[Mod] Darkage - improved! [darkage]

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CraigyDavi
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[Mod] Darkage - improved! [darkage]

by CraigyDavi » Thu Sep 04, 2014 18:01

Darkage



Image

This is an improved version of the outdated but legendary Darkage mod.

This mod adds some new blocks that allow pre-industrial looking buildings to be made.

Of course, feel free to use them for any other type of construction.

Dependencies: default
License: WTFPL

Website · Download · GitHub · Chat

Suggestions and feedback are welcome! :)
Last edited by CraigyDavi on Tue Jun 28, 2016 18:33, edited 14 times in total.
 

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Krock
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Re: [Mod] Darkage - improved! [1.2] [darkage]

by Krock » Thu Sep 04, 2014 18:08

I'd like to see the following node in this new version of darkage:

darkage:box_locked
Code: Select all
group:tree |        | group:tree
         | darkage:box_locked |
group:tree |        | group:tree
Mod Search Engine - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

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Re: [Mod] Darkage - improved! [1.2] [darkage]

by Sokomine » Thu Sep 04, 2014 18:13

It's good that the mod is maintained and new content added. Further wish: I'd appreciate it very much if darkage might use the ore generation functions provided by the api instead of its own. They ought to be capable of creating the desired distribution.
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Re: [Mod] Darkage - improved! [1.2] [darkage]

by CraigyDavi » Thu Sep 04, 2014 18:19

Krock wrote:I'd like to see the following node in this new version of darkage:

darkage:box_locked
Code: Select all
group:tree |        | group:tree
         | darkage:box_locked |
group:tree |        | group:tree


Sokomine wrote:It's good that the mod is maintained and new content added. Further wish: I'd appreciate it very much if darkage might use the ore generation functions provided by the api instead of its own. They ought to be capable of creating the desired distribution.


Both sound like great ideas! I'll work on implementing them.
 

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Re: [Mod] Darkage - improved! [1.2] [darkage]

by CraigyDavi » Fri Sep 05, 2014 18:44

Update
  • Most blocks are now fully compatible with the stairsplus and stairs mod
  • New mud texture, shown below
  • New lamp texture, shown below
  • is_ground_content has been removed from blocks which are not ground content

Image
Image
Last edited by CraigyDavi on Sat Sep 06, 2014 13:00, edited 1 time in total.
 

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Re: [Mod] Darkage - improved! [1.2] [darkage]

by CraigyDavi » Sun Sep 07, 2014 20:17

Minetestforfun wrote:Awesome update ! Good job !

ExeterDad wrote:I like this :)

Thanks!
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by CraigyDavi » Sun Sep 07, 2014 20:18

Update: Version 1.3
Main changes from 1.2:
  • Many, many craft recipe changes
  • New lamp texture
  • New mud and mud lump texture
  • Add some more stairs, fix existing stairs
  • Fixes problems with light emitting nodes
  • Fix caves generating in blocks which are not ground content
  • Remove textures32 folder, code cleanup
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by Misty » Mon Sep 08, 2014 02:03

I havent been able to visit the forum for a while, and I was looking for the original darkage mod topic when I found this thread. I was preparing to ask the mod creator if he wanted to add my custom nodes to darkage. BUT here is your fork...with leaded glass!

I'd created some leaded glass nodes with their accompanying recipes, plus a few others that you may have already added to your new version of the mod. I've been trying to figure out how to create a framed chalk node with a texture wrap that will work like that in framed glass, while still being opaque and wood-like. I just haven't figured out how to make it work. I dont really understand the modding system, or lua programming, so maybe someone who does will succeed where I have failed.

I enjoy the medieval builds and you really need leaded glass , or something like it for those. There are a lot of times when a glass block is too thick to, so a glass pane is nice to have.
thanks for posting this...and I look forward to seeing what changes you'll make next.
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by balthazariv » Mon Sep 08, 2014 13:17

Hello,

I have this error, can you fix it please.

Code: Select all
15:11:11: ERROR[main]: ========== ERROR FROM LUA ===========
15:11:11: ERROR[main]: Failed to load and run script from
15:11:11: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\darkage\init.lua:
15:11:11: ERROR[main]: L:\Minetest\minetest - Copie\bin\..\mods\darkage/stairs.lua:175: attempt to index global 'stairs' (a nil value)
15:11:11: ERROR[main]: stack traceback:
15:11:11: ERROR[main]:    L:\Minetest\minetest - Copie\bin\..\mods\darkage/stairs.lua:175: in main chunk
15:11:11: ERROR[main]:    [C]: in function 'dofile'
15:11:11: ERROR[main]:    L:\Minetest\minetest - Copie\bin\..\mods\darkage\init.lua:9: in main chunk
15:11:11: ERROR[main]: ======= END OF ERROR FROM LUA ========


Thanks
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by CraigyDavi » Mon Sep 08, 2014 14:50

Misty wrote:I havent been able to visit the forum for a while, and I was looking for the original darkage mod topic when I found this thread. I was preparing to ask the mod creator if he wanted to add my custom nodes to darkage. BUT here is your fork...with leaded glass!

I'd created some leaded glass nodes with their accompanying recipes, plus a few others that you may have already added to your new version of the mod. I've been trying to figure out how to create a framed chalk node with a texture wrap that will work like that in framed glass, while still being opaque and wood-like. I just haven't figured out how to make it work. I dont really understand the modding system, or lua programming, so maybe someone who does will succeed where I have failed.

I enjoy the medieval builds and you really need leaded glass , or something like it for those. There are a lot of times when a glass block is too thick to, so a glass pane is nice to have.
thanks for posting this...and I look forward to seeing what changes you'll make next.


If you would like me to add your leaded glass nodes you can send a pull request on GitHub or gimme the textures and I can implement the blocks into the mod. Nice idea for the framed chalk, might be a possibility. Also thanks for the feedback :)

balthazariv wrote:Hello,

I have this error, can you fix it please.
Thanks


Fixed!
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by Inocudom » Mon Sep 08, 2014 17:05

CraigyDavi, would you be able to post a topic for this mod in the forums of Freeminer for those that never go to the Minetest forums?
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Re: [Mod] Darkage - improved! [1.3] [darkage]

by CraigyDavi » Mon Sep 08, 2014 18:11

Inocudom wrote:CraigyDavi, would you be able to post a topic for this mod in the forums of Freeminer for those that never go to the Minetest forums?

Of course: http://forum.freeminer.org/threads/darkage-improved-1-3-darkage.176/
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by CraigyDavi » Thu Sep 11, 2014 20:36

Update
  • The cobble blocks actually now look like cobble.
  • There are new brick blocks which use the old cobble texture.
Image
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by Inocudom » Tue Nov 18, 2014 22:59

Darkage seems to have lost support from the moreblocks mod.
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Re: [Mod] Darkage - improved! [1.3] [darkage]

by Krock » Wed Nov 19, 2014 19:51

Image
I edited some textures, here's the download link.
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Re: [Mod] Darkage - improved! [1.3] [darkage]

by coeseta » Wed Apr 13, 2016 08:59

I also made some textures for our 128x128 texture pack :)
Still have some on my todo list ^^

Also great mod ;)

Image
 

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Re: [Mod] Darkage - improved! [1.3] [darkage]

by CraigyDavi » Tue Jun 28, 2016 18:38

Inocudom wrote:Darkage seems to have lost support from the moreblocks mod.


Is this the original or the improved one? Hopefully more blocks support should work.

Krock wrote:Image
I edited some textures, here's the download link.


Nice, mind if I add your new ones to the mod?

coeseta wrote:I also made some textures for our 128x128 texture pack :)
Still have some on my todo list ^^

Also great mod ;)

Image


Lovely textures and thanks for the support :)
 

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Re: [Mod] Darkage - improved! [darkage]

by captpete » Wed Apr 04, 2018 15:52

There seem to be a block missing in this "improved" mod; specifically "limestone_sand". I use the John Smith and DokuCraft TP's in MineTest that have support for this block and use it in my Greek and Roman (and Desert) Worlds.
 


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