[mod] Character Nodes [characters_0gb_us]

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[mod] Character Nodes [characters_0gb_us]

by 0gb.us » Thu Oct 03, 2013 19:33

[mod] Character Nodes [characters_0gb_us]

This is just a simple script for Minetest that adds character nodes to the game. These nodes are made of stone and can be used to spell out labels for company buildings and personal caves. If you so desire, you may even use it to build Ouija boards on the map.

I thought about making the characters look carved into the stone, but decided against this, as it would make them harder to read at a distance. In addition, I considered making the number of nodes output be equal to the number of nodes input in the recipes, but people seem to be lacking enough uses for all the stone they get when mining, so I figured a six-to-one conversion wouldn't be a bad thing. Adding character nodes for other materials (desert stone, tree, et cetera) might be a good idea later on, but would multiply the number of nodes defined, so I felt doing that at first would be a bad idea. Feel free to leave input on any of these decisions. Nothing in the code is set in stone!

This is not meant to add complex functionality to the game, and is actually part of a much bigger project. However, the main project is too big for me to finish any time soon, and I though it might be useful to people to have access to the pieces as I finish them in the mean time.

Code license: LGPL
Media license: CC BY-SA

Download: https://github.com/0gb-us/characters/archive/master.zip

Dependencies: None (however, the recipes are useless without a way to obtain map-generated stone, so you may want default and/or creative)

Crafting character nodes can be done by placing six stone in the crafting grid in any of 63 shapes. There are 17 unused recipes for future implementation. Currently supported characters include the letters A-Z and a-z in addition to the digits 0-9 and the underscore. If there are other characters you want to see added, let me know.

Image

EDIT: Yes, I too noticed that the "u" is backwards in the screenshot. That has since been fixed in the download.
Last edited by 0gb.us on Thu Oct 03, 2013 19:40, edited 1 time in total.
 

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by PilzAdam » Thu Oct 03, 2013 20:08

Why do you put your nick in the modname?
And why dont you follow the node naming convention?
 

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by Zsoltisawesome » Thu Oct 03, 2013 20:10

Hey, The link is broken.

EDIT: You know, the and symbol (&) and the dollar symbol ($) could be helpful
Last edited by Zsoltisawesome on Thu Oct 03, 2013 20:15, edited 1 time in total.
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by Zsoltisawesome » Thu Oct 03, 2013 20:13

0gb.us wrote:... Nothing in the code is set in stone! ...
Hehehe!
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by 0gb.us » Thu Oct 03, 2013 20:43

PilzAdam wrote:Why do you put your nick in the modname?


It creates a sort of pseudo-namespace to prevent name clashes with other plugins. For example, there are at least two "gems" plugins. This convention avoids that.

EDIT: Removed, but don't blame me if thee is a name clash.

PilzAdam wrote:And why dont you follow the node naming convention?


I did that because this is going to be part of a much bigger project. If you want, I can use the "characters_0gb_us:" prefix, but it will lead to either broken nodes or thousands of aliases later on.

EDIT: Fixed, but don't blame me for the required script that will be needed later to sew all the pieces back together.

Zsoltisawesome wrote:Hey, The link is broken.

EDIT: You know, the and symbol (&) and the dollar symbol ($) could be helpful


Sorry, I just fixed the link.

The ampersand and dollar sign have been added to my drawing queue.

EDIT: Uploaded.
Last edited by 0gb.us on Thu Oct 03, 2013 21:48, edited 1 time in total.
 

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by Topywo » Thu Oct 03, 2013 23:33

0gb.us wrote:Thanks! Do you want those punctuation marks added?


Yes, that would be nice, thanks!
 


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