[Mod] Unified Bricks [20120716] [unifiedbricks]

wowiamdiamonds
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[Mod] Unified Bricks [20120716] [unifiedbricks]

by wowiamdiamonds » Mon Jul 16, 2012 04:33

What it sounds like. Adds colorization of default brick blocks and default clay blocks, as well as craftable, colorable "multicolor" brick blocks, using Unified Dyes.

License of code: WTFPL
License of textures: WTFPL
Depends: default, bucket, unifieddyes, vessels

Download: https://github.com/minetest-mods/unifiedbricks/archive/master.zip
... or browse the code: https://github.com/minetest-mods/unifiedbricks
For the 0.4.15-stable version (no hardware coloring), get this ZIP file.

I strongly recommend either VanessaE's photorealistic texture pack or the Misa texture pack for minetest, by Calinou, both of which support unifiedbricks with stunning textures.

Screenshots:

Image

Image

Coloring:

For all of the clay blocks and all of the single-color brick blocks, simply place a default brick block or default clay block, and then punch it with some dye. Digging this colored block gives you back the default brick or clay block and the dye. For the multicolor bricks, first craft a dark, medium or light pattern as shown below, the place the block and punch it with dye. Digging this gives you back the uncolored block and the dye you last punched it with (you cannot separate the bricks from the white/grey dyes used in the initial craft).

This mod does not yet support the various shapes created by Moreblocks' circular saw, nor the ones created by the default stairs mod, nor any bricks created by other mods.

Crafting recipes:

To get one of the multi-color bricks, place a default brick block in the crafting grid, and add three portions of dye. Which dyes you add depends on which color you want.
Light-shaded multicolor brick - one default brick block + two white + grey dye
Medium-shaded multicolor brick - one default brick block + white + grey + dark grey dye
Dark-shaded multicolor brick - one default brick block + grey + two dark dark grey dye

How I named them:
Clay block - unifiedbricks:clayblock_red
Clay lump - unifiedbricks:clay_red_s50
Brick - unifiedbricks:brick_grey
Brick block - unifiedbricks:brickblock_dark_red_s50
Multicolor - unifiedbricks:multicolor_lightgrey
Should be stable-ish, please state any bugs/requests.
Attachments
unifiedbricks2.png
unifiedbricks2.png (86.75 KiB) Viewed 5223 times
unifiedbricks.png
unifiedbricks.png (97.11 KiB) Viewed 5223 times
Last edited by wowiamdiamonds on Wed Aug 01, 2012 08:03, edited 1 time in total.
 

cornernote
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by cornernote » Mon Jul 16, 2012 06:09

awesome! ... but this will crash my game because i already have too many items.

we REALLY need to get the item limit sorted out
 

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VanessaE
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by VanessaE » Mon Jul 16, 2012 06:22

Can I be the first to say... .holy shit! :-)
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mauvebic
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by mauvebic » Mon Jul 16, 2012 09:56

Take it from someone who's created hundreds of nodes - its no use having so many. Its nice to have a node for every shade, but how much FPS you willing to sacrifice for twelve shades of green?
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cornernote
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by cornernote » Mon Jul 16, 2012 10:22

i would be happier with a smaller set of colors. maybe 12 or 24
 

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by VanessaE » Tue Jul 17, 2012 01:43

It isn't necessary, of course, to use all colors in the unifieddyes mod, though it's certainly a plus. Also, new update today, adds "light" shades for a total of 89 colors, and the gentextures.sh script now supports adding an overlay image, so you can for example make the mortar stay light grey or whatever while the bricks' colors rotate as usual.
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by wowiamdiamonds » Tue Jul 17, 2012 03:01

Added settings to the mod. Now you can disable certain colors, darkness levels, saturation levels, or types (clay, bricks...). Should be helpful, especially because there are... 89*4 = 356 craftitems and nodes combined. This is temporary, because I want to move the settings into a separate config file.
 

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by cornernote » Tue Jul 24, 2012 03:55

how do you make colored clay lumps? seems to be no recipe for that which means I cant make anything else =(
 

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by wowiamdiamonds » Tue Jul 24, 2012 06:22

That is a problem, isn't it...

I would like for colored clay to spawn naturally, but I will make default clay colorable for the moment.
 

cornernote
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by cornernote » Thu Jul 26, 2012 02:28

Nice idea... I didnt think of them spawning. That would be cool, but clay doesnt spawn ingame. Would you make normal clay spawn too?

Eg, near sand and water it sometimes turns into clay.

Would colors be more likely next to each other, or would it be kind of random?

Also, I noticed via my craftguide and wiki that some items are missing:
http://cornernote.net/minetest/wiki/crafts.php (scroll down to unifiedbricks)

Eg,
unifiedbricks:claydark_green

should probably be:
unifiedbricks:clay_dark_green
Last edited by cornernote on Thu Jul 26, 2012 02:31, edited 1 time in total.
 

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by wowiamdiamonds » Thu Jul 26, 2012 06:25

I never noticed that default clay doesn't spawn... well shoot, that's what I get for cheating. I guess this is a trend... me cutting corners in code has done all sorts of wonders for me. Thank you for finding those mistakes ^^

Personally, I would like for all colors of clay to spawn, with similar colors sometimes spawning in the same pocket (red, light_red, red_s50, and medium_red_s50 could all be found in the same clay bed). I want to do that, but I figure it would be better to focus on primary and secondary color spawns, because you can actually use those to create more colors... but that would look weird.

I'll spawn default clay for now, and I might add support for mixing colors with previously darkened/lightened/saturated colors. After that, I can spawn more natural saturated clay colors and still let players play with the mod.

EDIT: default clay already spawns, unless that's been changed recently.
http://i.imgur.com/EStNN.png

Also, committing changes: fixed texture names, bad crafting recipes, and dark/light/saturated greyscale objects.
Last edited by wowiamdiamonds on Thu Jul 26, 2012 08:38, edited 1 time in total.
 

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by cornernote » Thu Jul 26, 2012 11:29

It "spawns", but it never "respawns". Sorry I should have been more clear. Basically it never grows back. I would like if over time it did grow back.

Your color ideas sound awesome! Can't wait to see the next release.

Thanks for the fixes too!
 

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by wowiamdiamonds » Fri Jul 27, 2012 23:44

Updated: now uses vessels and bucket so that emptied dye bottles/paint buckets are returned (unless you craft an entire stack of dyes, you only receive one of each replaced item, but I think this is a problem with minetest).
 

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by wowiamdiamonds » Wed Aug 01, 2012 05:10

Updated: now includes light, medium, and dark multicolor bricks.
 

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mauvebic
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by mauvebic » Wed Aug 01, 2012 15:34

cornernote wrote:It "spawns", but it never "respawns". Sorry I should have been more clear. Basically it never grows back. I would like if over time it did grow back.


We need clay pits like caesar 3/4 :-)
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by Inocudom » Sun Jun 30, 2013 01:32

This mod is used on VanessaE's Creative Server, but it looks like it isn't supported anymore. There are bug fixes that need to be done (when colored bricks are dug up, they do not appear in the inventory,) and the textures could take up less space by using the .png cruncher. Also, there could be a small chance of the colored clay spawning in the world.
 

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by VanessaE » Sun Jun 30, 2013 06:35

I once tried to look into fixing this mod but I just couldn't make sense of the code.
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by Inocudom » Sun Jun 30, 2013 12:28

Like with colored_woods and stained_glass, a coloring machine could be used for this mod.
 

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by VanessaE » Sun Jun 30, 2013 17:02

I suck at using formspecs or I'd have made something like that for Coloredwoods actually. :D
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by Inocudom » Sun Jun 30, 2013 17:56

Maybe Sokomine would know what to do here? She was the original creator of the circular saw, which is now part of moreblocks.
 

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by Sokomine » Sun Jun 30, 2013 18:08

Such a formspec might be very useful for selecting colors, yes. Someone else asked for a similar formspec/functionality to select one option out of several. The question with the painting machine is: How would it be supposed to work? Insert unpainted material, klick on desired color, get the painted material? Or should it ask for the necessary indigrents for that particular color (i.e. color pigments)? It could also store 3 basic pigments and create all the necessary colors out of them.
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by VanessaE » Sun Jun 30, 2013 18:57

The way I see it working is you build this hypothetical machine, place it, and then insert the material you want to colorize into one slot, and a few stacks of dyes of various dyes into several other slots so dedicated. Select how many colored objects you want, then click a color swatch (which should be a formspec button, not an inventory slot). The machine takes from its inventory whatever it needs to to make as many of the colored object as you requested (or as many as it can if less).

If it's at all possible, the machine should adapt its available palette choices according to the material being inserted, so that for example coloredwoods are given fewer choices than unified bricks, which gets fewer yet than stained glass.

Obviously the machine should behave as if it's "locked" when it has stuff in it, so that you can safely leave it alone still filled with dyes, and come back to it later when needed.
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by Sokomine » Tue Jul 23, 2013 23:38

The finished color machine can be found here: colormachine / spray booth. Just wanted it linked to this thread because part of the relevant discussion happened here - and of course the mod is very useful for unified bricks.
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by Inocudom » Wed Jul 24, 2013 01:00

Sokomine wrote:The finished color machine can be found here: colormachine / spray booth. Just wanted it linked to this thread because part of the relevant discussion happened here - and of course the mod is very useful for unified bricks.


For each of the mods that are compatible with the spray booth, their colorable nodes could be taken out of the creative inventory if the device is detected.
 

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by VanessaE » Wed Jul 24, 2013 03:39

I've got a fork of unified bricks that has been so modified:

https://github.com/VanessaE/unifiedbricks/commits/master
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by VanessaE » Wed Oct 02, 2013 02:31

Just fixed the drop bug where some bricks became unknown items on dig. Just a one-character change. Pushed to my fork.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Daïmanu » Mon May 19, 2014 14:18

Hi, thanks for the mod, it works very well.

I have some requests:
  • make it compatible with stairsplus mod, so we can craft slabs and stairs
  • hide all blocks from block list in creative mod if the players wants

That'd be great!
 

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by balthazariv » Mon Oct 13, 2014 13:03

hello,

when I break a block of bricks I have the icon "unknow item" that appears in the inventory.
Can you fix it ?
Image

Thanks
 

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Inocudom » Mon Oct 13, 2014 17:13

Use VanessaE's branch of unifiedbricks:
https://github.com/VanessaE/unifiedbricks
 

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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by balthazariv » Mon Oct 13, 2014 19:14

Ok, thanks
 

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