[Mod] Thaumtest [2.1] [thaumtest]

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by Evergreen » Sun May 12, 2013 23:57

Hey, if you need custom nodeboxes, I can make some for you if you want. :D
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by windmere33 » Mon May 13, 2013 01:16

Amber
Image

Amber Ore
Image

Working on more, can't find much else.
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by scifiboi » Mon May 13, 2013 02:57

Evergreen wrote:Hey, if you need custom nodeboxes, I can make some for you if you want. :D


That would be great! Actually, there are three that I could use at the moment. Could you make one that looks like the tables in Thaumcraft 3, one that looks like cauldrons from Vanilla MC (with the legs), and one for a double-block wide research table like Thaumcraft's.

windmere33 wrote:Amber
Image

Amber Ore
Image

Working on more, can't find much else.


Okay, I know you're trying to help, and I really appreciate that. But I don't want textures that have been ripped off of a texture pack or from Thaumcraft. Here are a few specifications that I want to be followed for any textures that are used from now on:
1. All textures are to be hand-made and not ripped from a texture pack or another mod.
2. All textures have to be 16x16
3. Any textures that use vanilla node textures as a background (ores) have to use vanilla Minetest textures to go along best with Vanilla Minetest.
4. Textures can be BASED off of textures from other packs or mods, but they cannot be ripped directly from the mod or pack itself.

Like I said, I know you're trying to help, but please try and follow these guidelines with the textures. I'm not trying to be mean to you and please don't take it that I'm trying to be mean, but I don't want to use the textures you have been giving me because they aren't original textures.
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by Inocudom » Mon May 13, 2013 05:04

Creating original textures for this mod can make it stand out more and give the Minetest community a better image. It can also be fun to create textures.

My idea for the custom ore would be some sort of mysterious material that is from a higher dimension. It's blocks could have the design in the image below on them.
http://i254.photobucket.com/albums/hh117/akhenamen/tofu/seedoflifebw.jpg
It's crystals could look like small icosahedrons.
Last edited by Inocudom on Mon May 13, 2013 05:06, edited 1 time in total.
 

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by windmere33 » Mon May 13, 2013 10:18

Alright, I'll try to make the textures from now on xDD
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by Evergreen » Mon May 13, 2013 11:53

If you need original textures, ask on the texture requests topic.
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by Evergreen » Mon May 13, 2013 11:56

scifiboi wrote:
Evergreen wrote:Hey, if you need custom nodeboxes, I can make some for you if you want. :D


That would be great! Actually, there are three that I could use at the moment. Could you make one that looks like the tables in Thaumcraft 3, one that looks like cauldrons from Vanilla MC (with the legs), and one for a double-block wide research table like Thaumcraft's.

windmere33 wrote:Amber
Image

Amber Ore
Image

Working on more, can't find much else.


Okay, I know you're trying to help, and I really appreciate that. But I don't want textures that have been ripped off of a texture pack or from Thaumcraft. Here are a few specifications that I want to be followed for any textures that are used from now on:
1. All textures are to be hand-made and not ripped from a texture pack or another mod.
2. All textures have to be 16x16
3. Any textures that use vanilla node textures as a background (ores) have to use vanilla Minetest textures to go along best with Vanilla Minetest.
4. Textures can be BASED off of textures from other packs or mods, but they cannot be ripped directly from the mod or pack itself.

Like I said, I know you're trying to help, but please try and follow these guidelines with the textures. I'm not trying to be mean to you and please don't take it that I'm trying to be mean, but I don't want to use the textures you have been giving me because they aren't original textures.
You mind if I make the models a bit more unique then thaumcraft/minecraft's models? I hate ripping off of minecraft.
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by scifiboi » Mon May 13, 2013 12:22

Inocudom wrote:Creating original textures for this mod can make it stand out more and give the Minetest community a better image. It can also be fun to create textures.

My idea for the custom ore would be some sort of mysterious material that is from a higher dimension. It's blocks could have the design in the image below on them.
http://i254.photobucket.com/albums/hh117/akhenamen/tofu/seedoflifebw.jpg
It's crystals could look like small icosahedrons.


Yes it would! That's why I want original textures. I just can't draw. :P When you say "it's blocks", do you mean the ore? Also, I like the idea of the crystals being icosahedrons.

windmere33 wrote:Alright, I'll try to make the textures from now on xDD


Thank you! I appreciate it. But make sure that all your textures are 16x16.

Evergreen wrote:If you need original textures, ask on the texture requests topic.


I would, but Windmere is going to work on textures for me.

Evergreen wrote:
scifiboi wrote:
Evergreen wrote:Hey, if you need custom nodeboxes, I can make some for you if you want. :D


That would be great! Actually, there are three that I could use at the moment. Could you make one that looks like the tables in Thaumcraft 3, one that looks like cauldrons from Vanilla MC (with the legs), and one for a double-block wide research table like Thaumcraft's.

windmere33 wrote:Amber
Image

Amber Ore
Image

Working on more, can't find much else.


Okay, I know you're trying to help, and I really appreciate that. But I don't want textures that have been ripped off of a texture pack or from Thaumcraft. Here are a few specifications that I want to be followed for any textures that are used from now on:
1. All textures are to be hand-made and not ripped from a texture pack or another mod.
2. All textures have to be 16x16
3. Any textures that use vanilla node textures as a background (ores) have to use vanilla Minetest textures to go along best with Vanilla Minetest.
4. Textures can be BASED off of textures from other packs or mods, but they cannot be ripped directly from the mod or pack itself.

Like I said, I know you're trying to help, but please try and follow these guidelines with the textures. I'm not trying to be mean to you and please don't take it that I'm trying to be mean, but I don't want to use the textures you have been giving me because they aren't original textures.
You mind if I make the models a bit more unique then thaumcraft/minecraft's models? I hate ripping off of minecraft.


Oh, yeah, sure. Do whatever you think looks the best, and I'll look at them and see if I like them.
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by Inocudom » Mon May 13, 2013 14:22

Yes, I was referring to the blocks of the ore (crystals, to be more accurate.) The seed of life is a beautiful design, thus it looks good on the blocks of the type of crystal I suggested.
 

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by scifiboi » Mon May 13, 2013 16:29

Alright, I'll start working on a texture for it when I get home using that as the design. I think we need a name for the new ore more than we need a textire for it at the moment, though.
Last edited by scifiboi on Mon May 13, 2013 19:30, edited 1 time in total.
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by Inocudom » Mon May 13, 2013 21:32

I can think of a few names. They are:
Orgone
Ether
Ultimatrus
Hypermatter
 

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by scifiboi » Tue May 14, 2013 03:48

I'm kind of leaning towards hypermatter. I'm thinking the ore should be black and sort of shiny. The crystal could be black with a white middle to give the illusion of a black transparent crystal with a glowing white core. I could make hypermatter blocks. If transparency works with nodeboxes, I can make it look as if the blocks have a white glowing core as well.
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by Evergreen » Wed May 15, 2013 01:40

scifiboi wrote:I'm kind of leaning towards hypermatter. I'm thinking the ore should be black and sort of shiny. The crystal could be black with a white middle to give the illusion of a black transparent crystal with a glowing white core. I could make hypermatter blocks. If transparency works with nodeboxes, I can make it look as if the blocks have a white glowing core as well.

Yes, transparency does work. It requires a bit of code (which I can't remember at the moment). You could use that, + layering to get that effect.
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by Inocudom » Wed May 15, 2013 01:51

Hypermatter could be a very rare and very strong substance. It could be found at -1,000 and below.
 

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by scifiboi » Wed May 15, 2013 02:47

Evergreen wrote:
scifiboi wrote:I'm kind of leaning towards hypermatter. I'm thinking the ore should be black and sort of shiny. The crystal could be black with a white middle to give the illusion of a black transparent crystal with a glowing white core. I could make hypermatter blocks. If transparency works with nodeboxes, I can make it look as if the blocks have a white glowing core as well.

Yes, transparency does work. It requires a bit of code (which I can't remember at the moment). You could use that, + layering to get that effect.


I'll search through the forums and see if I can't find anything.

Inocudom wrote:Hypermatter could be a very rare and very strong substance. It could be found at -1,000 and below.


That sounds great. Would it be found in clusters or as a single block? I'm working on a texture for it now. Will reply after while (or tomorrow) with it.

Also, does playing with this mod on a Windows machine make anybody's Minetest crash? I have been playing it on Linux, but I downloaded 0.4.6 on my school computer with Windows. About 5 minutes into playing with it, Minetest crashed.
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by Inocudom » Wed May 15, 2013 05:01

It could be found in small clusters as crystals inside stone (as diamond crystals and mese crystals are found.)
 

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by scifiboi » Wed May 15, 2013 19:49

Do you think these look good for hypermatter? They will definitely change later, but for now?
Crystal:
Image
Ore:
Image
And heres a screenie of them in-game:
Image
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by Inocudom » Wed May 15, 2013 20:20

scifiboi wrote:Do you think these look good for hypermatter? They will definitely change later, but for now?
Crystal:
Image
Ore:
Image


Those look very good. I hope this mod appears on a server one day.
 

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by scifiboi » Wed May 15, 2013 21:09

Maybe one day it will, but hopefully not anytime in this stage. Honestly, other than adding a few blocks and items, the mod serves no purpose at the moment. Now when research is finally implemented and I can make golems (possibly), new furnaces, and metal transmutation, then it would have a reason to be on a server! :D

EDIT: Have you run this mod on MT yet? If so, could you give me the OS and Minetest version you use? When I run mine on windows with 0.4.4, it crashes it.
Last edited by scifiboi on Wed May 15, 2013 21:11, edited 1 time in total.
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by Inocudom » Thu May 16, 2013 00:06

Try the most recent 0.4.6 dev build for Windows. If your computer is 64-bit and you like using Direct X, try Fess's latest build. Otherwise, try the latest build by sfan5 or PilzAdam.
 

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by scifiboi » Thu May 16, 2013 19:20

0.4.6 makes the machine run even slower than 0.4.4 does. That and it crashes a lot more even WITHOUT my mod on it. Idk if it's just my machine, or if it's bugs with the game, but 0.4.4 is the best choice for this computer.

EDIT: Also, if you would like to try out the latest version, here is the link: https://www.dropbox.com/s/ty5ox99slsjxu7q/thaumtest0.1.5.zip
Last edited by scifiboi on Thu May 16, 2013 20:10, edited 1 time in total.
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by windmere33 » Tue May 21, 2013 20:39

Sorry I haven't been doing anything, I've been really sick and studying for exams. Could you combine this mod with the potions mod off of MiniTest?
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by Evergreen » Tue May 21, 2013 20:52

Here is the link to the ACTUAL potions mod topic.
http://forum.minetest.net/viewtopic.php?id=5549
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by Inocudom » Wed May 22, 2013 17:57

The white trees with blue leaves do spawn on the map, but they end up with only a couple of leaves. Are you planning to use the L-System treegen when it comes to generating the trees?
 

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by scifiboi » Wed May 22, 2013 19:06

Actually, that's just unfinished code for the tree generation. It will be a full tree when finished.

EDITT: I am not adding potions to Thaumtest.
Last edited by scifiboi on Wed May 22, 2013 19:08, edited 1 time in total.
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by Evergreen » Thu May 23, 2013 20:14

Sorry about not getting the nodebox for the cauldrons done. I'll put the nodebox code in this topic when I'm done.
Last edited by Evergreen on Thu May 23, 2013 20:15, edited 1 time in total.
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by Evergreen » Thu May 23, 2013 20:30

Okay, here is the code for a full cauldron:
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_node("thaumtest:cauldron_full",{
    drawtype="nodebox",
    paramtype = "light",
    tiles = {"texture.png"},
    node_box = {
        type = "fixed",
        fixed = {
            {-0.500000,-0.375000,-0.500000,-0.375000,0.500000,0.500000},
            {0.375000,-0.375000,-0.500000,0.500000,0.500000,0.500000},
            {-0.500000,-0.375000,-0.500000,0.500000,0.500000,-0.375000},
            {-0.500000,-0.375000,0.375000,0.500000,0.500000,0.500000},
            {-0.500000,-0.312500,-0.500000,0.500000,0.312500,0.500000},
            {-0.500000,-0.500000,-0.500000,-0.375000,0.500000,-0.375000},
            {0.375000,-0.500000,-0.500000,0.500000,0.500000,-0.375000},
            {0.375000,-0.500000,0.375000,0.500000,0.500000,0.500000},
            {-0.500000,-0.500000,0.375000,-0.375000,0.500000,0.500000},
        }
    }
})


And here is the empty cauldron:
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_node("thaumtest:cauldron_empty",{
    description = "Cauldron",
    drawtype="nodebox",
    paramtype = "light",
    tiles = {"texture.png"},
    node_box = {
        type = "fixed",
        fixed = {
            {-0.500000,-0.375000,-0.500000,-0.375000,0.500000,0.500000},
            {0.375000,-0.375000,-0.500000,0.500000,0.500000,0.500000},
            {-0.500000,-0.375000,-0.500000,0.500000,0.500000,-0.375000},
            {-0.500000,-0.375000,0.375000,0.500000,0.500000,0.500000},
            {-0.500000,-0.500000,-0.500000,-0.375000,0.500000,-0.375000},
            {0.375000,-0.500000,-0.500000,0.500000,0.500000,-0.375000},
            {0.375000,-0.500000,0.375000,0.500000,0.500000,0.500000},
            {-0.500000,-0.500000,0.375000,-0.375000,0.500000,0.500000},
            {-0.500000,-0.375000,-0.500000,0.500000,-0.312500,0.500000},
        }
    }
})


License: WTFPL

Tell me what you think, and also change the "texture.png" to the name of the texture you will use. Also, don't forget to add the groups tag to make the node digable.
Last edited by Evergreen on Thu May 23, 2013 23:05, edited 1 time in total.
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by Evergreen » Thu May 23, 2013 21:57

Also, if you want I can try to make it full when you right click it with a full bucket and empty when you right click with an empty bucket.
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by Sacr3dSt0rm » Fri May 24, 2013 00:54

Hey, can you add a spell system? I have a picture from a mod in Minecraft, this is an example:
https://www.dropbox.com/s/g1dt4lag4avkty6/2013-05-18_06.52.04.png
A spell system would be fun, and you could use Vis to boost the power? Just an idea, hope you like it. If you need textures for the spells, I've got you covered. A friend of mine makes textures, and if he can't I'm sure windmere could, his are great.

Thanks for your time,
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by Evergreen » Fri May 24, 2013 16:14

Here is some documentation on formspecs for things like scribe tables, furnaces, chests and such. http://dev.minetest.net/formspec
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