[Mod] Simple Fence gate [1.0] [gate]

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BlockMen
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[Mod] Simple Fence gate [1.0] [gate]

by BlockMen » Sat Aug 16, 2014 12:21

Hi everyone,

this mod adds a fence gate to Minetest, preserving the visual fence style of Minetest. Also it makes jumping over fence impossible and fixes the collision box of it (not like a full block anymore).
You can place the fence gate ONLY between two fence posts.

Screenshots:
Image

Crafting:
stick wood stick
stick wood stick

Download:
Version 1.0 (Minetest 0.4.9 or later)
Github: gate

License:
WTFPL
Last edited by BlockMen on Sat Aug 16, 2014 17:54, edited 2 times in total.
 

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Re: [Mod] Simple Fence gates [1.0] [gate]

by Minetestforfun » Sat Aug 16, 2014 12:27

Thank you for your work ! (im happy because it's a "minetest skin")
I add this mod instead of your other "fence-gate" old mod

the recipe of this fence-gate is the same recipe of the old-fence-gate, so how can i make the new fence-gate without loose the fences wood ?
 

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BlockMen
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Re: [Mod] Simple Fence gates [1.0] [gate]

by BlockMen » Sat Aug 16, 2014 17:55

Minetestforfun wrote:Thank you for your work ! (im happy because it's a "minetest skin")
I add this mod instead of your other "fence-gate" old mod

the recipe of this fence-gate is the same recipe of the old-fence-gate, so how can i make the new fence-gate without loose the fences wood ?


This mod and the fences mod is not compatible, sry.
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by balthazariv » Sun Aug 17, 2014 11:53

Hello,

I tried but every time it disappears. No error in debug.txt. (Minetest 0.4.10)

Thanks
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by BlockMen » Mon Aug 18, 2014 09:40

balthazariv wrote:Hello,

I tried but every time it disappears. No error in debug.txt. (Minetest 0.4.10)

Thanks


You noticed this?
BlockMen wrote:You can place the fence gate ONLY between two fence posts.


If so, does this happen aswell with just his mod enabled?
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by balthazariv » Mon Aug 18, 2014 19:02

BlockMen wrote:You can place the fence gate ONLY between two fence posts.


Oh, I apologize a thousand times I had not seen.
It works now ;-)
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by TheEpicJames » Wed Aug 20, 2014 08:24

whats the difference between fences and gate besides different model and you have to place them between two fence posts?
I like PIE.
Pumpkin pie to be exact.
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by TenPlus1 » Wed Aug 20, 2014 08:34

A bug was pointed out with the expanded node box on fence posts... place 2 sand on a post then dig the bottom one and the top one hangs and cannot be removed...
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by napodan » Tue Oct 07, 2014 14:02

Hi,

I tried to use your gate with some mobs but I've problem with the collision box. Can you tell me, what is the maximum collision box I can use for my mobs ? I try to find it myself, but I don't understand how it's working.
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by Rochambeau » Wed Oct 22, 2014 18:32

Hi,

mobs from sever mods still can jump the fences.

Don't know who to inform, you or the mobs modder. :)
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by napodan » Thu Oct 23, 2014 06:35

In some mods, mobs can jump very high (sheeps in simple mobs and derivative, can jump 2 blocks or more if they follow you). The problem is more a "compatibility problem". To get rid of this problem, I modify simple mobs for my use.
Which mod are you using ?
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by Rochambeau » Thu Oct 23, 2014 09:07

napodan wrote:In some mods, mobs can jump very high (sheeps in simple mobs and derivative, can jump 2 blocks or more if they follow you). The problem is more a "compatibility problem". To get rid of this problem, I modify simple mobs for my use.
Which mod are you using ?


Mobs redo
viewtopic.php?f=11&t=9917
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by napodan » Thu Oct 23, 2014 09:31

If your problem is only when they are following you, you can try to replace this line in api.lua file

Code: Select all
v.y = 6

by
Code: Select all
v.y = 5


and
Code: Select all
self.get_velocity(self) <= 1.5

by
Code: Select all
self.get_velocity(self) <= 0.5

With the last fix, mobs will stop jumping when there is no need when they follow you.

I can't test it now. But if that doesn't work, or if your problem is not only when they are following you, I will test it later.
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by Rochambeau » Thu Oct 23, 2014 09:55

Thank you for your help.

The problem is, when they are not following me.

I want to keep some animals on my farm. But they always escape if i don't build the fences high enough. Two layers of fences works, but doesn't look good to me.
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by napodan » Thu Oct 23, 2014 11:36

I try with one sheep and only fence_wood (no gate). It can't jump over the fence. With 2 sheeps, one can jump on the other and then over the fence. The only solution, I see for now, is to modifiy in sheep.lua (or any other animal file) the line
Code: Select all
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1, 0.4},

by
Code: Select all
collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.5, 0.4},
 

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Re: [Mod] Simple Fence gate [1.0] [gate]

by Sokomine » Tue Oct 28, 2014 03:07

napodan wrote:The only solution, I see for now, is to modifiy in sheep.lua

Hm. Increasing sheep height so that a sheep doesn't manage to jump on another sheep's back anymore because it's too heigh might indeed be a solution. Except that the sheep then won't be able to pass below something where there is enough space for the animal but not for the increased collusion box.
Mobs from mobf/animals modpack are far more well-behaved in this regard. They stay in their pens.
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Re: [Mod] Simple Fence gate [1.0] [gate]

by Nathan.S » Fri Oct 31, 2014 04:45

The craft recipe for the gate is only default:wood, it could/should be expanded to be group:wood. I've created a pull request on the repo with said changes.
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