[Mod] Extended Fences [extended_fences]

lonestar
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[Mod] Extended Fences [extended_fences]

by lonestar » Mon Aug 14, 2017 02:03

This is my first mod and wasn't to sure on what to name it, so went with extended fences. This simple mod just makes an adjustment to the default fences, making it so fences are not able to jump over. Of course you can build fences two high, but this ,to me makes it not very convenient. Some like the idea of non jumpable fences, others don't, so this is an option for those who do.

License: LGPLv2.1

Depends: default, walls, doors

Thanks to rubenwardy on some tips

Update: 08/17/2017
Now includes default walls and gates

Git Source:
https://github.com/LoneStar-/extended_fence

Download Zip:
https://github.com/LoneStar-/extended_f ... master.zip
Last edited by lonestar on Wed Aug 23, 2017 00:59, edited 6 times in total.
 

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ErrorNull
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Re: [mod] Extended Fences

by ErrorNull » Mon Aug 14, 2017 08:14

that is perfect. does this also extend walls too? i get tired of my animals from Mobs Redo jumping over my fences and escaping.
 

sofar
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Re: [mod] Extended Fences

by sofar » Mon Aug 14, 2017 17:50

+1. Adding walls may indeed be a good idea. Excellent use of `override`. technically this depends on `default` so you should list it in the forum.
 

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Re: [mod] Extended Fences

by TumeniNodes » Mon Aug 14, 2017 21:22

lonestar wrote: Some like the idea of non jumpable fences, others don't, so this is an option for those who do.


Perhaps adding an enabled/disabled option would be perfect for this situation?
This would add complete flexibility to this mod.
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Re: [mod] Extended Fences

by SonosFuer » Mon Aug 14, 2017 22:05

TumeniNodes wrote:
lonestar wrote: Some like the idea of non jumpable fences, others don't, so this is an option for those who do.


Perhaps adding an enabled/disabled option would be perfect for this situation?
This would add complete flexibility to this mod.

Disabled in this situation would essentially be not installing this mod. Minetest_game and other subgames have jumpable fences by default.
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lonestar
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Re: [mod] Extended Fences

by lonestar » Mon Aug 14, 2017 22:56

sofar wrote:+1. Adding walls may indeed be a good idea. Excellent use of `override`. technically this depends on `default` so you should list it in the forum.


Yes, I am planning on adding walls, since I am all new to this, just started out simple ya know ;)

List in which forum? Or do you mean in op?
 

lonestar
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Re: [mod] Extended Fences

by lonestar » Tue Aug 15, 2017 00:21

Update: 08/14/2017
Now includes default walls

Had a hard time trying to figure out why walls weren't working, finally realized had to add walls to depends.txt
 

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Re: [mod] Extended Fences [extended_fences]

by Stix » Sat Aug 26, 2017 21:09

does this also extend the default gates???
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lonestar
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Re: [mod] Extended Fences [extended_fences]

by lonestar » Sat Aug 26, 2017 23:42

Stix wrote:does this also extend the default gates???


yes
 

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Re: [mod] Extended Fences [extended_fences]

by GamingAssociation39 » Sat Aug 26, 2017 23:54

Is it possible that if carpets is being used. Then when you place carpets on top only the player can jump on and over the fence.
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lonestar
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Re: [mod] Extended Fences [extended_fences]

by lonestar » Sun Aug 27, 2017 03:32

not sure it is possible with the code I used. if it is, it's beyond my scope of lua
 

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Re: [mod] Extended Fences [extended_fences]

by azekill_DIABLO » Sun Aug 27, 2017 09:55

it's possible because it make the carpet accessible to the player and then he can jump over fence. Simply.
 

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Re: [mod] Extended Fences [extended_fences]

by voxelproof » Sun Aug 27, 2017 11:31

Nice and of practical use. Could you add diagonal fences and walls in the future as well? It would improve the design of landscapes a lot.
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