Page 1 of 2

[Generic MOD] AnimalMaterials - Version 0.0.7

PostPosted: Sun Jan 29, 2012 23:52
by sapier
As celeron suggested http://c55.me/minetest/forum/viewtopic.php?id=882 I'm going to create a material only mod for animals and other mods willing to add recieps for this matierials too. This mod won't contain any recieps or active code but only item/node definitions.
As not all materials do exist atm I'm asking for suggestions what this mod shall contain or not contain.

Current Version 0.0.7

License: Do whatever you want!

Current Materials included are:

Nodes:
  • wool_white
  • wool_grey
  • wool_brown
  • wool_black
  • wool_yellow (TODO)
  • wool_red (TODO)
  • wool_violet (TODO)
  • wool_blue (TODO)
  • wool_green(TODO)
  • wool_orange(TODO)
Items:
  • raw_meat
  • raw_meat_pork (TODO)
  • raw_meat_sheep (TODO)
  • raw_meat_beef (TODO)
  • raw_meat_deer (TODO)
  • horn (TODO)
  • fur (TODO)
  • bone
  • egg
  • egg_big
  • feather
  • scale_white
  • scale_grey
  • scale_blue
  • scale_golden

PostPosted: Mon Jan 30, 2012 07:24
by neko259
Add eggs and feathers also.

PostPosted: Mon Jan 30, 2012 07:34
by neko259
I would also suggest you to split animals mod to 3: library (API), friendly mobs, aggressive mobs.

PostPosted: Mon Jan 30, 2012 09:49
by sapier
@neko259 spliting friendly and unfriendly mobs won't make any sense as it would be 90% code duplication. A split in three parts is already planed but it will be: Materials,AnimalDefinitions,Engine.
Engine itself already contains different components, user will be able to replace each of it when defining an animal (if his replacement suits the api required for each component). Combat for example doesn't have much external dependencys.

PostPosted: Mon Jan 30, 2012 09:56
by neko259
spliting friendly and unfriendly mobs won't make any sense as it would be 90% code duplication

It make sense for the players that want animals but don't want to die every night. You can do that in one mod but implement some setting that toggles unfriendly mobs.

PostPosted: Mon Jan 30, 2012 16:02
by sapier
Ok I misunderstood what you were trying to tell me. You were talking about splitting the "AnimalDefinitions" part further. That's a good idea, I'm going to split it down to animal level eg mods animal_sheep animal_cow animal_deer ...

PostPosted: Mon Jan 30, 2012 16:08
by neko259
I'm going to split it down to animal level eg mods animal_sheep animal_cow animal_deer ...

Does minetest have a constraint on mod count? Maybe so many mods will be too much...

PostPosted: Mon Jan 30, 2012 16:17
by kahrl
There used to be the limit of ~30 (because of a bug with Lua stack handling), but not anymore. Number of registered nodes, items, ABMs etc. is more important.

PostPosted: Mon Jan 30, 2012 16:25
by neko259
Will there be dedicated threads for mods? Or it can't be done in the engine for now?

PostPosted: Mon Jan 30, 2012 16:33
by kahrl
I don't know. First of all, Lua wasn't written with thread safety in mind (and there are no thread or synchronization / locking primitives in the stdlib, so an API for them would have to be designed from scratch). Also, thread safety is hard, there's enough of that stuff on the C++ side already. What do you want to use threads for?

PostPosted: Mon Jan 30, 2012 18:31
by neko259
kahrl wrote:I don't know. First of all, Lua wasn't written with thread safety in mind (and there are no thread or synchronization / locking primitives in the stdlib, so an API for them would have to be designed from scratch). Also, thread safety is hard, there's enough of that stuff on the C++ side already. What do you want to use threads for?

Well, most servers have at least 2 CPUs. I would be nice if minetest be more parallel.

PostPosted: Mon Jan 30, 2012 19:04
by sapier
having multiple threads handling different entities would be great but adding thread safety is lots of work and this of topic in this thread too so let's get back to origin ;-)

PostPosted: Mon Jan 30, 2012 20:07
by RAPHAEL
If one has the Animals 0.9.9 mod, would they need this mod too or is the stuff in this mod also in the animals mod?

PostPosted: Mon Jan 30, 2012 20:50
by sapier
no animals doesn't contain those materials anymore and it doesn't contain animals as of 0.9.11 too. All animals got extracted to separate mods enabling user to remove those he/she doesn't like.

PostPosted: Mon Jan 30, 2012 20:59
by neko259
When will you add new wool texture? I'm going to make dyes mod to make the wool colored.

PostPosted: Mon Jan 30, 2012 21:11
by sapier
next animals mod will contain the colors listed, if you want other colors in this mod too please make suggestions.

PostPosted: Mon Jan 30, 2012 21:14
by neko259
I want to make it possible to combine flowers with wool to get flower color in it. All the rainbow colors :)

PostPosted: Thu Feb 02, 2012 12:51
by neko259
Can you add wool of all colors in this mod? They can be not obtainable, I just need them or I'll have to implement mine and it won't be very comfortable to have different colors in different mods.

Sorry for spam :)

PostPosted: Thu Feb 02, 2012 19:24
by sapier
can you be a little bit more precise about "all"? ;-)

PostPosted: Thu Feb 02, 2012 20:47
by neko259
Yellow, red, violet, blue, green, orange. These are the colors I can make from flowers and cactus. Grey and black wool can be made with coal. Brown wool... maybe make dyes from dirt? At last in will be useful :D

PostPosted: Thu Feb 02, 2012 22:43
by rinoux
Brown wool... maybe make from tree ?

PostPosted: Thu Feb 02, 2012 23:55
by neko259
rinoux wrote:Brown wool... maybe make from tree ?

Tree already makes wood. Maybe I'll have to make some item to combine with other items to make dyes, not just from flowers.

PostPosted: Fri Feb 03, 2012 18:56
by sapier
probably adding some kind of furnacelike object "mill" might be a solution ... ok not exactly furnace as a mill wouldn't need fuel

PostPosted: Fri Feb 03, 2012 20:47
by neko259
sapier wrote:probably adding some kind of furnacelike object "mill" might be a solution ... ok not exactly furnace as a mill wouldn't need fuel

Mill needs some kind of power too. I think when luafurnace will be finished, we would make a mill powered with mesecons.

PostPosted: Tue Feb 21, 2012 03:27
by Scott
how do i get cotton?

PostPosted: Thu Mar 22, 2012 21:33
by Ragnarok
Ok... how can I erase wool bricks? :D I tried scissors, sword, pickaxes and another sharp stuff - nothing helps.

PostPosted: Thu Mar 22, 2012 21:40
by sdzen
are you using the newest dev because then your screwed

PostPosted: Fri Mar 23, 2012 00:32
by ray8888
ya i found that out

PostPosted: Sun Aug 19, 2012 01:59
by minecraft64
i got sick of raw meat so i edited in cooked meat, you might wanna add that

PostPosted: Mon Mar 31, 2014 10:54
by JPRuehmann
Hello

I get the following error messsage

item 'animalmaterials:glass' not found

How can I disable that?

Thanks,
JPR