[Mod] doorbell [doorbell]

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Miniontoby
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[Mod] doorbell [doorbell]

by Miniontoby » Fri May 03, 2019 09:39

"Doorbell" created by "Miniontoby"

I have made a doorbell mod with a doorbell and a delete tool.


Working:

When you push the doorbell there is coming a doorbell_sound only at the person who's hosting the server or only singleplayer.


Recipe:

- = none, | = book, \ = doorbell

Doorbell{

- - -
| | |
- - -
}

Delete tool{

- - -
- \ -
- - -
}


History:

I have made It when I was just 10 years, and 3 years later and I made the delete tool
I made the delete tool because I couldn't delete the doorbell.


You can use the delete tool for every node and it look like as the nodebreaker in the mod "Pipeworks".

download mod
doorbell.zip
The mod
(446.67 KiB) Downloaded 4 times
Last edited by Miniontoby on Fri May 17, 2019 14:51, edited 1 time in total.
My English isn't very good because I'm Dutch
 

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Miniontoby
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Posts: 62
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Re: [Mod] doorbell [doorbell]

by Miniontoby » Fri May 17, 2019 10:54

Can anyone test my mod and give feedback or tips??
My English isn't very good because I'm Dutch
 

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DrFrankenstone
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Joined: Tue May 24, 2016 05:36
Location: Melbourne, Australia
GitHub: treer

Re: [Mod] doorbell [doorbell]

by DrFrankenstone » Sat May 18, 2019 05:35

You got something working inside Minetest, now its time to polish it.

One approach if you don't know how to do something, is to find a node that behaves similarly to the behaviour you want and see how it works.

In this case, creating a new tool that removes doorbell blocks because they ring on left-click and thus do not break, seems like sidestepping a problem instead of figuring it out. You could look at how the button in mesecons works (like doors, cupboards, chests etc, it activates on a right click), or you could keep it ringing on left-click while also having it breakable with existing tools, by removing the set_node() call and setting groups = {cracky=1}. Ringing on right-click in addition to the left click probably wouldn't be a bad thing either - right click is more conventional, and you could even look into that mesecon button code to see how to make the doorbell button 3D if you wanted.

Note that in creative mode it will still break immediately on a left-click (once you've removed the set_node() call), but when used in a normal game it will behave the way you want - e.g. not breaking on left-click unless you use a pickaxe and even then taking a long time with a pickaxe. Perhaps 10-year old you was testing it in creative mode, and so was unable to stop it breaking on a left-click without adding that call to set_node().
 

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Miniontoby
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Re: [Mod] doorbell [doorbell]

by Miniontoby » Mon May 20, 2019 15:33

UPDATE 1.1

I have made 2 more doorbells.

One looks as the mesecons doorbell and the other one is the doorbell with right click.

The doorbell that already was there is now renamed to "doorbell_lock" because you can't delete them by hand (only by the delete tool) and that can you see as 'locked' and it has a lock drawing in the center.


doorbell_1.1.zip
Doorbell 1.1
(452.68 KiB) Downloaded 1 time


P.S. Thanks "DrFrankenstone" for the idea
Last edited by Miniontoby on Tue May 21, 2019 16:51, edited 1 time in total.
My English isn't very good because I'm Dutch
 

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Miniontoby
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Posts: 62
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Re: [Mod] doorbell [doorbell]

by Miniontoby » Tue May 21, 2019 16:42

The mod is now ready to download it from Minetest > content > browse online content > find "doorbell" (> = goto) or "minetest mods" app or from https://content.minetest.net/packages/Miniontoby/doorbell/
My English isn't very good because I'm Dutch
 

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Miniontoby
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Posts: 62
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Re: [Mod] doorbell [doorbell]

by Miniontoby » Thu May 23, 2019 13:59

UPDATE 1.2

I have made a new doorbell.

The newest doorbell is named "doorbell_mesecons" and you need to have "mesecons". It does the doorbell sound when mesecons (that connected is) on is.

doorbell_1.2.zip
Doorbell 1.2
(1013.04 KiB) Not downloaded yet
My English isn't very good because I'm Dutch
 


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