[Mod] cottages [cottages] (medieval, farming, country life)

Sokomine
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Tue Jul 28, 2015 21:05

Cottages now got its own repository on Github. The most recent version no longer resides in the random_buildings repro - that will just remain as it is - but will be found in the new repro. See first posting. This new setup will make it easier to maintain the mod, clone it, keep your copy current and add it to other games etc.
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Sokomine
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Thu Jul 30, 2015 01:29

lightonflux wrote:It is really annoying that the anvil spams the chat. Would it be possible to use the notification above the hud instead?

I've now found the time and added some form of temporal (very big!) hud for the anvil and the treshing floor, but not yet for the handmill. The hud shows the progress of your workpiece while you punch it. The treshing floor's hud gets empty once you're finished. Hope this helps a bit. Feedback is welcome!
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Sat Aug 01, 2015 03:19

Minor update. The table now acts as a workbench for games that need it (AdventureTest, RealTest), which does make the villages more usable. Anvils, threshing places and handmills can now be used in such villages as well. The anvil now only protects the hammer from beeing taken out and is otherwise open to usage by other players.

Bench, bed, sleeping mat and straw mat have received functions for sitting on them. This still doesn't do anything (no skipping night function) except setting the player's animation and eye level. A single sleeping mat or straw mat is only good for sitting on it. For sleeping, two next to each other are required. The first right-click makes you sit, the second makes you "sleep" (if there is enough space). The third makes you get up again. Feedback welcome!
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by blert2112 » Sat Aug 01, 2015 15:50

Crashing with this error when attempting to sit...
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
2015-08-01 11:47:01: ERROR[main]: ServerError: ...bin\..\mods\village_modpack\cottages/nodes_furniture.lua:338: attempt to call method 'get_player_velocity' (a nil value)
2015-08-01 11:47:01: ERROR[main]: stack traceback:
2015-08-01 11:47:01: ERROR[main]:    ...bin\..\mods\village_modpack\cottages/nodes_furniture.lua:338: in function 'allow_sit'
2015-08-01 11:47:01: ERROR[main]:    ...bin\..\mods\village_modpack\cottages/nodes_furniture.lua:387: in function 'on_rightclick'
2015-08-01 11:47:01: ERROR[main]:    C:\games\minetest\bin\..\builtin\game\item.lua:326: in function <C:\games\minetest\bin\..\builtin\game\item.lua:319>
 

Sokomine
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Sat Aug 01, 2015 15:59

blert2112 wrote:Crashing with this error when attempting to sit...

Are you using a sufficiently recent version of MT? Though it doesn't look as if the function get_player_velocity is particulary new...
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by blert2112 » Sat Aug 01, 2015 16:29

Sokomine wrote:
blert2112 wrote:Crashing with this error when attempting to sit...

Are you using a sufficiently recent version of MT? Though it doesn't look as if the function get_player_velocity is particulary new...

Using sfan5's latest... 7bbb9b0 from July 19th

edit: Went searching for this function but could not locate it. Guess I am out of luck until sfan5 makes a new build. Guess I could figure out how to do it myself... too much like work. :)

edit2: yup, swapped to Krock's latest (32bit... bummer) and it works... sorry for the inconvenience.
 

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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Sun Aug 02, 2015 14:41

Sorry for the problems. I usually work with the latest version (or at max a few days old) and didn't know that that particular function was new. It is now optional - if the function does not exist, the check for speed is not done. I encountered some problems when walking fast and trying to take a sit. My character kept sliding into the direction it was walking at and didn't stop. That's why I inserted that speed check. Cottages ought to work with (slightly) older versions of MT again now.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by twoelk » Mon Aug 03, 2015 12:55

speedcheck?
might be usefull for the "Freeze" mod from PinguinDad.

you can freeze people with it but they keep on drifting in whatever direction they were heading when the commando hit them. verry funny but not so usefull in a teacher-student-scenario.
 

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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Mon Aug 03, 2015 15:17

twoelk wrote:you can freeze people with it but they keep on drifting in whatever direction they were heading when the commando hit them. verry funny but not so usefull in a teacher-student-scenario.

I'm afraid that won't help here. I do the speedcheck in order to avoid such situations. All I seem to be able to do is check if the player is travelling with some speed - and, if so, give up on the attempt to let the player sit. I havn't found a way to change the speed of the player.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Mon Aug 03, 2015 21:22

The handmill can now be configured to mill/grind other items. Just add them to the cottages.handmill_product table. Examples:
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
cottages.handmill_product[ 'default:cobble' ] = 'default:gravel';
cottages.handmill_product[ 'default:gravel' ] = 'default:sand';
cottages.handmill_product[ 'default:sand'   ] = 'default:dirt 2';
cottages.handmill_product[ 'flowers:rose'   ] = 'dye:red 6';
cottages.handmill_product[ 'default:cactus' ] = 'dye:green 6';
cottages.handmill_product[ 'default:coal_lump'] = 'dye:black 6';

The variable is accessible from any mod that depends (or at least optionally depends) on cottages.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Fixerol » Tue Nov 03, 2015 19:25

It seems that I'm unable to craft cottage table when Calinou's moreblocks mod is enabled, so there is only 8/16 wooden slab available and it will not craft into table with a stick.

EDIT:
Sokomine: _occl_cul_per_bl: ah. an older version of cottages used the slab created by stairs (3 wooden planks -> 6 slabs). since a few days, it uses the moreblocks-slab (4/16) if moreblocks is installed
 

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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Napiophelios » Wed Dec 02, 2015 22:32

@Sokomine: I have created several variant textures for the anvil, just a little detail makes a big difference :)
They really stand out now. If you'd like to use them you are welcome to.
cottages-mod_anvil-variants_16px.zip
License : CC BY-SA 3.0
(7.31 KiB) Downloaded 184 times

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16px_anvils.png
16px_anvils.png (125.98 KiB) Viewed 5336 times
 

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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Napiophelios » Fri Dec 04, 2015 03:18

@Sokomine : I have made some textures for the cottages bed mod.
I had to rearrange the way you had them placed though
so I game the textures unique names to avoid confusion.

One has a pillow and the other is flat, I hope you like them.

cottages-mod_bed.zip
2 variants of textures (16px and 32px)
(228.97 KiB) Downloaded 190 times


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cottages_beds.png
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Sokomine
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Wed Aug 17, 2016 22:26

Update: The dirt road from cottages now comes with junctions, t-junctions and curves.
Image

The dirt roads in mg_villages tended to look a bit odd after I lowered the gravel on the streets a bit (it's not a full node anymore). The idea was taken from Pixture. The dirt roads just had to follow, and turned into this:
Image

VanessaE saw it and came up with some even nicer meshes :-)
Image

The default version is the mesh one now. You can still select nodebox (if you prefer boxy style), flat or simple (like flat, but without these new nodes). The models and textures are very tiny. If you prefer one of the other designs (i.e. due to lack of ressources on a phone or tablet), set

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
cottages_feldweg_mode = "simple"

cottages/nodes_feldweg.lua right at the beginning of the file.
Attachments
feldweg_flat.jpg
feldweg_flat.jpg (143.4 KiB) Viewed 5336 times
feldweg_nodebox.jpg
feldweg_nodebox.jpg (158.83 KiB) Viewed 5336 times
feldweg_mesh.jpg
feldweg_mesh.jpg (151.5 KiB) Viewed 5336 times
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Onyx
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Onyx » Thu Aug 18, 2016 08:51

Hi,

Awesome!

I personaly prefer the middle screenshot (boxy style), anyway, you've done a good job, keep it up!
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Sokomine
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by Sokomine » Sat Aug 20, 2016 01:34

Thanks to VanessaE, we now have slopes - including one that is not so steep - and a clean end node to the dirt road:
Image

The two slopes appear as well if you select the nodebox style.

Take care not to put any node below the slopes as those would stick out.

Onyx wrote:I personaly prefer the middle screenshot (boxy style), anyway, you've done a good job, keep it up!

Yes, the nodebox version isn't bad either. But the mesh version also has a lot of potential. I'm still dreaming of having those nodes with river textures (flowing water) one day. The meshes just call for it!
Attachments
feldweg_slope.jpg
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Re: [Mod] cottages [cottages] (medieval, farming, country li

by BrunoMine » Sat Mar 11, 2017 17:48

I would like to get the some models (files) for my mod sunos.
I'll keep the authorship and licensing. (I use LGPLv3, some problem?).
 

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Re: [Mod] cottages [cottages] (medieval, farming, country li

by mase » Tue Mar 28, 2017 16:34

Too bad, that the cottages hammer conflicts with the metal sign of signs_lib.
 

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