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[Mod] Obsidian [W.I.P]

PostPosted: Mon Feb 20, 2012 04:57
by IPushButton2653
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I've been doing work and finally got it finished. So here, your obsidian mod...

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DOWNLOAD LINK http://www.mediafire.com/download.php?g57kvxztxwiqejz
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The Mod:
It adds
  • Obsidian
  • Obsidian Shard
  • Obsidian Knife (From shard)
  • Obsidian Mese (Obmese)
  • Obsidian Mese Pickaxe (Obmese pick)
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How to set up a simple obsidian generator:

Build this (Glass is for viewing)...

Image

Then break the bottom obsidian...

Image

And then the top obsidian replenishes itself. Due to the mechanics.
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Images Section (Post your own in the thread and I might add it!)

IPushButton2653 "Obsidian and Obmese
Image

PostPosted: Mon Feb 20, 2012 07:42
by Jordach
Wow, nice there.

PostPosted: Mon Feb 20, 2012 19:33
by IPushButton2653
It was 3:30 in the morning, and I forgot the download link XD
Thanks CalumMc for pointing that out. But I had to do some tinkering with the mod itself and added something else this morning. Still testing. DL link will be up very soon!

PostPosted: Mon Feb 20, 2012 23:07
by Temperest
Er...the zip file contains only a shortcut to the folder in which you keep the mod :).

PostPosted: Tue Feb 21, 2012 00:22
by IPushButton2653
Fudge. I messed up again. Let me fix it again. Such a pester

PostPosted: Tue Feb 21, 2012 00:24
by JoseMing
how you create the obsidian block? or something else

PostPosted: Tue Feb 21, 2012 00:30
by IPushButton2653
You must make water meet a lava source (lava that takes up the whole node space). I made some efficient mass-producing obsidian generators on my server. As well as a few others. Once you get the hang of it, it's all easy ^^

And I know why it only had a shortcut to the mod. I sent it to my desktop (in which it makes a shortcut) and made it a zip file from there. My stupidity.

PostPosted: Tue Feb 21, 2012 00:33
by JoseMing
hehehehe no problem, but i need 2 buckets of 1 of water and 1 of lava to make the obsidian block right?

PostPosted: Tue Feb 21, 2012 00:41
by IPushButton2653
Or just place the lava from the bucket into something such as a lake(directly into the water. Do not place it on land), this is a good strategy for making obsidian blocks in very short amounts of time

PostPosted: Tue Feb 21, 2012 00:51
by Temperest
Here's a version with a few changes that better ItemDef compatibility:

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("obsidian:obsidian_block", {
    tile_images = {"obsidian_block.png"},
    inventory_image =

minetest.inventorycube("obsidian_block.png"),
    is_ground_content = true,
    material = minetest.digprop_glasslike(5.0), -- obsidian is hard, but brittle
    extra_dug_item = 'craft "obsidian:obsidian_shard" 1',
    extra_dug_item_rarity = 20,
})

minetest.register_craftitem("obsidian:obsidian_shard", {
    image = "obsidian_shard.png",
    on_place_on_ground = craftitem_place_item,
})

minetest.register_craft({
    output = 'obsidian:obsidian_knife',
    recipe = {
        {'obsidian:obsidian_shard'},
        {'default:stick'},
    }
})

minetest.register_tool("obsidian:obsidian_knife", {
    image = "obsidian_knife.png",
    basetime = 1.0,
    dt_weight = 0.5,
    dt_crackiness = 2,
    dt_crumbliness = 4,
    dt_cuttability = -0.5,
    basedurability = 80,
    dd_weight = 0,
    dd_crackiness = 0,
    dd_crumbliness = 0,
    dd_cuttability = 0,
})

minetest.register_abm({nodenames = {"default:lava_source"},
    interval = 1.0,
    chance = 1,
    action = function(pos, node, active_obsidianject_count, active_obsidianject_count_wider)
            for i=-1,1 do
            for j=-1,1 do
            for k=-1,1 do
        p = {x=pos.x+i, y=pos.y+j, z=pos.z+k}
        n = minetest.env:get_node(p)
        if (n.name=="default:water_flowing") or (n.name == "default:water_source") then
            minetest.env:add_node(pos, {name="obsidian:obsidian_block"})
                end
            end
        end
    end
end
})

minetest.register_abm({nodenames = {"default:lava_flowing"},
    interval = 1.0,
    chance = 1,
    action = function(pos, node, active_obsidianject_count, active_obsidianject_count_wider)
            for i=-1,1 do
            for j=-1,1 do
            for k=-1,1 do
                p = {x=pos.x+i, y=pos.y+j, z=pos.z+k}
                n = minetest.env:get_node(p)
                if (n.name=="default:water_flowing") or (n.name == "default:water_source") then
                    if (j==-1) then
            minetest.env:add_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="cobble"})
                    else
            minetest.env:add_node(pos, {name="cobble"})
                    end
                end
            end
        end
    end
end
})


-- Crafting

minetest.register_craft({
    output = 'obsidian:obsidian_sword',
    recipe = {
        {'obsidian:obsidian_blade'},
        {'obsidian:obsidian_blade'},
        {'default:stick'},
    }
})
minetest.register_craft({
    output = 'obsidian:obsidian_axe',
    recipe = {
        {'obsidian:obsidian_block', 'obsidian:obsidian_block'},
        {'obsidian:obsidian_block', 'default:stick'},
        {'', 'default:stick'},
    }
})
minetest.register_craft({
    output = 'obsidian:obsidian_shovel',
    recipe = {
        {'obsidian:obsidian_block'},
        {'default:stick'},
        {'default:stick'},
    }
})
minetest.register_craft({
    output = 'obsidian:obsidian_pick',
    recipe = {
        {'obsidian:obsidian_block', 'obsidian:obsidian_block', 'obsidian:obsidian_block'},
        {'', 'default:stick', ''},
        {'', 'default:stick', ''},
    }
})




-- tools
minetest.register_tool("obsidian:obsidian_sword", {
    image = "os.png",
    basetime = 0,
    dt_weight = 3,
    dt_crackiness = 0,
    dt_crumbliness = 1,
    dt_cuttability = -10,
    basedurability = 1000,
    dd_weight = 0,
    dd_crackiness = 0,
    dd_crumbliness = 0,
    dd_cuttability = 0,
})
minetest.register_tool("obsidian:obsidian_shovel", {
    image = "osh.png",
    basetime = 0,
    dt_weight = 0.5,
    dt_crackiness = 2,
    dt_crumbliness = -1.5,
    dt_cuttability = 0.0,
    basedurability = 330,
    dd_weight = 0,
    dd_crackiness = 0,
    dd_crumbliness = 0,
    dd_cuttability = 0,
})
minetest.register_tool("obsidian:obsidian_pick", {
    image = "op.png",
    basetime = 0,
    dt_weight = 0,
    dt_crackiness = -0.5,
    dt_crumbliness = 2,
    dt_cuttability = 0,
    basedurability = 333,
    dd_weight = 0,
    dd_crackiness = 0,
    dd_crumbliness = 0,
    dd_cuttability = 0,
})
minetest.register_tool("obsidian:obsidian_axe", {
    image = "ob.png",
    basetime = 0,
    dt_weight = 3,
    dt_crackiness = 0,
    dt_crumbliness = 1,
    dt_cuttability = -10,
    basedurability = 1000,
    dd_weight = 0,
    dd_crackiness = 0,
    dd_crumbliness = 0,
    dd_cuttability = 0,
})

minetest.register_node("obsidian:fence_obsidian", {
    description = "Obsidian Fence",
    drawtype = "fencelike",
    tile_images = {"obsidian_block.png"},
    inventory_image = "obsidian_fence.png",
    wield_image = "obsidian_fence.png",
    paramtype = "light",
    is_ground_content = true,
    selection_box = {
        type = "fixed",
        fixed = {-1/7, -1/2, -1/7, 1/7, 1/2, 1/7},
    },
    material = minetest.digprop_glasslike(5.0),
})
minetest.register_craft({
    output = 'tool "obsidian:fence_obsidian"',
    recipe = {
            {'node "obsidian:obsidian_block"', 'node "obsidian:obsidian_block"', 'node "obsidian:obsidian_block"'},
            {'node "obsidian:obsidian_block"', 'node "obsidian:obsidian_block"', 'node "obsidian:obsidian_block"'},
    }
})
minetest.register_node("obsidian:obsidian_ladder", {
    description = "Obsidian Ladder",
    drawtype = "signlike",
    tile_images = {"obsidian_ladder.png"},
    inventory_image = "obsidian_ladder.png",
    wield_image = "obsidian_ladder.png",
    paramtype = "light",
    paramtype2 = "wallmounted",
    is_ground_content = true,
    walkable = false,
    climbable = true,
    selection_box = {
        type = "wallmounted",
        --wall_top = = <default>
        --wall_bottom = = <default>
        --wall_side = = <default>
    },
    material = minetest.digprop_glasslike(5.0),
    legacy_wallmounted = true,
})
minetest.register_craft({
    output = 'obsidian:obsidian_ladder',
    recipe = {
        {'obsidian:obsidian_block', '', 'obsidian:obsidian_block'},
        {'obsidian:obsidian_block', 'obsidian:obsidian_block', 'obsidian:obsidian_block'},
        {'obsidian:obsidian_block', '', 'obsidian:obsidian_block'},
    }
})
minetest.register_craftitem("obsidian:obsidian_blade", {
    image = "obsidian_blade.png",
    on_place_on_ground = craftitem_place_item,
})
minetest.register_craft({
    output = 'obsidian:obsidian_blade',
    recipe = {
        {'', 'obsidian:obsidian_shard', ''},
        {'', 'obsidian:obsidian_shard', ''},
    }
})

--        end
--        return false
--    end,
--

PostPosted: Tue Feb 21, 2012 17:04
by JoseMing
how you create the obsidian shard?

PostPosted: Tue Feb 21, 2012 19:16
by sdzen
it randomly given i think with obidisant

PostPosted: Mon Feb 27, 2012 23:44
by IPushButton2653
Updated with Temperest's update for ItemDef compatibility

PostPosted: Tue Feb 28, 2012 23:49
by Sartan
how you create the obsidian shard?

I and haven't understood as them to extract....
Has dug over somewhere 200 cubes of an obsidian doesn't drop out (

PostPosted: Tue Feb 28, 2012 23:54
by sdzen
wouldnt extradugitem be obsidian:obsidian_shard with no craft sub thing

PostPosted: Tue Feb 28, 2012 23:55
by randomproof
Sartan wrote:
how you create the obsidian shard?

I and haven't understood as them to extract....
Has dug over somewhere 200 cubes of an obsidian doesn't drop out (

It seems to me that the def is wrong, extra_dug_item is deprecated (i think)

It should be like this:
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("obsidian:obsidian_block", {
    tile_images = {"obsidian_block.png"},
    inventory_image = minetest.inventorycube("obsidian_block.png"),
    is_ground_content = true,
    material = minetest.digprop_glasslike(5.0), -- obsidian is hard, but brittle
    drop = {
        max_items = 1,
        items = {
            {
                -- player will get shard with 1/20 chance
                items = {'obsidian:obsidian_shard'},
                rarity = 20,
            },
            {
                items = {'obsidian:obsidian_block'},
            }
        }
    },
})

PostPosted: Wed Feb 29, 2012 22:35
by IPushButton2653
Thanks randomproof, will implement into the update. I was wondering why I never got any shards from the thousands I mined

PostPosted: Fri Mar 02, 2012 00:28
by Scott
soo, is the fix now in the update? i needzz the obsidians

PostPosted: Fri Mar 02, 2012 20:56
by IPushButton2653
Hasn't been updated yet. But if you want, just open the init.lua file and replace it with the code that randomproof provided.

PostPosted: Mon Mar 05, 2012 13:53
by ufa
Waiting for the fixed release :))

PostPosted: Thu Mar 08, 2012 22:31
by IPushButton2653
Won't be up for a while. Don't have a chance to do much til spring break (next week for me)

PostPosted: Tue Mar 13, 2012 05:54
by IPushButton2653
It is finally updated. I am already working on the next implementation. Of course, I am on spring break :D

PostPosted: Tue Mar 13, 2012 11:57
by jordan4ibanez
IPushButton2653 wrote:It is finally updated. I am already working on the next implementation. Of course, I am on spring break :D

please put crafting recipes in the main thread not just pictures

PostPosted: Tue Mar 13, 2012 19:05
by IPushButton2653
I can try. It is just too complicated for me to photograph it though. Let me see what I can do........

PostPosted: Tue Mar 13, 2012 19:34
by IPushButton2653
Happy now jordan?

PostPosted: Tue Mar 13, 2012 20:51
by Death Dealer
jordan4ibanez wrote:
IPushButton2653 wrote:It is finally updated. I am already working on the next implementation. Of course, I am on spring break :D

please put crafting recipes in the main thread not just pictures

theres a pick ,axe, shovel,fence,ladder im not sure but i think most of us can figure it out without recipes.

PostPosted: Tue Mar 13, 2012 22:17
by IPushButton2653
I put them all in the main post. I don't like people on my case about things as simple as that. And the next update will be pretty hefty.

PostPosted: Tue Mar 13, 2012 22:21
by Death Dealer
ok i get that, i was just saying this to maybe save you from doing that for(no resone). in my opinion, theres a wiki for that stuff.

PostPosted: Tue Mar 13, 2012 22:35
by IPushButton2653
I honestly have nothing better to do this week. So I have all week to mess around with this mod

PostPosted: Tue Mar 13, 2012 22:37
by sdzen
nice my week to mess around was several weeks back :P