[Modpack] Home Decor [git] [homedecor_modpack]

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VanessaE
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by VanessaE » Wed May 15, 2013 16:26

You need to rename the folder. From the first post on this thread:

Install: Unzip the distribution archive, rename the resultant VanessaE-homedecor-blahblah folder to just "homedecor", and move it into Minetest's mods directory.


(Sorry if that comes off badly - I'm quite insistent that people read the instructions)
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by LazyJ » Fri May 17, 2013 12:43

Hullo!

I've been going through homedecor renaming differnet items that have the same dispay name in the inventory.
ie:
description = ("Glass Skylight")
description = ("Frosted Glass Skylight")

All was working well until I came across chainlink fence gates. I've been studying and tweaking the crafts.lua, fences.lua, and door_and_gates.lua files but "Chainlink Fence" still keeps coming up for the gate.

I see the code in door_and_gates.lua helps reduce the amount of lines needed for the gates. I don't comprehend all of it yet but it is nice to know that such an option exists.

I'm interested in understanding this chainlink fence gate naming glitch to help my learning of lua.

Thanks :)

~ LazyJ
Last edited by LazyJ on Fri May 17, 2013 12:46, edited 1 time in total.
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VanessaE
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by VanessaE » Fri May 17, 2013 13:05

I have to wonder if your copy is entirely up-to-date, as all of the gates are registered in a loop (they are all "xxxx Fence Gate", though I do need to improve that wording).

Name tables are at lines 131 and 132 and the names are set at lines 178 and 208 in doors_and_gates.lua.

I can't see any way that chainlink gates would stand apart from the others.
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by kpo » Sat May 18, 2013 18:05

Hi Vanessa
The slopes.lua default setting of "256" for the slopes is extremely taxing on (it seems) even a high end system. I would suggest something along the lines of 16-32 for a workable compromise. Also a lot of moiré patterns occur when using 256 as the default.
BR.
 

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by VanessaE » Sat May 18, 2013 20:51

Yeah I know it's a bit taxing, but lower settings, to my eyes, looked terrible.

The way the slopes are done is only temporary anyway - sooner or later we'll have node models defined with actual meshes (the way players and entities can be done), at which point I'll make these slopes use those.
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by solaple » Sat May 18, 2013 21:15

Looks pretty damn awesome.

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by VanessaE » Sat May 18, 2013 22:56

Thanks :-)
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by VanessaE » Tue May 21, 2013 01:43

More changes have gone in recently, thanks to ssieb and kaeza: Ovens stop cooking when their output bins are full, signs now reject edits if they're on owned land and a non-owner tries to edit them, and Zeg9's protector mod is now supported.
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by kpo » Wed May 22, 2013 21:34

Hi Vanessa
It is such a shame that the lighting is based on changing the color of the blocks. But your mod is good regardless.
I have a small bug in your mod to report though:
The roofing tile slope nodeboxes are implemented wrong. You have probably not noticed because the slopes.lua file specifies a detail level of 256. ow I find this overkill compared to having several 1000 of these rendered in the same scene (combined with SW rendering we get client death).
Anyway. If you lower the detail to say '4' you will observe that the node is now exactly one block above where i should be. With detail 256 it is 1/256th of a block above the one below it.

The slope reads for example:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
slopeboxedge[i+1]={-0.5, -0.5+(4/detail), (i/detail)-0.5, 0.5, (i/detail)-0.5+(5/detail), 0.5}

What it should read is this:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
slopeboxedge[i+1]={-0.5, (i/detail)-0.5, (i/detail)-0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}

The key point being the constants 4 and 5.
The same issue is with the corner pieces as well. While you are at it, do set the detail default to 16. It is plenty.

Take a look at the technic/indev branch and the cnc_api.lua file if you want more inspiration.

Best regards.

Edit. As a curtsey here's the correct lines of code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
homedecor_register_outer_corner = function(modname, subname, groups, images, description)
    local slopeboxedge = {}
    local detail = homedecor_detail_level
    for i = 0, detail-1 do
        slopeboxedge[i+1]={-0.5, -0.5+(i/detail), (i/detail)-0.5, 0.5-(i/detail), (i/detail)-0.5+(1/detail), 0.5}
    end

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
homedecor_register_inner_corner = function(modname, subname, groups, images, description)
    local slopeboxedge = {}
    local detail = homedecor_detail_level
    for i = 0, detail-1 do
        slopeboxedge[i+1]={-0.5, -0.5+(4/detail), -0.5, 0.5-(i/detail), (i/detail)-0.5+(5/detail), 0.5}
        slopeboxedge[i+detail+1]={-0.5, -0.5+(i/detail), (i/detail)-0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
    end

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
homedecor_register_slope = function(modname, subname, recipeitem, groups, images, description)
    local slopeboxedge = {}
    local detail = homedecor_detail_level
    for i = 0, detail-1 do
        slopeboxedge[i+1]={-0.5, (i/detail)-0.5, (i/detail)-0.5, 0.5, (i/detail)-0.5+(1/detail), 0.5}
    end
Last edited by kpo on Wed May 22, 2013 21:39, edited 1 time in total.
 

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by VanessaE » Sun Jun 02, 2013 16:40

As requested, I've lowered the resolution of those roof slopes, to 16 in this case (though not by using the above code).
You might like some of my stuff:
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by kpo » Sun Jun 02, 2013 19:51

VanessaE wrote:As requested, I've lowered the resolution of those roof slopes, to 16 in this case (though not by using the above code).


Thanks. I see you managed to get your expressions even better with the update.
 

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by VanessaE » Wed Jun 05, 2013 20:49

Minor update to gates and doors: made all gates open/close the gates above and/or below if they're of the same type (e.g. if you stack two chainlink gates, both will open/close with a right click). Also, reduced hear distance for door and gate sounds.
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by VanessaE » Fri Jun 07, 2013 18:18

Another minor update: Fixed missing itemstack fields in on_rightclick handlers for doors and lighting code, fixed missing check for node ownership in lighting, and made lights check for buildable_to instead of just air.
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by LazyJ » Fri Jun 21, 2013 00:55

I've come across a snag with the microwave ovens.

When I put fuel and material in, nothing is smelted, the progress indicator doesn't light up, but there is a message, "Oven output bins are full".

Other than that, microwave ovens really help complete kitchen areas in builds.

What about a wrack of hanging pots and pans to hang over the stove or center island? A full, repeated, image like what is used on bookshelf blocks, perhaps? Taking that idea in a slightly different direction, cupboard blocks with stacked plates, bowls, rows of drinking glasses. Top, bottom, and 2 sides show a wood paneling image, the remainging 2 opposing sides show a different image each. 1 side, plates and bowls, the other side various drinking glasses. Use the screwdriver to rotate the block to alternate between plates and bowls, and glasses when placing 2 or more cupboard blocks side-by-side.

Thanks for a great mod!

~ LazyJ
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by VanessaE » Fri Jun 21, 2013 05:58

Microwave is fixed in git (by kaeza because I was too lazy to look for the error :D ). I'll consider adding those cabinets at some point.
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by LazyJ » Fri Jun 21, 2013 13:08

Thanks ;)
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by VanessaE » Fri Jun 21, 2013 17:57

Actually there's lots and lots of stuff this mod still needs (see Jordach's post from a while back), but I've been pretty uninspired lately to add much.

Pull requests welcome for the larger items.
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by Inocudom » Tue Jun 25, 2013 01:12

I recently thought it would be neat if all of the lights and the TV of this mod could interact with mesecons via a soft dependency.
 

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by VanessaE » Tue Jun 25, 2013 01:39

I might consider doing that. Or perhaps making them interact with the inductive power idea that's been advanced for Technic.
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by Inocudom » Tue Jun 25, 2013 01:47

VanessaE wrote:I might consider doing that. Or perhaps making them interact with the inductive power idea that's been advanced for Technic.


Either that or technic could be the true power source of mesecons (with mesecon's solar panel, water turbine, and power plant just being signal starters.)
 

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by VanessaE » Tue Jun 25, 2013 02:33

Now that's a good idea, if it can be implemented in a CPU-friendly-but-functional fashion.
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by Inocudom » Tue Jun 25, 2013 03:05

VanessaE wrote:Now that's a good idea, if it can be implemented in a CPU-friendly-but-functional fashion.


This could also be done with the devices of pipeworks as well. In the end, such things can give the generators and battery boxes of technic more uses. Concerning mesecons, anything that sends a signal could require electricity from technic.
 

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by Dan Duncombe » Tue Jun 25, 2013 06:35

I think that Mesecons is more electrical signalling, whereas Technic is electrical power. Other wise it would be stupid if you could just put a lever on a furnace and turn it on for infinite power.
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by Jordach » Tue Jun 25, 2013 06:57

Both forget that Mesecons are digital logic.

Technic would be an easy way of doing this. Add a wire to the back. Done.

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by fairiestoy » Sat Jul 13, 2013 11:10

Hey,
first of all, great mod. It adds way more possibilities to the game. But there is something i would like to suggest. Since there are beds and chairs, but no way to interact with them: Is it possible to implement it? I was looking at the default character mesh and found a Sit animation. But i never noticed a way it is used in the game. I came across this post:
http://forum.minetest.net/viewtopic.php?id=3977
Would it be possible to integrate this in a way with chairs/beds for example by right-clicking them that the character gets attached to the pointed furniture with the fitting animation? Also it would be neat if you recover health when the characters 'uses' the bed.
Even if its not possible, great work.

Greetings
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by VanessaE » Sat Jul 13, 2013 16:54

If someone wants to code that and issue a pull request, I'll gladly merge it, as I know exactly zero about the player model's animations/modes.
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by fairiestoy » Sat Jul 13, 2013 19:21

Hmm i think its only possible, if you are able of override the already registered function that is responsible for redrawing the mesh. If not, one has to replace the default stuff. And thats quite not usable since if more mods try it, the whole thing is going to break. As i dont know much about the API, is there a possibility to override the given function pointer? I didnt found something in the API that fits it. Or does the server executes registered functions in the order they are registered? In this case one has just to write some few changes to the original player.lua with some additions for the homedecor mod (meant the right-click interaction).
Interesting about new things is, to figure out how it works ...
 

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by deivan » Mon Jul 15, 2013 11:40

Homedecor have some problem now:
ERROR[main]: ../mods/homedecor/init.lua:
ERROR[main]: ../mods/homedecor/locked.lua:53: bad argument #1 to 'format' (string expected, got nil)
 

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by VanessaE » Mon Jul 15, 2013 22:28

I just pushed a change to homedecor git that should fix this. Please let me know if it helps, since I don't use intllib myself. :-)
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by deivan » Tue Jul 16, 2013 01:28

Thanks. Is working now. :)
 

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