[Mod] X-Decor [git] [xdecor]

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jp
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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sat Dec 12, 2015 22:22

I've just forbidden placing a hammer into the tool slot and increased the hammer's wearing while repairing.

Tweak the hammer's wearing step here if you're still not satisfied : https://github.com/kilbith/xdecor/blob/ ... e.lua#L515
 

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Re: [Mod] X-Decor [git] [xdecor]

by afflatus » Sun Dec 13, 2015 16:02

I'm really enjoying this mod. I really like the way each new node adds something to the game. It's the little things, like rope ...
If you want lightweight decor, this is a must-have.

Thanks jp!
Grailtest is sleeping ...
 

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Re: [Mod] X-Decor [git] [xdecor]

by amadin » Fri Dec 18, 2015 15:50

Do you can add to enchantment table animations from this mod http://github.com/jordan4ibanez/enchantment?
Last edited by amadin on Fri Dec 18, 2015 16:55, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Fri Dec 18, 2015 16:40

No.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Fri Dec 25, 2015 19:39

Update : I've been working on some code maintenance lastly.
 

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Re: [Mod] X-Decor [git] [xdecor]

by amadin » Sat Dec 26, 2015 09:46

Do you can help me and write how to add owner or protection (protector redo mod) for enchantment table?
 

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Re: [Mod] X-Decor [git] [xdecor]

by everamzah » Sat Dec 26, 2015 13:35

amadin wrote:Do you can help me and write how to add owner or protection (protector redo mod) for enchantment table?

I'm a novice to be sure, but I think changing the on_rightclick function to include: if not minetest.is_protected(pos, name) then ... end, should do the trick. Or is it: if minetest.is_protected(pos, name) then return end? I never know.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sat Dec 26, 2015 13:43

amadin wrote:Do you can help me and write how to add owner or protection (protector redo mod) for enchantment table?

Please ask in the modding discussion section or look into the default locked chest code (hint : you have to deal with metadatas). Modders are not your servants and I already replied you about locking the enchantment table by ownership in this thread.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Neuromancer » Tue Dec 29, 2015 12:56

This mod just screams to be added to minetest_game. It is the first mod I install. Its content would be a nice addition to the Villages modpack. one thing I would like to see is the ability to hit chandeleirs and lanterns and turn them on and off. I would also like to see the dungeon loot mod use this mod to decorate some dungeons.
 

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Re: [Mod] X-Decor [git] [xdecor]

by benrob0329 » Tue Dec 29, 2015 14:20

Everything but the enchanting should go into MT Game (to avoid unnecessary arguments due to conflicting opinion)

(IMO Enchanting should be it's own mod, so then things are more modular)
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Tue Dec 29, 2015 18:45

I think ropes.lua is the only thing in this mod that would go well with default minetest game,
as it would allow other mods to register such items like chains and climbing vines.

Everything else in this mod is right where it needs to be in my opinion.

EDIT : oh and wooden bowls...that should be in vessels.
Too many mods have "bowl of sumptin sumptin" in them.
Last edited by Napiophelios on Wed Dec 30, 2015 03:36, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by amadin » Tue Dec 29, 2015 20:43

There are any way to change color or brightness for enchanted armor? Or add some translucent texture to it?
Last edited by amadin on Wed Dec 30, 2015 09:03, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Tue Dec 29, 2015 23:52

amadin wrote:There are any way to change color or brightness for enchanted armor? Or add some texture to it?



Open the Enchanting.lua and edit line 194 and line 222

EDIT: oops I meant line 193 and line 221
( sorry I forgot I added to my copy)

eh I guess thats just for inventory view of items
Looks like you have to change the textures too.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Wed Dec 30, 2015 00:29

Small Bug in the Enchanting Table;
If you place boots and enhance for strength but dont remove the new boots
just place another mese crystal then you get an unknown item:

"ERROR[Server]: Item "3d_armor:enchanted_enchanted_boots_bronze_strong_speed" not defined"
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Wed Dec 30, 2015 10:14

Can't reproduce that. Try to update your copy of xdecor, that should resolve your issue.

By the way I pushed a bunch of various bugfixes recently.
 

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Re: [Mod] X-Decor [git] [xdecor]

by deezl » Sun Jan 03, 2016 17:54

Overall, I find this mod adds some nice things to the game, and the textures definitely fit nicely with the default appearance. I had to come here to find how to use certain of the features, and look through the code a bit, but that's ok. One of such features was how to use the cauldron properly, and finally made a bowl of soup, but was surprised that eating the soup does not improve health. Is this by design, or an oversight? Just curious, regards.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sun Jan 03, 2016 18:55

Eating a soup restores your health (if you took some damages already) : https://github.com/kilbith/xdecor/blob/ ... ts.lua#L42

Normally you shouldn't have to look into the code for cooking with the cauldron, there are infotexts at every step.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sun Jan 03, 2016 19:00

My bad, there was a bug with the health's restoring after eating a soup. Now fixed in git.

Update : I improved the crafting guide's code among other clean-ups recently.
 

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Re: [Mod] X-Decor [git] [xdecor]

by amadin » Mon Jan 04, 2016 16:39

I think a good idea if not owner try to take honey from hive then he will get small damage from bees.
Last edited by amadin on Wed Jan 06, 2016 06:24, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by fireglow » Wed Jan 06, 2016 03:28

I absolutely love this mod!
Keep up the good work :-)
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sun Jan 10, 2016 16:01

Update : more code maintenance done and tabs added to the crafting guide.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sun Jan 17, 2016 14:34

Update : code maintenance™ and addition of an Iron Light Box. Also, the crafting guide is now a little more responsive due to a conversion from item lists to buttons.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Thu Jan 21, 2016 04:05

This mod is getting better and better. This is becoming a must have mod.
Suggestion: Would be great if there was a wiki page or website or just couple of lines in the first post which explains the functions, and how the mod works (repair, enchantment, hive, inbox). I had to read all the comments to get some information.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Fri Jan 22, 2016 02:14

Weird thing: When I place an Enchantment table, the formspec doesn't open on right click. After I place a Worktable somewhere, it opens. Is it a feature (do I have to place a worktable first?) or a bug?

Another thing: unfortunately I'm not able to enchant the 3d armor stuff. None of the "Strenght" or "Speed" text are showing. Did I miss something? I'm using newest versions of both mods.

enchant.png
trying to enchant boots
enchant.png (65.42 KiB) Viewed 4022 times
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Fri Jan 22, 2016 11:11

Martno wrote:unfortunately I'm not able to enchant the 3d armor stuff.

Fixed. Thanks for reporting.

About the formspec not triggering after placing, this is because the node formspecs are server-side and sometimes the engine fails or is slow for constructing the metadatas. Placing another node aside may help in forcing a mapblock update for reloading the metadatas. Anyways : engine's thing.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Sat Jan 23, 2016 03:50

jp wrote:Fixed. Thanks for reporting.

Thanks.
jp wrote:About the formspec not triggering after placing, this is because the node formspecs are server-side and sometimes the engine fails or is slow for constructing the metadatas. Placing another node aside may help in forcing a mapblock update for reloading the metadatas. Anyways : engine's thing.

Ok, thank you, not big problem.

One other thing:
With the worktable i can repair stuff (from other mod) that doesn't supposed to be repaired. There's a thirst mod, which contains some drinking bottles (or flask or something). Those work like tools, they are wearing out like a tool, this represents the water inside of them: if wears out totally, that means that's empty (player can't drink from it until it will be filled). So with the worktable they can be repaired (which means this case: filling with water) so It's like cheating.
Is there any way to make an exception, somehow prevent worktable repairing those tools? Or some kind of other solution?
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sat Jan 23, 2016 12:10

Martno wrote:With the worktable i can repair stuff (from other mod) that doesn't supposed to be repaired.

I pushed a commit to restrict the repairing to some tools.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Mon Jan 25, 2016 03:03

jp wrote:I pushed a commit to restrict the repairing to some tools.

Thanks. It's working great now.

Just one more question:
I'm experimenting with little changes in the enchantment, because I want the enchantment to be a little more effective in my game. I managed to do what I wanted (stronger, more effective tools, more speed and higher jump with boots - which is awesome :) ), but now I want to make enchanting a little more expensive. I want to raise the cost of enchanting (so the cost would be 2 or 3 mese crystal), but couldn't figure out what I have to change for this.
Can you help me with that?
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Mon Jan 25, 2016 10:44

Martno wrote:I want to raise the cost of enchanting (so the cost would be 2 or 3 mese crystal), but couldn't figure out what I have to change for this. Can you help me with that?

I pushed a commit to make the cost in mese easily changeable. You can modify the cost here : https://github.com/kilbith/xdecor/blob/ ... ng.lua#L51
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Mon Jan 25, 2016 15:06

jp wrote:I pushed a commit to make the cost in mese easily changeable. You can modify the cost here : https://github.com/kilbith/xdecor/blob/ ... ng.lua#L51

Awesome! Thank you.
 

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