[Mod] More Blocks [moreblocks]

deivan
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by deivan » Sat Apr 20, 2013 02:01

I think I found another bug, if you recycle 4x quarter block wall glass you receive, logically 1x glass block but when I recycled it I received more 4 microblocks.

Is possible add the product of a corner quarter block (or half block) with the saw? Or a recipe to convert 2 quarter in one corner block? Is a very nice possibility. :D
 

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Calinou
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by Calinou » Sun Apr 21, 2013 16:56

Update!

Some changelog:
- added a new kind of stair
- less node definitions used (13 instead of about 30 per material)
- added centered panels and microblocks
- glass stairs/slabs/panels/microblocks now look better
- improved screwdriver compatibility, simplified circular saw

Attention: updating More Blocks will break currently placed inverted/wall stairs/slabs/panels/microblocks.
 

deivan
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by deivan » Sun Apr 21, 2013 17:39

Then, now, I need rotate every placed quarter block from the entire game? For every type of material? :-o

...and the screwdriver crash the server if used in a one of this blocks. -.-
-*-
I have a plan to fix your fix. If you create a automatic event who convert every found unknow block from the old type to the new type using a chat command, the function seek and use in automated form the screwdriver function to give the same result converting the current unknown block to the correct node with rotation.

Well, If I am coding your mod this will be my plan to solve this question. :)
Last edited by deivan on Sun Apr 21, 2013 18:04, edited 1 time in total.
 

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Calinou
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by Calinou » Sun Apr 21, 2013 20:05

Try to craft a new screwdriver and see; More Blocks defines a new screwdriver with a different texture.

Slabs, stairs, panels and microblocks no longer have inverted or wall variants. Instead, they are now rotated with 6-directional facedir. I've added an alias so that inverted and wall variants are converted to normal variants, so that they look like normal variants, so you will have to rotate them with screwdriver again.

Slab merging and placing up-side-down stairs/slabs/panels/microblocks on ceilings is currently not implemented, pull requests are welcome.
Last edited by Calinou on Sun Apr 21, 2013 20:11, edited 1 time in total.
 

deivan
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by deivan » Sun Apr 21, 2013 20:30

Is a bad solution to my game. I need use the screwdriver 6~10 times for each block and I used, I think... 2000~4000 blocks from more blocks and now all become a single unity type if you use one alias to convert all.

I fear load the game now... :-o
-*-
I solved my problem. I created a new node for each fault node and aliased all, now I have all this nodes under control to convert without incidents. Now I need understand your rotation process. You have a ready-to-use-function?
-*-
...and the scewdriver dissapear, I have a unknow in my inventory (moreblocks:screwdriver2).

Now my game have my own unknow block control. :D
Image
Last edited by deivan on Mon Apr 22, 2013 01:59, edited 1 time in total.
 

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Ragnarok
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by Ragnarok » Mon Apr 22, 2013 13:17

Is there a way to make glow glass and super glow glass vertical slabs giving a light?

EDIT:
Never mind. I fixed it :)
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
minetest.register_node(":"..modname .. ":slab_" .. subname .. "_wall", {
    description = S("%s Slab"):format(S(description)),
    drawtype = "nodebox",
    tiles = images,
    light_source = light,
    drop = modname .. ":slab_" .. drop .. "_wall",
    paramtype = "light",
    paramtype2 = "facedir",
    sunlight_propagates = true,
    groups = groups,
    node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, 0, 0.5, 0.5, 0.5},
    },
    selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, 0, 0.5, 0.5, 0.5},
    },
    sounds = default.node_sound_stone_defaults(),
})
Last edited by Ragnarok on Mon Apr 22, 2013 13:24, edited 1 time in total.
 

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by addi » Mon Apr 22, 2013 14:22

1. the folowing textures not found:
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
15:53:58: ERROR[main]: generate_image(): Could not load image "moreblocks_obsidian_glass_stairsplus.png" while building texture
15:53:58: ERROR[main]: generate_image(): Creating a dummy image for "moreblocks_obsidian_glass_stairsplus.png"


2. the craft reziep for the screwdriver works not :(
calinou wrote:Screwdriver, to rotate stairs/slabs/panels/microblocks, has 80 uses before breaking, left-click to use:
X X O
or
O X X
X = steel ingot, O = stick.


3.
Dear Calinou,

Please let such gimmicks to be.

Although it is a great feature but completely counterproductive!
it's a nice gimmick, but it's not user-friendly by far!

ok I see two advantages here:
1 There are not many blocks in inventory
2 there are not so many nodes in the game registreiert
but:
if you want to place a wall, you want to slap not place
and every time to use the screwdriver interfere with build very much.
the screwdriver then takes off in a space inventory
Moreover, you also need much more time to build anything, because every now and again has to resort to the screwdriver.

I would not at first talk of the servers that use the old version of more blocks.

there is another way.

why now this update?
the solution with the circular saw was not so bad!

I think that I have not written only for me but also for many other players who are already annoyed about it.

Sincerely yours
addi


PS:

everyone makes a mistake, it's still not too late to understand and undo.
please think about it!
 

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by Inocudom » Mon Apr 22, 2013 15:27

I think it would be very helpful if there was a tool or option that (when activated) caused all blocks to face the same way regardless of what direction the player is facing. Does anyone have any idea how to fulfill this idea?
 

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by Sokomine » Mon Apr 22, 2013 19:26

Calinou wrote:Attention: updating More Blocks will break currently placed inverted/wall stairs/slabs/panels/microblocks.

That's very bad. It would utterly destroy almost all of my buildings.

For existing worlds, the aliases for the no longer existing nodes have to go, and for new worlds they are not needed. Please remove them before they start causing severe harm! If some nodes in the inventory of players or inside chests start becoming unknown nodes, that is less of a drawback than destroyed buildings.

Existing nodes in buildings could be converted to the new 6d-facedir-version via an abm.

The 6d-facedir and the removal of thanks to that now surplus nodes is a great step forward. I don't know how well it will work when building something, but honestly the old facedir wasn't always optimal either because you had to search for the right spot to place nodes from.

Inocudom wrote:I think it would be very helpful if there was a tool or option that (when activated) caused all blocks to face the same way regardless of what direction the player is facing. Does anyone have any idea how to fulfill this idea?

It's called wolrdedit. That mod does - amongst other useful commands for large buildings - have an //orient command which which you can set facedir for an entire region. Very helpful when building large roofs. The drawback is that worldedit is not exactly wide-spread for players on servers.

Each node could "look" if there's already one of the same type sitting in an adjacent place and adjust facedir accordingly. That might help sometimes and be less helpful in other situations. The screwdriver can sometimes be helpful, but with those changes, it will require way more uses than previously.

I ought to teach my replacer to save and set facedir as well.That way, you could rotate one node with the screwdriver into the right direction, store that pattern in the replacer and then just left-click on any node you want to have the same shape and facedir as the stored one. Apart from worldedit, that might be the next best solution. If anyone has a better one, please tell.
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Calinou
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by Calinou » Tue Apr 23, 2013 11:20

Fixed compatibility by doing things the old way again. The circular saw also has been simplified a bit.
You can place inverted or wall variants of Stairs+ nodes by placing them in the crafting grid (to cycle between modes), or use a circular saw, or place them on a ceiling (for inverted variants).
 

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by Jouster27 » Tue Apr 23, 2013 16:21

Calinou wrote:Fixed compatibility by doing things the old way again. The circular saw also has been simplified a bit.
You can place inverted or wall variants of Stairs+ nodes by placing them in the crafting grid (to cycle between modes), or use a circular saw, or place them on a ceiling (for inverted variants).


I like the new system, especially the circular saw but also automatically rotating blocks, based on whether you place them on the ceiling or floor. That said, however, it brings-back the old problem of how to rotate the block in the correct way (stairs), escpecially when you aren't able to line-up in the best place to set a block the way you want it. I liked how the screwdriver worked because it saved you from having to dig and re-place nodes when one lined-up incorrectly.
 

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by deivan » Tue Apr 23, 2013 16:51

I think the screwdriver with a switch for the axis x, y or z and with two operation mods (direct or reverse) will solve any problem with alignment.
-*-
I don't know if is a bug or is the plan but if I put a quarter slab in a position and put another in the superior position the second fall and become a single node with the lower one... -.-

I don't found a form to add nodes in the correct orientation. :-/
Last edited by deivan on Tue Apr 23, 2013 18:36, edited 1 time in total.
 

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by Calinou » Tue Apr 23, 2013 19:09

Stairs+ node merging is back, yeah. You can avoid merging slabs by placing the upper ones first.
 

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by deivan » Tue Apr 23, 2013 19:26

The rotation thing don't is working here. I tested with the super glow glass quarter slab and obsidian glass quarter slab. :-/
 

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by Sokomine » Wed Apr 24, 2013 00:05

My replacer mod now stores and sets the rotation of nodes as well. I think this will help a lot with building e.g. roofs or other complex constructions because it will be sufficient to rotate one node into the right direction and "copy" that rotation to all other nodes that ought to be the same.
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by Calinou » Wed Apr 24, 2013 08:37

deivan wrote:The rotation thing don't is working here. I tested with the super glow glass quarter slab and obsidian glass quarter slab. :-/


Some slabs were not "rotatable" because they don't have the "facedir" paramtype2, fixed now.
 

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by VanessaE » Wed Apr 24, 2013 13:14

Moreblocks has been updated to properly use the 6d facedir code now. Some stuff may look a little weird since the textures are rotated along with the blocks' models, but the models are correct now. Code has been provided to automatically convert old "inverted", "wall", etc. nodes, and it works for all mods that use stairsplus.

Note that there's been a minor API change that may affect some mods, in that the "facedir" parameter is no longer accepted (or needed) in the register stairs/slabs call. This doesn't seem to have much affect in practice, however - at least technic and gloopblocks seem to handle it okay.

Use the "/st" command to toggle between placing stairs/slabs/panels normally or onto walls/vertical/sideways orientation. Placing an object onto a ceiling from below flips it upside down automatically, and slabs always flip sideways to sit against a wall if you're pointing at one, regardless of the state of this setting.

The code that stacks thin slabs up to form thicker ones has been temporarily disabled, but it will be re-instated soon.
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by Sokomine » Wed Apr 24, 2013 14:00

Very nice! Thank you! The new 6d facedir will reduce the amount of blocks and thus speed up connection time. And to have stairsplus-versions for the moretrees blocks as well with that limited number of nodes offers exciting new possibilites :-)
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by Inocudom » Wed Apr 24, 2013 15:53

This is a solution that I approve of and find to be very good. Another helpful idea for a command would be one that freezes and unfreezes the orientation of all future nodes that you place. This would make the task of placing rotatable nodes in floors, ceilings, and walls much easier. If such a command is a bad idea, then Sokomine's replacer mod should work quite well. The link to that mod's topic is below.
http://forum.minetest.net/viewtopic.php?id=4676
Last edited by Inocudom on Wed Apr 24, 2013 16:07, edited 1 time in total.
 

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by Sokomine » Wed Apr 24, 2013 16:06

Inocudom wrote:Another helpful idea for a command would be one that freezes and unfreezes the orientation of all future nodes that you place.

That's one of the things you can do with my replacer-mod: sneak+right-click on a node that has the desired rotation, and then place nodes with exactly the same texture and orientation whenever you place something with the replacer tool afterwards. It's like if you where wielding a stack of nodes with that orientation and rotation.
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by deivan » Wed Apr 24, 2013 16:15

Is a very nice idea this one of the the memory of the orientation of the last block. I unpowered a sonic screw driver to put 6 quarter wood in the correct positions... :-/

Imagine this scenario, I have a bridget only using quarter wood blocks (slab_wood_quarter) without nothing to use as reference , only the last deployed node in the correct position, like a quarter in the upper area of the node. The screwdrive rotate many times to the wrong direction before to the correct one. :-/
 

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by Jouster27 » Wed Apr 24, 2013 16:55

Sokomine wrote:My replacer mod now stores and sets the rotation of nodes as well. I think this will help a lot with building e.g. roofs or other complex constructions because it will be sufficient to rotate one node into the right direction and "copy" that rotation to all other nodes that ought to be the same.


The replacer mod has some cool features but it seems to break the automatic floor-ceiling rotation of Moreblocks. I tried it but now I can't get ceiling slabs, especially since the screwdriver was removed. I tried adding the screwdriver back in but found it crashes the game on certain rotations (ceiling slab z-axis). I'd like to use it but I don't want to give-up the upside-down tiles.
 

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by VanessaE » Wed Apr 24, 2013 16:57

To get a ceiling slab, you just place a regular one on a ceiling :-)
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by deivan » Wed Apr 24, 2013 21:36

I am working in a alternative version of the screwdriver to do a direct function, like rotate X only, with configuration in a form.
 

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by Inocudom » Sat May 04, 2013 21:22

Some of the nodes in moreblocks do not have any support from stairsplus (nor do the default game nodes desert stone brick, sandstone brick, and coal block.) Will these nodes be supported by stairsplus in the future?
 

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by vktRus » Fri May 10, 2013 18:30

Stable version

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
22:26:45: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...test/calinou_mods-ma
ster/moreblocks/circular_saw.lua:138: attempt to compare number with nil
22:26:45: ERROR[main]: stack traceback:

In thread b6d42700:
/build/buildd/minetestc55-0.4.6/src/main.cpp:1967: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b6d42700:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  virtual void ServerMap::saveBlock(MapBlock*))
 

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by Jordach » Fri May 10, 2013 18:51

vktRus wrote:Stable version

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
22:26:45: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...test/calinou_mods-ma
ster/moreblocks/circular_saw.lua:138: attempt to compare number with nil
22:26:45: ERROR[main]: stack traceback:

In thread b6d42700:
/build/buildd/minetestc55-0.4.6/src/main.cpp:1967: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b6d42700:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  virtual void ServerMap::saveBlock(MapBlock*))
Your using an out of date build.

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My image and media server is back online and is functioning as normal.
 

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by VanessaE » Mon May 20, 2013 11:35

Jordach is incorrect - this happens on my server also, which is most definitely up-to-date. Just had it happen this morning - same error, same file and line number.
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by Jordach » Mon May 20, 2013 21:28

VanessaE wrote:Jordach is incorrect - this happens on my server also, which is most definitely up-to-date. Just had it happen this morning - same error, same file and line number.
Well last time I checked, it was! This might be an engine issue, which is more likely than fudgey Lua.
Last edited by Jordach on Mon May 20, 2013 21:28, edited 1 time in total.

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My image and media server is back online and is functioning as normal.
 

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by shaneroach » Wed May 22, 2013 00:32

It seems when I add moreblocks and then try to make slabs or stairs in the old style way, they create invisible nothings with a number on the bottom right of the craft square.

Am I going to need to add a screen shot to make this plain? It has not proven to be a fatal issue so far. Just would like to see it fixed and perhaps learn a little something in the process.

4.6 stable is the Minetest version. Mods as follows.

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
INFO[main]: Server: Loading mods: default bucket creative doors dye fire stairs vessels wool legacy give_initial_stuff external_legacy wool vessels unifieddyes screwdriver plants_lib poisonivy junglegrass flowers_plus moreblocks moretrees fire farming farming_plus dye dplus doors default creative bucket animalmaterials mobf mobf_settings mob_slime mob_ostrich mob_oerkki mob_npc mob_guard mob_archer barn animal_wolf animal_vombie trap animal_sheep animal_rat animal_gull animal_fish_blue_white animal_dm animal_deer animal_creeper animal_cow animal_clownfish animal_chicken animal_big_red


Let me know if there's anything else you need from me?
Last edited by shaneroach on Wed May 22, 2013 02:42, edited 1 time in total.
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