Page 1 of 1

[mod] flowerpots [flowerpots]

PostPosted: Thu Feb 02, 2017 22:10
by D00Med
This mod adds flowerpots which can hold flowers, grass, leaves and cactus.
Just place a pot and right click it to add a flower, right click again to remove the flower.

craft a flowerpot like this:
clay, dirt, clay
_, clay, _

Screenshot:
Image

License of code: LGPL 2.1+ Created by D00Med and toby109tt(aka tobyplowy)
License of textures: CC BY-SA 3.0 UNPORTED. Created by toby109tt (excluding the contents of the pot, ie: flower textures etc.)

Dependancies: default, flowers

Download: https://github.com/D00Med/flowerpots/archive/master.zip
Github: https://github.com/D00Med/flowerpots

Re: [mod] flowerpots [flowerpots]

PostPosted: Thu Feb 02, 2017 22:31
by toby109tt
Yay first XD

Re: [mod] flowerpots [flowerpots]

PostPosted: Thu Feb 02, 2017 23:34
by GreenDimond

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 03, 2017 00:31
by D00Med
Lol, that's a funny coincidence xD

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 03, 2017 15:37
by toby109tt
D00Med wrote:Lol, that's a funny coincidence xD

Yeh it is XD (I guess people really like flowerpots)

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 03, 2017 15:42
by burli
We definitely need more flowers

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 03, 2017 15:44
by toby109tt
burli wrote:We definitely need more flowers

Do you mean in the mod or in minetest game?

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 03, 2017 15:57
by burli
Both

Re: [mod] flowerpots [flowerpots]

PostPosted: Sun Feb 05, 2017 12:09
by toby109tt
burli wrote:Both

OK I will try

Re: [mod] flowerpots [flowerpots]

PostPosted: Sun Feb 05, 2017 21:22
by Chibi ghost
removed

Re: [mod] flowerpots [flowerpots]

PostPosted: Sun Feb 05, 2017 22:32
by sofar
Yes, I'm well aware that this mod came out at roughly the same time. One would wonder how they're different!

This mod uses a single texture for the mesh node, which means that if the player uses a texture pack, they will only ever see the standard textures, not the texture pack textures. It also means a lot more textures need to be sent to the client (one for the normal plant texture, and one for the flowerpot version of the plant).

The choice of 3 meshes (empty pot, cube plant in pot, normal plant in pot) is defensible. 3 meshes isn't so bad.

My implementation uses a single mesh but can handle texture packs, so it will be a bit friendlier on servers (quicker load times).

Still, this isn't such a bad implementation. Cheers.

Re: [mod] flowerpots [flowerpots]

PostPosted: Mon Feb 06, 2017 04:44
by Wuzzy
I would love to include this mod in MineClone 2, as I still need a functionioning flower pot. My current flower pot is broken. This mod looks promising as it supports both plantlike flowers as well as cuboid plants (like the cactus). I need both. So it's very good this mod gives me both.

Sadly, the texture chaos makes it very hard for me to actually adapt it for MineClone 2. It forces me to manually redraw all textures for each plant. The task is hardened by the fact that MineClone 2 still uses 32×32 textures, rather than 16×16. As sofar already said, the large amount of textures is pretty unflexible. Especially since many textures are mostly just repetitions of the original texture with the flower image pasted into it.
Would it be possible to use the texture modifiers to do this automatically? If you can find a way to reduce the amount of textures required, that would be greatly appreciated.

I suggest to add support for all saplings, bush leaves and bush stems. I would remove the normal leaves from the trees as you can hardly pot tree leaves. ;-)
I would also remove the potted plants from being visible in creative inventory, so that only the empty pot remains. The names of the potted plants also look ugly/ungrammatical (Hint: Try minetest.registered_items[itemname].description).

Re: [mod] flowerpots [flowerpots]

PostPosted: Mon Feb 06, 2017 07:07
by D00Med
I did plan on doing that, but if I use an overlay, then the textures will stretch completely over one and other won't they?
I'm definitely removing the pots from the creative inventory.

Re: [mod] flowerpots [flowerpots]

PostPosted: Mon Feb 06, 2017 08:53
by sofar
Wuzzy wrote:I would love to include this mod in MineClone 2, as I still need a functionioning flower pot. My current flower pot is broken. This mod looks promising as it supports both plantlike flowers as well as cuboid plants (like the cactus). I need both. So it's very good this mod gives me both.


This wouldn't be too hard to add to my version, and you'd avoid the texture problem altogether. It's just another material.

Re: [mod] flowerpots [flowerpots]

PostPosted: Mon Feb 06, 2017 10:36
by toby109tt
Wuzzy wrote:I would love to include this mod in MineClone 2, as I still need a functionioning flower pot. My current flower pot is broken. This mod looks promising as it supports both plantlike flowers as well as cuboid plants (like the cactus). I need both. So it's very good this mod gives me both.

Sadly, the texture chaos makes it very hard for me to actually adapt it for MineClone 2. It forces me to manually redraw all textures for each plant. The task is hardened by the fact that MineClone 2 still uses 32×32 textures, rather than 16×16. As sofar already said, the large amount of textures is pretty unflexible. Especially since many textures are mostly just repetitions of the original texture with the flower image pasted into it.
Would it be possible to use the texture modifiers to do this automatically? If you can find a way to reduce the amount of textures required, that would be greatly appreciated.

I suggest to add support for all saplings, bush leaves and bush stems. I would remove the normal leaves from the trees as you can hardly pot tree leaves. ;-)
I would also remove the potted plants from being visible in creative inventory, so that only the empty pot remains. The names of the potted plants also look ugly/ungrammatical (Hint: Try minetest.registered_items[itemname].description).

It's being worked on thanks for the feed back

Re: [mod] flowerpots [flowerpots]

PostPosted: Tue Feb 07, 2017 20:40
by Chibi ghost
you know what would be nice some large outdoor planters that are decorative
that work with the bigger plant life like ferns and bushes and such
I've seen one that is okayish but is very plain
but the best thing I found that sort of works is the cauldron from xdecor
but something like this would work with the minetest look
Image
Image
Image
sorry if I seem a little demanding feel free to ignore me

Re: [mod] flowerpots [flowerpots]

PostPosted: Tue Feb 07, 2017 20:56
by D00Med
Hmm this is a nice idea! thankyou

Re: [mod] flowerpots [flowerpots]

PostPosted: Wed Feb 08, 2017 21:29
by D00Med
Update: Only the empty pot is in the creative inventory.
plantlike nodes, such as flowers, don't need their own pot texture anymore.

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 10, 2017 14:16
by azekill_DIABLO
i like this flowerpot mod too :)

Re: [mod] flowerpots [flowerpots]

PostPosted: Fri Feb 10, 2017 20:42
by Wuzzy
Great! Thanks for the improvements so far. The texture fix was very important IMO, it is really annoying to juggle with lots of redundant textures.
I have just included this mod in my subgame, MineClone 2, and modified it for my needs (mod name: “mcl_flowerpots”).
It was incredibly easy to modify this mod and I managed to add all flower pots I need:
Image
Yay!

For your information (to improve your own mod):

This mod has still some minor quality issues. I have some minor suggestions:
- Remove the explicit inventory/wield image definition for filled flower pots. Minetest makes a nice 3D image instead, which is also easier to distinguish
- The filled flower pots should have better names (Good: “Flower Pot with Yellow Dandelion”. Bad: “Flower Pot with flowers:dandeliion_yellow”). The easiest fix would be to just define the full description for each node seperately. This will also make a later possible integration with intllib easier
- Arggghh! minetest.env is VERY old legacy stuff and makes my eyes bleed. ;-)
- Flower pots with flower should drop empty flower pot and it's flower, not themselves (otherwise there's a quick inventory clutter again, with lots of different flower pots)

Hint:
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
         drop = {
                 items = {
                         { items = { "mcl_flowerpots:flower_pot", flower_node } }
                 }
         },   


- Consider making the flower pot nodes attached nodes (attached_node=1)
- When you place a flower into a flower pot in Creative Mode, it gets used up
- Remove the “stone” group. This group is only intended for full-sized cubes made out of stone (Cobblestone, Stone, Desert Stone, Stone Brick, Stone Block, etc). This is clearly not the case for flower pots. This group is used in Minetest Game as a crafting group to craft e.g. furnaces or stone tools. I think the player should NOT be able to craft a furnace out of 8 flower pots. XD

Apart from all this, this mod seems pretty fine. Good work you made here. I have fixed these issues on my subgame already and this mod was exactly what I needed.

Re: [mod] flowerpots [flowerpots]

PostPosted: Sat Feb 11, 2017 00:10
by D00Med
Thankyou for all the suggestions, I will add them in.
I'm glad it suits your needs. good luck with your subgame too

Re: [mod] flowerpots [flowerpots]

PostPosted: Sat Feb 11, 2017 09:24
by Chibi ghost
wow your pots have improved a lot I love how the plants look now

Re: [mod] flowerpots [flowerpots]

PostPosted: Sat Feb 11, 2017 09:29
by azekill_DIABLO
Wuzzy wrote:I think the player should NOT be able to craft a furnace out of 8 flower pots.

i don't want to see the face of their furnace after such a non-sense. LOL

Re: [mod] flowerpots [flowerpots]

PostPosted: Sun Feb 12, 2017 00:25
by D00Med
Updated: I've made the changes that Wuzzy suggested (thanks Wuzzy)

Re: [mod] flowerpots [flowerpots]

PostPosted: Sun Feb 12, 2017 01:55
by Wuzzy
Bravo!