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[Mod] Obsidian [W.I.P]

Posted:
Mon Feb 20, 2012 04:57
by IPushButton2653
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O B S I D I A N------------------------
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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--------------------------------------------------------------------------------------------------------------------
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)...
Then break the bottom obsidian...
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


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

Posted:
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!

Posted:
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 :).

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

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

Posted:
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.

Posted:
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?

Posted:
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

Posted:
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,
--

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

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

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

Posted:
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 (

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

Posted:
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'},
}
}
},
})

Posted:
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

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

Posted:
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.

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

Posted:
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)

Posted:
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

Posted:
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

Posted:
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........

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

Posted:
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.

Posted:
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.

Posted:
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.

Posted:
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

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