[Mod] Mylandscaping [1.1]

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Nathan.S
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[Mod] Mylandscaping [1.1]

by Nathan.S » Sat May 09, 2015 01:02

Hello and Hi, you might be wondering why I'm posting a myprefixed mod, when that is DonBatman's usual naming, well he and I created this mod. This mod adds brick walls, brick columns, patio blocks, and two machines to craft them. I've recorded a youtube video that shows you the basics here: https://www.youtube.com/watch?v=iXmZPBQou7g

Without further ado, some pictures.
+ Spoiler


In the future I do plan on adding more block styles, which will just be added in the already existing machines, the only effect this will have on your worlds is more choices ;) Actually you'll have to tear down the mixing machine and put it back out, to get the updated formspec.

We've looked for and squashed all the bugs we can find, but if you find any more please don't hesitate to open an issue on Github or in this thread.

Source: https://github.com/minetest-mods/mylandscaping
Download latest release: https://github.com/minetest-mods/mylandscaping/archive/v1.5.zip Rename to mylandscaping if necessary.
Download latest version: https://github.com/minetest-mods/mylandscaping/archive/master.zip
License: DWYWPL

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landscaping-03.png
landscaping-03.png (605 KiB) Viewed 6329 times
landscaping-02.png
landscaping-02.png (304.52 KiB) Viewed 6329 times
landscaping-01.png
landscaping-01.png (308 KiB) Viewed 6329 times
Last edited by Nathan.S on Wed Mar 23, 2016 22:11, edited 8 times in total.
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Re: Mylandscaping[1.0]

by lightonflux » Sat May 09, 2015 02:13

Awesome mod and great video.

I really like the idea of using sand to get the tiles level. It's realistic, simple and nicely done in code.

Great work guys!
 

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Re: Mylandscaping[1.0]

by Don » Sat May 09, 2015 02:56

Love the video Nathan!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: Mylandscaping[1.0]

by Napiophelios » Sat May 09, 2015 02:59

wow...I hope you guys add ashlar tile and pinwheels patterns..ooh and flagstone or keystone..
man, this mod has alot of potential for unique deco nodes

The machines looks really cool too :)


Image


Image
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Ashlartilepattern.png
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STENCIL-PINWHEEL.png
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Re: Mylandscaping[1.0]

by AllenLim012 » Sat May 09, 2015 08:21

Nice one, This mod has good models and textures!!
 

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Re: Mylandscaping[1.0]

by mahmutelmas06 » Sat May 09, 2015 11:56

Like the mod a lot.
And a advice, maybe you could animate these machines ? Even only vibrating makes them alive :)
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Re: Mylandscaping[1.0]

by Nathan.S » Sat May 09, 2015 13:02

Thanks for the kind words everybody.
@Napiophelios, Yes I will be adding more patio blocks, the ones we have right now were kinda just placeholders that never got replaced.

@mahmutelmas06 I'll look into animating them. I don't want the file or server draw to be super high. I've also not animated any nodes in the past, just entities. For an animation I could have the grinders rotate and bags sliding out of the factory, the mixer could just rotate the tumbler/hopper.
Last edited by Nathan.S on Thu May 28, 2015 00:14, edited 1 time in total.
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Re: Mylandscaping[1.0]

by jp » Sat May 09, 2015 13:07

Nice machines models, very realistic.
 

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Re: Mylandscaping[1.0]

by deezl » Mon May 11, 2015 03:31

I can't wait to try this out, I have been hoping somone would make something like this! I would have if I had the coding skills, so thanks a million for the hard work!
 

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Re: Mylandscaping[1.0]

by Napiophelios » Mon May 11, 2015 07:20

I made these stencils and have been using them for cobble patterns in the little subgame I am working on;
if you guys like them you are more than welcome to use them.

tile_stencils.zip
Licensed:WTFPL
(1.82 KiB) Downloaded 188 times


I just have Ashlar,flagstone,and pinwheels right now;
they look pretty decent with any texture you use for the field space

Image

Image
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Re: Mylandscaping[1.0]

by Nathan.S » Mon May 11, 2015 23:36

Those do look really nice, I think we can work them into the 2.0 release, or maybe even a little before that. No promises yet though, Don and I both have a lot going on.
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Re: Mylandscaping[1.0]

by Don » Tue May 12, 2015 16:46

Thanks Napiophilios.
I added the patterns.
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Re: Mylandscaping[1.0]

by Napiophelios » Thu May 14, 2015 21:06

NP,just doing what I can to help out.

oh and without the "e" my name loses all its meaning.
It goes from meaning "a turnip made of sunshine" to "an exposed root"
just saying.
 

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Re: Mylandscaping[1.0]

by ExeterDad » Thu May 14, 2015 21:29

Napiophelios wrote:oh and without the "e" my name loses all its meaning.
It goes from meaning "a turnip made of sunshine" to "an exposed root"
just saying.

LOL!
I needed that laugh! :D
٩(̾●̮̮̃̾•̃̾)۶

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Re: Mylandscaping[1.0]

by Napiophelios » Thu May 14, 2015 21:32

thats what its all about ExeterDad.
 

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Re: Mylandscaping[1.0]

by Don » Thu May 14, 2015 22:03

So sorry. I still think of you as a turnip made of sunshine no matter how it is spelled.

You're the second person that I miss spelled their name this week. I need to start calling everyone sir or miss.
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Re: Mylandscaping[1.0]

by Napiophelios » Sat May 16, 2015 01:56

Don wrote:I need to start calling everyone sir or miss.


Haha, that will just open up a whole new can of worms
Wuzzy will flip out when you accidentally call him a missus
 

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Re: Mylandscaping[1.0]

by Sokomine » Thu May 21, 2015 15:07

The machines look just great! They alone might already be a great additon to a world. In some ways, having just the machines of all those my* mods without the tons of nodes they add might be something worth considering :-) (The nodes are not bad; there are just so many of them that it takes ages to connect to a local game with them all loaded)

Don wrote:I need to start calling everyone sir or miss.

That would be a very bad idea. It would feel very strange to be called thus on the net. In a way, the lack of distinction between you ("du"/"tu", informal, between friends/relatives) and you ("Sie"/"vous", formal, for talking with people who havn't offered the informal version yet) in English leads people coming from a language with that distinction to the impression that all's very informal and that something's very wrong if people start getting formal again.
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Re: Mylandscaping[1.0]

by Nathan.S » Thu May 21, 2015 15:22

Feel free to grab the models and textures and use them elsewhere. I don't know as that I have the time to make such a mod, when I wouldn't be using it at all.
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Re: Mylandscaping[1.0]

by Don » Thu May 21, 2015 15:46

Sokomine wrote:The machines look just great! They alone might already be a great additon to a world. In some ways, having just the machines of all those my* mods without the tons of nodes they add might be something worth considering :-) (The nodes are not bad; there are just so many of them that it takes ages to connect to a local game with them all loaded)

Don wrote:I need to start calling everyone sir or miss.

That would be a very bad idea. It would feel very strange to be called thus on the net. In a way, the lack of distinction between you ("du"/"tu", informal, between friends/relatives) and you ("Sie"/"vous", formal, for talking with people who havn't offered the informal version yet) in English leads people coming from a language with that distinction to the impression that all's very informal and that something's very wrong if people start getting formal again.

I just need to be more careful when typing someone's name.

I have been considering making a light version of the mods. I just can not decide which nodes to include. I am willing to do this if I knew what nodes should be included. Please give your opinion.
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Re: Mylandscaping[1.0]

by Sokomine » Thu May 21, 2015 16:42

Don wrote:I have been considering making a light version of the mods. I just can not decide which nodes to include. I am willing to do this if I knew what nodes should be included. Please give your opinion.

I'm currently adding support for your my* mods to my colormachine. Maybe that'll help a bit as well - we can take a look at all possible combinations and see which ones might be particulary nice blocks which might make it onto servers where too many nodes are a big problem.
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Re: Mylandscaping[1.0]

by Don » Fri May 22, 2015 01:01

Sokomine wrote:
Don wrote:I have been considering making a light version of the mods. I just can not decide which nodes to include. I am willing to do this if I knew what nodes should be included. Please give your opinion.

I'm currently adding support for your my* mods to my colormachine. Maybe that'll help a bit as well - we can take a look at all possible combinations and see which ones might be particulary nice blocks which might make it onto servers where too many nodes are a big problem.

That is awesome. I am a little busy in my personal life so I can not give a time line for making my mods light weight. I will try to get it done as soon as possible.
If there is anything that needs to change in our my* mods to make support in color machine easier please let me know or submit a pull request.
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Re: Mylandscaping[1.0]

by Sokomine » Sat May 23, 2015 04:39

Don wrote:If there is anything that needs to change in our my* mods to make support in color machine easier please let me know or submit a pull request.

That's not necessary. Your mods add many nodes, but they do follow a common namespace convention, so it was easy to add support for them for the colormachine. The newest version supports your my* mods already. Please take a look and check if I didn't forget any blocks. The blocktype menu also gives an overview of how the painted nodes will look like.
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Re: [Mod] Mylandscaping [1.0]

by Nathan.S » Sun Sep 13, 2015 23:14

While I wouldn't call this a HUGE update, it's a start of something bigger. :)

I've done an overhaul of the formspec for the mixer and now have the ability to add A LOT more styles of walls, and have finally added a way to get the decorative wall blocks that have existed for a LONG time but weren't in the machine to craft.

A little picture to encourage people to update. ;)

Image

Grab the update here: https://github.com/DonBatman/mylandscaping
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Re: [Mod] Mylandscaping [1.1]

by Don » Mon Sep 14, 2015 00:57

That looks nice. Can't wait to see the block you add
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Re: [Mod] Mylandscaping [1.1]

by Sokomine » Tue Sep 15, 2015 15:34

Looks very nice! Buildings will become more intresting with those blocks.
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Re: [Mod] Mylandscaping [1.1]

by swordpaint12 » Wed Sep 16, 2015 01:01

I think that when I get around to downloading and using this mod I'll use it for formal gardens.
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Re: [Mod] Mylandscaping [1.1]

by Nathan.S » Wed Sep 16, 2015 04:05

Thanks guys, the new adaridge block should hopefully be available tomorrow evening, and its looking pretty impressive so far.
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Re: [Mod] Mylandscaping [1.1]

by Nathan.S » Wed Sep 16, 2015 23:00

Adaridge blocks are added guys, I haven't had a chance to make the Adaridge columns, but there is no reason you can't use the existing columns with the Adaridge blocks, they'll fit together, just the block style will be different.
Image
I also tweaked the amount of patio pavers you get, three now, had been two.
Deco walls also got changed, so you get four of those, rather than two.

Download from my branch, I'll merge upstream once all the Adaridge parts are done.
https://github.com/NathanSalapat/mylandscaping
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Re: [Mod] Mylandscaping [1.1]

by Don » Thu Sep 17, 2015 04:28

Sweet. That looks awesome
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