[Mod] Castles++ Rolling release [git] [castle]

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by swordpaint12 » Thu Sep 17, 2015 23:07

No, but the work in progress battle towers mod does. It's by rater, I believe, and it also has it's on NPC framework, I think.
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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Sokomine » Sun Sep 27, 2015 04:50

Aberts10 wrote:does this mod also generate castles?

The Lord of the Test game spawns diffrent castles. OldCoder runs a server with that game/subgame. It's worth taking a look.
A list of my mods can be found here.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Napiophelios » Wed Sep 30, 2015 02:31

Philipner, I like the workbench from castles alot!
I have tweaked the formspec a little and added liststrings
check it out and see if its something you can use.

Image

I put changes in a seperate mod to keep the test drive simple

crafting_machine-rev001.zip
workbench extracted from Castles mod
(58.83 KiB) Downloaded 102 times



crafter-screens.png
crafter-screens.png (153.46 KiB) Viewed 3316 times
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Wed Sep 30, 2015 02:40

Looks good. I might tweak the font a bit...
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Napiophelios » Wed Sep 30, 2015 02:46

Sorry I forget I use a larger custom font sometimes,
you may have to realign the text in the formspec

Mainly the liststrings and balancing the look of the formspec
is whats important changes though

I love symmetry :)
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Wed Sep 30, 2015 02:51

Same here. The font shouldn't be too hard though...

Anyway, thanks again. ;)
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Napiophelios » Sat Oct 03, 2015 11:01

Sorry to keep bothering with you,
but the workbench can be destroyed
even when inventory space is taken.

Minor tweak needed:
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
   
can_dig = function(pos,player)
      local meta = minetest.get_meta(pos);
      local inv = meta:get_inventory()
 return inv:is_empty("src") and inv:is_empty("rec") and inv:is_empty("dst")
   end,
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by TenPlus1 » Sat Oct 03, 2015 17:45

I removed the workbench from my standalone version of castles and replaced it with the autocrafter from pipeworks that seems to work a lot better and returns items like empty buckets and vessels.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Sun Oct 04, 2015 06:34

@Napiophelios: Thnx, though I don't really have time unfortunately. I am working right now (11:32 PM or 23:32) on my AP Chemistry. On a weekend. Saturday.

Yes, I am trying to kill myself with the homework. I am taking a break because I am done working for a little while.

@10+1 (srry too lazy): Mmm. Never used pipeworks or stuff of that sort. I also think that it would be easy enough to bounce back buckets and such. Though for the most part, I don't like that level of complexity. Still, I suppose I could try and do it. Maybe Fall/Winter break (if I have no homework).
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by Inocudom » Mon Oct 05, 2015 16:10

philipbenr wrote:@Napiophelios: Thnx, though I don't really have time unfortunately. I am working right now (11:32 PM or 23:32) on my AP Chemistry. On a weekend. Saturday.

Yes, I am trying to kill myself with the homework. I am taking a break because I am done working for a little while.

Yeah-heah-heah-heah-heah, schools spam homework way, way more often than they used to. Glad I am not in school anymore, because from the things I heard, it is hell. How do you cope with it?
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Mon Oct 05, 2015 23:22

Like a guy who is buying birthday gifts for his kids two hours before celebrating. Procrastinator, I am. XD The only issue I have is with AP Chemistry, Calculus1/2, and AP US History. Homework is a pain in the arse... Not to mention all the lab writeups.... Spanish isn't hard, but can be quite the pain of I don't study too much (like on the test today XD). Ahh well. I have more to look forward to, like AP European history, Calculus 3/4, Writing 121, all that good stuff. College credit in highschool is awesome. By the time I am finished with highschool, (provided I do get the college credit), I will be a sophomore credit wise on my first year. Cool right?
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Thu May 12, 2016 04:11

Stuff is getting done. The minetest-mods fork of this mod has some very important bug-fixes, so I'll just post that here:

https://github.com/minetest-mods/castle/

Todo:

1) Download the bugfixes and assimilate into modpack
2) Start final, fresh topic, with the configurator (this mod will be modular. Stay tuned to see how that will work)
3) Make sure I have all the aliases to ensure compatibility with "legacy version" of the mod
4) Continue with planned additions.

After I complete 2, I'll have a working release, but it will have the typical "Don't use in old worlds" disclaimer. Expect that around June/early July. I might be able to push it earlier, but I'd have to do some extensive testing... Please be patient. It is really hard to pick this project back up after half a year of inactivity.
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Thu May 12, 2016 04:31

From updated README:

Readme.txt wrote:Big release coming soon. ;) Stay tuned.

Planned features (anything with question mark means that I am either unsure or don't know how to accomplish it ;)

--More/Better weapons
--More decorations
--More nodes
--Redone columns
--More doors
--Gatehouse mod
--Armor
--More magical items (mana, orbs, potions...)
--Crowns/capes/player decor
--Flags
--Brewery/Liquor (liquor effects is another thing altogether)
--Tannery?
--Books? (that is an interesting one... I'll write a post on it later)
--Guards?
--Player status (King, queen, etc.)?
--Foods?
--Horses/Livestock?
--Ruins?

--Modpack Configurator


Would it be a good idea to add in books on knights code, chivalry, operating weapons, crafting, livestock, and more? I know of a couple different books mods, so I don't think it would be too hard... I have some ideas for the crafting, so don't worry about that. Just the concept. Also give me your comments on all the other questionable ones...
 

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Re: [Mod] Castles++ : Yet another fork [0.4.8] [castles]

by philipbenr » Tue May 17, 2016 19:40

So, the chandeliers have been added, and the crossbows are fixed, by replacing the old ones with PilzAdam's one I believe. I didn't do it, so I don't know. Orbs have been updated. The ironbound chest and crate's formspecs have been fixed. Next on the list is occasional feature updates, but also turning the mod into a modpack. Occasional updates will be coming with a few features per update.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Wed May 18, 2016 23:20

Here is a new idea. Dye vats. Similar to a furnace.

Add:
  • Fuel
    - Wood
    - Leaves
    - Cactus
    - Plants
    etc.
  • Dye
  • White Wool item (may expand to use unifieddyes/other color mixing mods later)
    - Wool block
    - Tapestry
    - Clothes/cape (?)


Craft:
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
Stone | Bucket w/ water | Stone
      |     Stone       |


Output: X Colored input, where X is your dye color
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Fri May 20, 2016 01:13

Updated workbench and crate textures.

Image
Image
Image

Part of the reason I decided to update the textures was because I want this mod to really look nice, and flow perfectly. The lamp, workbench and crate all use similar texturing methods.

Edit: Take a look at the bumpmapped version. And those are using on the fly normals... Kudos to the minetest team:

Image
Image

Looks great!
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by Don » Fri May 20, 2016 01:27

They look great!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Fri May 20, 2016 01:47

Thanks. Partial credit to Napiophelios, for the base textures. I tweaked them a bit, and they turned out nicely.

Also, thank you Don. I was beginning to wonder if people were shunning me because nobody was replying. XD
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by Don » Fri May 20, 2016 03:20

philipbenr wrote:Thanks. Partial credit to Napiophelios, for the base textures. I tweaked them a bit, and they turned out nicely.

Also, thank you Don. I was beginning to wonder if people were shunning me because nobody was replying. XD

I wouldn't shun you. You're awesome!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by swordpaint12 » Wed May 25, 2016 12:17

philipbenr wrote:
+ To Come:


I love the idea of horses and other animals. Player status will be cool too! Yes, must have books.
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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Wed Jun 08, 2016 05:36

Image

Castle vat mockup. Sorry for the lack of activity... A lot of other stuff to keep up with, not to mention I just finished my Calculus Final today... and I still have a week and a half left! Anyway, here is a nodebox mockup. I will likely change it to a meshnode, but will keep the blocky style. The issue with the nodebox is the texture issues. You can't change the inside to be different from the outside. Not to mention, I can add a wool object inside it in a oddball shape if I want.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by addi » Sat Jun 18, 2016 08:11

There is a craft recipe conflict with moreblocks:
cooking gravel --> moreblocks:tar
cooking gravel --> castle:roofslate

I reported it here, because moreblocks mod is much older than castle. If you think its moreblocks fault, feel free to complain it to moreblocks.
I would be happy if it gets resolved in one of both mods.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Sun Jun 19, 2016 02:05

I thought that was fixed a while ago... It conflicts with the streets mod. Oh well... I'll see about it.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by addi » Sun Jun 19, 2016 09:56

Thanks
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Tue Jul 05, 2016 23:41

addi wrote:There is a craft recipe conflict with moreblocks:
cooking gravel --> moreblocks:tar
cooking gravel --> castle:roofslate

I reported it here, because moreblocks mod is much older than castle. If you think its moreblocks fault, feel free to complain it to moreblocks.
I would be happy if it gets resolved in one of both mods.


So, I did end up checking, sorry for the late reply. Lines 118-164 addresss the issue I believe.

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
local mod_building_blocks = minetest.get_modpath("building_blocks")
local mod_streets = minetest.get_modpath("streets") or minetest.get_modpath("asphalt")

if mod_building_blocks then
   minetest.register_craft({
      output = "castle:roofslate 4",
      recipe = {
         { "building_blocks:Tar" , "default:gravel" },
         { "default:gravel",       "building_blocks:Tar" }
      }
   })

   minetest.register_craft( {
      output = "castle:roofslate 4",
      recipe = {
         { "default:gravel",       "building_blocks:Tar" },
         { "building_blocks:Tar" , "default:gravel" }
      }
   })
end

if mod_streets then
   minetest.register_craft( {
      output = "castle:roofslate 4",
      recipe = {
         { "streets:asphalt" , "default:gravel" },
         { "default:gravel",   "streets:asphalt" }
      }
   })

   minetest.register_craft( {
      output = "castle:roofslate 4",
      recipe = {
         { "default:gravel",   "streets:asphalt" },
         { "streets:asphalt" , "default:gravel" }
      }
   })
end

if not (mod_building_blocks or mod_streets) then
   minetest.register_craft({
      type = "cooking",
      output = "castle:roofslate",
      recipe = "default:gravel",
   })

end


Without streets, you make it like asphalt. With streets, you make it with gravel and streets asphalt in a crisscross shape. If you have building blocks mod, then you can crisscross tar and gravel just like in streets.

XO
OX

or

OX
XO

Edit: I guess I should just go with a universal recipe though, huh?

How about

gravel
cobble
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Tue Jul 05, 2016 23:52

Actually, I think I need to rework all the crafting recipes.

Castle Stonewall 5:

idea wrote:group:stonebrick | group:cobble
group:cobble | group:stonebrick


You use 10 cobble stones to get to this recipe, so the end result should be a little bit off, as the wall has to be strong. The textures might change from the ugly brown to a little more grey to reflect all the different types of stone that can be used. I don't think you should have to be near a desert to make this stone.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Castle slate 2:

idea wrote:default:gravel
default:cobble


The streets mod and moreblocks made a bit of confunsion for this recipe. This makes a lot more sense

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Castle Stonewall Corner 4:

idea wrote:default:sandstone_brick | castle:stonewall
castle:stonewall | castle:stonewall

This makes a lot more sense as the wall is a cubic node, not a L shaped one.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

More will come when I think about them. Suggestions are also welcome.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by addi » Wed Jul 06, 2016 02:25

uhm your code snippet would not help, since moreblocks is still using the same recipe https://github.com/minetest-mods/morebl ... #L456-L458 ^^

gravel
cobble

would work (as far as I can tell now with 99 mods installed ;-) )
But imo it would be logically wrong

maybe cooking gravel --> tar (only if whether builing_blocks, moreblocks or streets is installed)

tar
wood
--> roof slate

or
if moreblocks installed
moreblocks:tar
wood
--> roof slate

or
if streets installed
streets:asphalt
wood
--> roof slate

or
if building_blocks installed
building_blocks:Tar
wood
--> roof slate

this would be more correct, but sadly not universal.
All in all its not an easy decision.
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Wed Jul 06, 2016 02:29

Hmm. Well, I am trying to think of how roof slates would be made.

Better idea:

Roofslate x 6

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
               |     gravel     |
stonebrickslab | stonebrickslab | stonebrickslab


That makes the most sense and is likely not used in any other recipe
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by addi » Wed Jul 06, 2016 02:36

Thats right :-) but i think its called stairs:slab_stonebrick or moreblocks:slab_stonebrick
 

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Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

by philipbenr » Wed Jul 06, 2016 02:54

I knew it was one of the two. I couldn't remember which, so I just edited it.
 

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