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Re: [Mod]More_Fire[0.5]

PostPosted: Thu Dec 04, 2014 01:02
by Nathan.S
I have listed fire in the depends.txt

I just checked things out, and if you are using the latest version from GIT there is only one torch in inventory, or there is only one in my testing anyways. In older versions I did have multiple torches, but if you are using the latest version there should only be one torch.

Re: [Mod]More_Fire[0.5]

PostPosted: Thu Dec 04, 2014 02:57
by Napiophelios
yeah I had used one downloaded on the 28thNOV,
I will give this one a test drive.


offtopic: my kid loves your Lego movies man,I hope you guys make more.

Re: [Mod]More_Fire[0.5]

PostPosted: Thu Dec 04, 2014 03:17
by Nathan.S
Napiophelios wrote:offtopic: my kid loves your Lego movies man,I hope you guys make more.


If we're talking about the ones I think we are, I don't make those, a friend does, I just do some voice talent. I'm more of a computer animation guy myself.

Re: [Mod]More_Fire[0.5]

PostPosted: Wed Apr 15, 2015 18:10
by Nathan.S
I've updated this mod, nothing super huge, everything should continue to work exactly as before, with these two exceptions.

Fires, both the contained and non contained will now burn completely out. If you let embers sit for about three minutes on the ground they will become kindling and need to be lighted again.

Torches will now burn out after eight minutes, but ONLY if you edit the config.txt file and change finite_torches = false to finite_torches = true. This will only effect torches that you place with the setting enabled/disabled, so all your old torches will continue to exist forever. You can use this to your advantage if you want to have some permanent lighting in some places, and have torches that burn out elsewhere.

As always the code is up on github, linked in first post. Have fun and don't hesitate to scream at me if you find any problems.

Re: [Mod]More_Fire[0.75]

PostPosted: Mon May 11, 2015 23:45
by Nathan.S
Update:
There are now lanterns, use these rather than the torches that burn out, they cost a little more, and still require fuel, but work far better.

Craft the lantern like this.
Glass Block
String
Iron Lump

and the lantern oil like this.
L,L,L
L,L,L
-,vessel,-

Where L = Group:leaves and - is a blank spot.

The oil will only burn in the lanterns, and should last for 12 minutes. Multiple oils can be stacked in the lantern, and they never need lighting, just add more oil to turn it back on.

Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 13, 2015 05:47
by Napiophelios
The new oil lamps are pretty cool idea,
the texture for it is really good
I love the soot at the bottom, nice touch.

Did you mean for them to be able to be dug while still having unburned/unused fuel in them?

Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 13, 2015 15:30
by Nathan.S
I didn't think they could do that, if there is anything in their 'inventory' they shouldn't be diggable, you can dig them after the consume the oil but still have the twelve minutes of light to give, I don't know how I would code that to not be possible.

edit: just tested out the current version version on my computer, which I think is updated to Github and they won't dig if they have oil in inventory.

Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 13, 2015 16:58
by Don
Nathan.S wrote:I didn't think they could do that, if there is anything in their 'inventory' they shouldn't be diggable, you can dig them after the consume the oil but still have the twelve minutes of light to give, I don't know how I would code that to not be possible.

edit: just tested out the current version version on my computer, which I think is updated to Github and they won't dig if they have oil in inventory.

I will write the code for you in a few minutes.

EDIT - did a pull request

Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 13, 2015 17:36
by Don
Lantern looks really nice. Great work Nathan.

Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 13, 2015 17:51
by Nathan.S
thanks.

Re: [Mod]More_Fire[0.75]

PostPosted: Thu May 14, 2015 21:30
by Napiophelios
Nathan.S wrote:I didn't think they could do that, if there is anything in their 'inventory' they shouldn't be diggable, you can dig them after the consume the oil but still have the twelve minutes of light to give, I don't know how I would code that to not be possible.

edit: just tested out the current version version on my computer, which I think is updated to Github and they won't dig if they have oil in inventory.


I downloaded it the day you posted an update message,but didnt get around to testing it till later.
I didnt realize you had made changes. The current version works fine and has the "can dig" in the node registration. Haven't downloaded it since Don posted yet.

At any rate I think you owe us some fire rendering explosives with this mod.
nothing fancy...maybe a simple molotov cocktail crafted with the lamp oil?
just a thought.

Re: [Mod]More_Fire[0.75]

PostPosted: Fri May 15, 2015 04:56
by Nathan.S
You want napalm too?

I'll see what I can do, I'll have to get something so you can throw it, or maybe have it run on a timer and then blow up and spread fire. Should be doable.

Re: [Mod]More_Fire[0.75]

PostPosted: Sat May 16, 2015 01:47
by Napiophelios
no, no.
no napalm...just some flingable fire :)

I couldn't wait so I came up with a working prototype;
it just needs someone who knows what they are doing
to give it some finesse.



when you place it, it shatters the vile
when you "use"it the vile is thrown.

The on place is pretty pointless but I left it in hoping you could find a way to add the particle effect
to when it lands after being thrown.
If you can, then the on place stuff can be deleted.
Also it just sets a fire node, it doesnt do anything fancy.

Note:this thing rips off coding from several throwing type mods,
I cant remember what came from where.
I think most of it is from fire arrow (throwing mod)

Re: [Mod]More_Fire[0.75]

PostPosted: Sat May 16, 2015 02:06
by Nathan.S
I will take a look at this, did you have any ideas for the crafting recipe? probably should look at the code before I ask that.
I'd rather not just use the lantern oil directly as somebody might accidentally place it without realizing that it will start stuff on fire. I haven't messed with particles at all yet, though that is something I'd like to figure out, and maybe add to the fires, little embers or when it's burning, and smoke when it runs out of wood would be a nice effect.

Re: [Mod]More_Fire[0.75]

PostPosted: Sat May 16, 2015 02:16
by Napiophelios
good point about the crafting, I didnt think about that.
maybe the oil should just be an ingredient?
or maybe you have to hit it with the lighter to turn it into/activate the molotov?

Re: [Mod]More_Fire[0.75]

PostPosted: Sat May 16, 2015 03:25
by Don
Napiophelios with an e - cool idea. Maybe craft a wool with oil and torch for it. I know wool isn't really flamable but no one came up with a polyester or spandex mod yet.
I will see if I can come up with a few particals for your mod tomorrow Nathan. Your mod is awesome. Keep up the great work!

Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 27, 2015 00:09
by Napiophelios
Nathan I got some much better particle spawners in this newest version of molotov
I actually kinda over did it with the particle spawners..Its a bit excessive for an item of little use
but it looks neat when you use it :)
Image



I also came up with some crafting recipes and added a smokebomb as well.
check it out and see if it fits with more_fire.

Image




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Re: [Mod]More_Fire[0.75]

PostPosted: Wed May 27, 2015 01:28
by Nathan.S
Sorry I haven't posted any updates on this Napiophelios I was very busy with my real job due to the holiday and I've been trying to get particles working for the fires and embers, not having too much luck though, mainly just 'cause I haven't had enough time to really learn the code and functions needed. I'll look at this new code and see what I can cobble together.

Re: [Mod]More_Fire[0.75]

PostPosted: Fri May 29, 2015 20:05
by Nathan.S
I've updated the dev version once again, so if you want to see what I'm working on you can check that out. I'll try and get the molotov cocktail and smoke bomb into the dev branch in the next day or two.

Re: [Mod]More_Fire[0.75]

PostPosted: Sat May 30, 2015 00:22
by Nathan.S
I added in your code Napiophelios, I'll probable end up doing new graphics as people like them to all be 16x16. I played around with things, and it really sweet. Great job. I mentioned you in the credits, thanks again.

If anybody wants to try it out you can find the changes in the dev branch.
https://github.com/NathanSalapat/more_fire/tree/dev
I also have some particle effects for the fires, though they aren't working perfect yet.

Re: [Mod]More_Fire[0.75]

PostPosted: Sat May 30, 2015 20:51
by Napiophelios
Yeah thats a good idea on the textures;
I cant find the credits for the original little potion bottle
I used to make the textures
I think use VanessaE's vessel mod texture proly best for a redo.
I think the rest are all original and licensed WTFPL if you keep them

The sounds are from potions mod
and we both forgot to rebrand them as more_fire
so the soundFX dont currently work.

I will go through the files to make sure
and get the credits in order for you
in case you use any of them.

Re: [Mod]More_Fire[0.75]

PostPosted: Sun May 31, 2015 00:01
by Nathan.S
I hadn't even noticed that the sounds weren't working. I'm always listening to music so it's easy to miss sound effects in game.

I will hopefully be pushing the changes to dev one last time tonight, after I take care of the open issue and then will be merging the dev to the master, and bumping the version to 1.

Re: [Mod]More_Fire[1.0]

PostPosted: Wed Jun 03, 2015 21:01
by Nathan.S
Things should be all hunky-dory now. Sounds are working, all the depreciated particle code has been removed and updated to new code.
Image
I kinda cheated for the smoke and embers here, as in game they will only display if the two spaces above them are clear, it can easily be changed by going in the abm.lua file and commenting out the lines in the smoke and ember abm that run the checks for air.

Re: [Mod]More_Fire[1.0]

PostPosted: Thu Aug 27, 2015 01:43
by Nathan.S
A long awaited update just was pushed.

Fires can now cook things. Unfortunately the progress arrow isn't fully functioning at the moment, not sure what is wrong with it, but it in no means effects the functionality of the cooking.

I've changed the recipes for the fires, now they use a kindling group, now that I'm typing this out though I realize that not many things use that group in default game, which could be problematic. I may have to change that back to flammable.

There are now two types of torches, a week torch and strong torch,
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_craft({
   output = 'more_fire:torch_weak 4',
   recipe = {
      {'group:kindling', 'group:kindling', 'group:kindling'},
      {'group:kindling', 'group:stick', 'group:kindling'},
      {'', 'group:stick', ''}
   }
})

minetest.register_craft({
   type = 'shapeless',
   output = 'default:torch',
   recipe = {'more_fire:torch_weak', 'group:coal'},

Again, this might have to be changed back to the flammable group as there probably aren't many mods that use the kindling group.

Edit:
I just pushed some changes to Git which bring back the old recipes, not sure why I didn't think to add the recipes with kindling as new recipes rather than overwriting the old recipes.

Re: [Mod]More_Fire[1.0]

PostPosted: Thu Aug 27, 2015 02:23
by Don
Nice. Keep up the great work!
I never had a chance today but tomorrow I am planning on trying out your survival game. Are these changes on the survival game?

Re: [Mod]More_Fire[1.0]

PostPosted: Thu Aug 27, 2015 11:46
by Nathan.S
Yep, Just actually did a push on all the latest changes that I did last night as I didn't bother pushing then.

I need to put my subgame on the forums soon I think, as it is becoming rather playable.

Re: [Mod]More_Fire[1.0]

PostPosted: Fri Feb 24, 2017 17:21
by mase
I have the strange behaviour, when trying to craft a wooden pickaxe, a kindling is crafted instead.