[Mod] Unified Bricks [20120716] [unifiedbricks]

redblade7
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Fri Mar 11, 2016 04:53

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


Hi,

I have a creative server with VanessaE's version, and there's no time to go building the bricks (it's fairly easy with coloredwood). So I modified init.lua to replace the "not_in_creative_inventory" from 1 to 0 where applicable.

One problem - the dropped single bricks are still in inventory, and taking a brick block will give you a single brick.

Is there an easy way to remove all the useless single bricks from creative inventory, and maybe prevent picking up a brick block from dropping anything? I don't really know Lua so if someone could suggest something here that would be great.

Thank you!
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Sokomine » Wed Mar 16, 2016 23:43

Take all those register.node calls from unifiedbricks init.lua and remove or comment out the line that says what it drops:
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
register_brick_block = function(name,formalname)
        minetest.register_node("unifiedbricks:" .. TYPES[4] .. name, {
                description = formalname .. FORMALTYPES[4],
                tile_images = {"unifiedbricks_" .. TYPES[4] .. name .. ".png"},
                is_ground_content = true,
                groups = {cracky=3},
--                drop = "unifiedbricks_" .. TYPES[3] .. name .." 4",
                sounds = default.node_sound_stone_defaults(),
        })

If you put two -- in front of each drop = "whatever..." line, the nodes will no longer have special drops and just drop themshelves when digged. Beware: Some drops are complex and extend over multiple lines.

Perhaps you can convince VanessaE to add an option for creative servers where all hues and multicolored bricks are welcome but colored clay lumps, individual bricks and colored invidivual sticks are of no real use.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Wed Mar 16, 2016 23:56

Sokomine wrote:Take all those register.node calls from unifiedbricks init.lua and remove or comment out the line that says what it drops:
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
register_brick_block = function(name,formalname)
        minetest.register_node("unifiedbricks:" .. TYPES[4] .. name, {
                description = formalname .. FORMALTYPES[4],
                tile_images = {"unifiedbricks_" .. TYPES[4] .. name .. ".png"},
                is_ground_content = true,
                groups = {cracky=3},
--                drop = "unifiedbricks_" .. TYPES[3] .. name .." 4",
                sounds = default.node_sound_stone_defaults(),
        })

If you put two -- in front of each drop = "whatever..." line, the nodes will no longer have special drops and just drop themshelves when digged. Beware: Some drops are complex and extend over multiple lines.

Perhaps you can convince VanessaE to add an option for creative servers where all hues and multicolored bricks are welcome but colored clay lumps, individual bricks and colored invidivual sticks are of no real use.


Since the post, I discovered that I was able to prevent the individual bricks and individual clay blocks from appearing in creative inventory by making the following changes to the beginning of the file (what I commented out is "---"):

register_clay_block = function(name,formalname)
minetest.register_node("unifiedbricks:" .. TYPES[1] .. name, {
description = formalname .. FORMALTYPES[1],
tiles = {"unifiedbricks_" .. TYPES[1] .. name .. ".png"},
is_ground_content = true,
--- groups = {crumbly=3, not_in_creative_inventory=1},
groups = {crumbly=3, not_in_creative_inventory=0},
--- drop = "unifiedbricks:" .. TYPES[2] .. name .. " 4",
sounds = default.node_sound_dirt_defaults({
footstep = "",
}),
})
end


...


register_brick_block = function(name,formalname)
minetest.register_node("unifiedbricks:" .. TYPES[4] .. name, {
description = formalname .. FORMALTYPES[4],
tiles = {"unifiedbricks_" .. TYPES[4] .. name .. ".png"},
is_ground_content = true,
--- groups = {cracky=3, not_in_creative_inventory=1},
groups = {cracky=3, not_in_creative_inventory=0},
--- drop = "unifiedbricks:" .. TYPES[3] .. name .." 4",
sounds = default.node_sound_stone_defaults(),
})

register_multicolor = function(name,formalname,drop_one,drop_two,drop_three)
minetest.register_node("unifiedbricks:" .. TYPES[5] .. name, {
description = formalname .. FORMALTYPES[5],
tiles = {"unifiedbricks_" .. TYPES[5] .. name .. ".png"},
is_ground_content = true,
--- groups = {cracky=3, not_in_creative_inventory=1},
groups = {cracky=3, not_in_creative_inventory=0},
--- drop = {max_items = 4,
--- items={
--- {items={"unifiedbricks:" .. TYPES[3] .. drop_one
.." 2"}},
--- {items={"unifiedbricks:" .. TYPES[3] .. drop_two
}},
--- {items={"unifiedbricks:" .. TYPES[3] .. drop_thr
ee}}
--- }},
sounds = default.node_sound_stone_defaults(),
})
end


It would be great if the block itself could be returned though. When I rebuilt the hotel on my server I would have to clear out the furniture, but if I forgot to drop the block on the floor there would be no way of getting it back, unless I press F5 and look up the block type.
-redblade7
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* THE VALLEYS (Sandbox Server)
* THE DIGITAL FARMS (Pizza-like server with protection and emphasis on farming)
 

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

by Sokomine » Thu Mar 17, 2016 03:23

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
--- groups = {crumbly=3, not_in_creative_inventory=1},

Better leave that as:
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
groups = {crumbly=3},

- else digging the block will no longer work. Maybe it will help you to switch from creative mode to "survival" as that one usually is a lot more conevenient for building purposes. If you add mods like unified_inventory, my colormachine and my replacer, you ought to be well prepared. The normal creative mode of the game is not very convenient.
A list of my mods can be found here.
 

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

by redblade7 » Thu Mar 17, 2016 20:54

Sokomine wrote:Maybe it will help you to switch from creative mode to "survival"


But then you die and lose everything!

Also, Creative allows me to not deal with TriGer_Fear, www, milos, and all the others who made my life a living hell on the old Pizza Server and caused me to leave Minetest for months.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Sokomine » Thu Mar 17, 2016 23:40

redblade7 wrote:But then you die and lose everything!

Oh, no! It does not have to be that way. If you remove the bones mod, nothing much happens when you die. Jumping/falling from some height then is nothing but a faster way back to spawn than typing /spawn.

redblade7 wrote:Also, Creative allows me to not deal with TriGer_Fear, www, milos, and all the others who made my life a living hell on the old Pizza Server and caused me to leave Minetest for months.

There are always servers which do fit less well to what a particular player likes. I don't like PvP either. The old Pizza Server was fine for me, but I was far away from spawn most of the time. What I'm suggesting is using the non-creative mode of Minetest for actual building purposes. I find it easier to construct something in survival mode. The handling of placing and digging blocks is more convenient there than in creative mode. And, with the right mods (in particular, unified_inventory), you can just pick up an endless supply of blocks, trash those no longer needed and so on. Controlling the game is much easier in that mode. It doesn't have to be used for fighting against anyone or anything. Most servers do not allow for PvP, and any griefers/killers that come along are dealt with by the moderators and admin.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by redblade7 » Wed Apr 13, 2016 21:48

Did VanessaE discontinue her fork? I get a "Page Not Found" when trying to go to the link again.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by sofar » Wed Apr 13, 2016 22:52

redblade7 wrote:Did VanessaE discontinue her fork? I get a "Page Not Found" when trying to go to the link again.


A lot of VanessaE's mods have moved to https://github.com/minetest-mods/
 

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

by redblade7 » Thu Apr 14, 2016 05:35

sofar wrote:
redblade7 wrote:Did VanessaE discontinue her fork? I get a "Page Not Found" when trying to go to the link again.


A lot of VanessaE's mods have moved to https://github.com/minetest-mods/


No, it's not there either
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Fri May 20, 2016 02:48

I've re-uploaded my fork sent a transfer request to the minetest-mods team
You might like some of my stuff:
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Mon Jan 30, 2017 11:01

This mod (which, as a reminder, has https://github.com/minetest-mods/unifiedbricks as its main repo now) has mostly been converted over to use the new param2-based coloring scheme.

What this means in practice is that you can get a colorized brick block by simply placing a standard, default brick block on the ground, and then just right-click it while wielding some dye. If you dig the bricks, you get back default brick and the dye you last painted it with.

The same holds true for the clay blocks - place a default block of clay and right-click it with dye, or dig a colored clay block to get it and its dye back.

To get the "multicolor" bricks, place a brick block into the crafting grid, along with three portions of appropriate dye colors (see first post). These blocks cannot yet be further-colorized.

Please note that minetest_game brick stairs and slabs are not yet supported.

For the single-color bricks, the mod actually uses a mesh node to overlay the mortar texture onto the colorized, underlying bricks, so that the mortar remains grey. This may change in the future (and would require another engine update).

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, and the latest git of Unified Dyes, otherwise newly-placed bricks can't be colored and you'll get unknown items for any existing colored bricks.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by VanessaE » Sun Feb 05, 2017 00:57

This mod has been updated to use the revised Unified Dyes API -- you now punch the node while wielding dye, instead of right-clicking.
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Re: [Mod] Unified Bricks [20120716] [unifiedbricks]

by Fixerol » Tue Feb 14, 2017 22:47

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.
 

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

by Inocudom » Sun Mar 26, 2017 00:43

I recently noticed that light passes through the colored clay in this mod.
 

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

by VanessaE » Sun Mar 26, 2017 01:07

fixed in git.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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