote: Found some inspiration for my prehistoric mod while looking at these two mods.
I like how you use the old planks texture, the road block and the shape of the roof blocks a lot.
I've corrected it. Thanks for the bug report!webdesigner97 wrote: I found a bug. When crafting a "layer of straw", the item left in the crafting grid is not defined "farming:wheat_seed". Maybe it's the old nodename when farming wasn't default?
A list of my mods can be found here.
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