[Mod] BobBlocks [git] [bobblocks]

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RabbiBob
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by RabbiBob » Sun Apr 29, 2012 11:04

You need to have a version of mesecons installed and you need to change the depends.txt file in order for it to work as described in the first post. I'm going to assume you're starting out with Minetest and that once you install mesecons, you'll have the 'jeija' version. Open bobblocks\depends.txt and make sure it looks like this:

Code: Select all
default
jeija


then save it.
 

fullbuster93
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by fullbuster93 » Sun Apr 29, 2012 13:33

i h've done what you told , now when I launch the game i have moderror : mod bobbocks has unsatisfied dependencies : " jeija" . check debug.txt details
 

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by Death Dealer » Sun Apr 29, 2012 13:48

fullbuster93 wrote:i h've done what you told , now when I launch the game i have moderror : mod bobbocks has unsatisfied dependencies : " jeija" . check debug.txt details

You need the Mesecons mod with this.
Keep calm and code python^_^
 

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by fullbuster93 » Sun Apr 29, 2012 14:41

i have it , i downloaded it from the link , i took v0.9
the exctract it in my mod folder , then i re-downloaded this mod , exctract my mod folder and change the file depend.txt
but i have the same message
 

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by RabbiBob » Sun Apr 29, 2012 18:02

fullbuster93 wrote:i have it , i downloaded it from the link , i took v0.9


Change 'jeija' to 'mesecons' then.

RabbiBob wrote:
  • Dependencies: Mesecons
    • Edit depends.txt as follows: For Mesecons v0.0.5 add "jeija" / For GitHub (or > v0.5) add "mesecons"
 

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by fullbuster93 » Sun Apr 29, 2012 18:52

tanx , it works

can someone tell the recipe for the white and blue stone ?
 

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by RabbiBob » Sun Apr 29, 2012 19:39

http://minetest.net/forum/viewtopic.php?pid=14703#p14703

RabbiBob wrote:Recipes
Blocks
ImageImage


Code: Select all
minetest.register_craft({
    output = 'NodeItem "bobblocks:blueblock" 2',
    recipe = {
        {'node "default:glass" 1', 'node "default:torch" 1', 'node "default:gravel" 1'},
    },
})

minetest.register_craft({
    output = 'NodeItem "bobblocks:whiteblock" 2',
    recipe = {
        {'node "default:glass" 1', 'node "default:torch" 1', 'node "default:dirt" 1'},
    },
})
Last edited by RabbiBob on Sun Apr 29, 2012 19:40, edited 1 time in total.
 

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by RabbiBob » Thu Jun 14, 2012 02:48

Tested for 20120606

Added Alt Texture links in lead post:

Alternate Textures
Note: untested by Me
 

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by VanessaE » Thu Jun 14, 2012 03:42

Cool! Thanks :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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by VanessaE » Fri Jun 29, 2012 19:46

Could you update this mod to allow for the recently-added slab and stair forms also?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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by RabbiBob » Sun Jul 01, 2012 20:25

Will look into it this upcoming weekend. Just getting back from vacation today and back to work tomorrow.
 

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by RabbiBob » Wed Jul 04, 2012 13:34

I'm going to wait until it flows into the next release rather than the github version.

It would be nice if default mods could be called from other mods without tripping the namespace restriction. If this were possible, it would extremely simple to call stair mod registration function to create new custom nodes without the need to essentially copy the code for each custom mod (though that example has customization on the original code, but you get the idea). I understand why the namespace restriction is in place, however default mods could be exempt as they are included and hence approved.

Example (ignore the wood, I was testing the concept).

boblocks/stairs.lua

Code: Select all
stairs.register_stair_and_slab("redblock", "default:wood",
      {snappy=2,choppy=2,oddly_breakable_by_hand=2},
      {"default_wood.png"},
      "Redblock stair",
      "Redblock slab")


I think it would also count towards efficiency as eventually every mod is going to be adding step support resulting in Minetest needing to read in that core code for each mod as a unique function when it could be a singular function.

I may pop this thought over into Suggestions.
Last edited by RabbiBob on Wed Jul 04, 2012 13:37, edited 1 time in total.
 

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VanessaE
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by VanessaE » Mon Jul 16, 2012 21:53

Also, you may be interested in my Unified Dyes mod. It has a total of 89 colors (including black, white, and three greys), and comes with a BASH script to help you generate all of the colored texture files. There's also a modding template along with it that will help greatly in generating the actual nodes and crafting recipes.

I figure it might be useful to you - I'm trying to get everyone to lean towards this mod to get their colorants from, for however many colors they want to use in their mod. It's so that everyone doesn't have to re-invent the wheel and possibly cause recipe conflicts from one mod to another.

http://minetest.net/forum/viewtopic.php?pid=28399
Last edited by VanessaE on Mon Jul 16, 2012 21:55, edited 1 time in total.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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by RabbiBob » Sun Aug 19, 2012 10:39

  • Tested with 0.4.2. RC1
  • Tested with fresh download of github Mesecons
  • Fixed 0.0.6 zip link
  • Fixed post subject to include tested versions (did someone change that?)
  • Added stairs to the to the current worklist (it's summer, I'm not working)
Last edited by RabbiBob on Sun Aug 19, 2012 10:40, edited 1 time in total.
 

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by RabbiBob » Tue Aug 28, 2012 00:52

For use with minetestmapper.py: Append to util\colors.txt

Code: Select all
bobblocks:redblock 255 0 0
bobblocks:orangeblock 255 69 0
bobblocks:yellowblock 255 255 0
bobblocks:greenblock 50 205 50
bobblocks:blueblock 0 0 255
bobblocks:indigoblock 111 0 255
bobblocks:violetblock 238 130 238
bobblocks:whiteblock 255 250 250
bobblocks:redpole 255 0 0
bobblocks:orangepole 255 69 0
bobblocks:yellowpole 255 255 0
bobblocks:greenpole 50 205 50
bobblocks:bluepole 0 0 255
bobblocks:indigopole 111 0 255
bobblocks:violetpole 238 130 238
bobblocks:whitepole 255 250 250
bobblocks:redblock_off 205 92 92
bobblocks:orangeblock_off 255 140 0
bobblocks:yellowblock_off 255 215 0
bobblocks:greenblock_off 34 139 34
bobblocks:blueblock_off 0 0 128
bobblocks:indigoblock_off 75 0 130
bobblocks:violetblock_off 148 0 211
bobblocks:whiteblock_off 245 245 245
bobblocks:redpole_off 205 92 92
bobblocks:orangepole_off 255 140 0
bobblocks:yellowpole_off 255 215 0
bobblocks:greenpole_off 34 139 34
bobblocks:bluepole_off 0 0 128
bobblocks:indigopole_off 75 0 130
bobblocks:violetpole_off 148 0 211
bobblocks:whitepole_off 245 245 245
bobblocks:health_off 245 245 245
bobblocks:health_on 255 0 0
bobblocks:trap_spike 139 134 130
bobblocks:trap_spike_set 255 222 173
bobblocks:trap_spike_major 131 139 131
bobblocks:trap_spike_major_set 255 222 173
bobblocks:trap_grass 0 100 0
 

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by RabbiBob » Sat Jan 26, 2013 23:44

I'll have to look into this issue with the mesecons dependency. Just noticed the post while searching.
 

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by RabbiBob » Sun Jan 27, 2013 21:05

Latest mesecons update breaks BobBlocks functionality and I'm looking at how to correct my code to compensate.

In the meantime, edit blocks.lua and remove everything (all the way to the end of the file) below the following lines:


Code: Select all
-- MESECON
-- Add jeija to bobblocks\default.txt and paste the below in at the bottom of bobblocks\blocks.lua


This will break any power dependency and switch mechanism to activate BobBlocks, however it well allow the mod to load.

For my reference: http://mesecons.net/developers.php & check pipeworks for homedecor soft checking.

Update:

Figured it out, just need to code it all in.

Examples:

Code: Select all
    mesecons = {conductor={
            state = mesecon.state.on,
            offstate = "bobblocks:redblock_off"
        }}

Code: Select all
    mesecons = {conductor={
            state = mesecon.state.off,
            onstate = "bobblocks:redblock"
        }}


Image
Image
Last edited by RabbiBob on Sun Jan 27, 2013 22:41, edited 1 time in total.
 

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by RabbiBob » Mon Jan 28, 2013 11:26

Blocks have been implemented as conductors with the latest Mesecons and I'll do poles later this week when I have a moment. If you need to fix your install right now, here is the pastebin drop:

http://pastebin.com/qw3fvxmC

Back up your original blocks.lua just in case there are any issues.
 

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by RabbiBob » Tue Jan 29, 2013 00:23

Updated mod with the License To Kill version.

0.0.7
  • Corrected for latest Mesecons version
  • All blocks and poles are now Mesecon conductors
  • Removed Jeija support (not backwards compatible)
  • Added conductor property to health block
  • Added VanessaE's colors.txt to lead post
 

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by Inocudom » Tue Jan 29, 2013 04:30

I am glad to see that this mod is still being supported.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

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by VanessaE » Sun Mar 17, 2013 01:54

Bob, could you consider removing the 'off' variants of the poles and blocks from the creative inventory? Seems a little redundant to have them in there. (add "not_in_creative_inventory=1" to the groups field for those objects).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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by RabbiBob » Sun Mar 17, 2013 13:14

0.0.8
  • BobBlocks has a birthday! (3/13/12)
  • Added "not_in_creative_inventory=1" to all off-state light blocks & sprung traps per suggestion
  • Corrected drop type issues (major trap dropped minor trap, extra orange pole)
  • Corrected internal version documentation issue
  • Added GitHub repo. We'll see how that goes...
Last edited by RabbiBob on Sun Mar 17, 2013 14:20, edited 1 time in total.
 

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