[Mod] X-Decor [git] [xdecor]

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PEAK
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Re: [Mod] X-Decor [git] [xdecor]

by PEAK » Tue Aug 25, 2015 21:49

I like this mod very much.
But please give us back the skull!
Never put more than three blocks of the same kind together,
but if so, do it with appropriate remorse.
 

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Re: [Mod] X-Decor [git] [xdecor]

by everamzah » Tue Aug 25, 2015 22:56

Apparently the skulls are going to be used in some separate landscape mod. I was saddened to see them go, too. Really looking forward to their appearance elsewhere though!
 

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Re: [Mod] X-Decor [git] [xdecor]

by philipbenr » Wed Aug 26, 2015 19:19

lightonflux wrote:I think the modular doors would fit very well in x-decor.

+1
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Sun Sep 06, 2015 17:12

Very cool mod!

One suggestion: it would be great if you could add new textures for enchanted tools. So it would be easier to see the difference.

On more thing:
jp wrote:Swords and wood/stone tools can't be enchanted.

Why swords can't be enchanted? Not possible for some reason, or just you don't want it? Not clear to me.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Sun Sep 06, 2015 17:25

Thanks for your kind words ;)

I have no good inspiration for texturing the enchanted tools yet.

Why swords can't be enchanted? Not possible for some reason, or just you don't want it? Not clear to me.

That's easily do-able but deliberately not wanted.

Minetest is primarily a dig-and-place game focused on building. PvP is not that popular on servers and mobs are badly handled by the engine yet. Hence why it wasn't worth adding enchanted swords (for now).
 

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Re: [Mod] X-Decor [git] [xdecor]

by Martno » Sun Sep 06, 2015 19:54

jp wrote: That's easily do-able but deliberately not wanted.

Minetest is primarily a dig-and-place game focused on building. PvP is not that popular on servers and mobs are badly handled by the engine yet. Hence why it wasn't worth adding enchanted swords (for now).


Ok. Totally understandable.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Minetestforfun » Mon Sep 14, 2015 11:22

@jp
Maybe add a Sword enhancement feature BUT disabled by default can be a good idea ;) (and we can activaed it in the minetest.conf with a parameter)
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Thu Sep 17, 2015 14:49

Update: I added the support for cutting nodes from any mod to the Work Table. Just specify the node names in the table and you're done.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Tue Sep 22, 2015 14:36

[Update]

  • New node : Cactus Brick.
  • The candle can be hanged on the ceiling.
  • Work Table's API reworked for simplification and robustness.
 

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Re: [Mod] X-Decor [git] [xdecor]

by cHyper » Wed Sep 23, 2015 21:52

awesome mod...

+1
 

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Re: [Mod] X-Decor [git] [xdecor]

by Ferk » Wed Sep 23, 2015 22:07

+1 as well. This mod is a really nice alternative to the (imho) bloated homedecor and fits better Minetest graphic style. It actually looks quite good.

The only thing is that some of the stuff, like the enchanting table or the "ender chest", that are not so much about decoration would have been more appropriate in a separate mod. Also things like the electronics (TV, etc) might not fit all themes.

I'm thinking on a combination of the castle mod and parts of xdecor to make some sort of "dungeon decor" pack for some project I'm working on.
{ ☠ Dungeontest ☠ , ᗧ••myarcade•• }
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Wed Sep 23, 2015 22:22

Firstly thanks for the compliments ;)

Ferk wrote:Also things like the electronics (TV, etc) might not fit all themes.

I'm aware of. One of my goal is to propose an "untemporal" theme (i.e. nodes that are not too modern or specific to an age) to fit all building styles, but some things like the T.V. is a fundamental that can be used in many sort of locations or purposes.
Last edited by jp on Wed Sep 23, 2015 22:23, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Inocudom » Wed Sep 23, 2015 22:23

Ferk wrote:+1 as well. This mod is a really nice alternative to the (imho) bloated homedecor and fits better Minetest graphic style. It actually looks quite good.

The only thing is that some of the stuff, like the enchanting table or the "ender chest", that are not so much about decoration would have been more appropriate in a separate mod. Also things like the electronics (TV, etc) might not fit all themes.

I'm thinking on a combination of the castle mod and parts of xdecor to make some sort of "dungeon decor" pack for some project I'm working on.

I use this alongside homedecor, and so does OldCoder on some of his servers. The doors make it worthwhile.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Wed Sep 23, 2015 23:43

If players put a node into the worktable to be cut and it isnt in the list ,
the game stops and everything goes grey.

Its easy enough to add mod support for darkage mod,
but its quite an effect so I thought I would mention it.

I get this error when I place a node from darkage mod into it.

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
2015-09-23 19:37:29: ERROR[Main]: ServerError: Lua: Runtime error from mod 'xdecor' in callback ScriptApiNodemeta::nodemeta_inventory_AllowPut(): ...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:100: bad argument #1 to 'pairs' (table expected, got nil)
2015-09-23 19:37:29: ERROR[Main]: stack traceback:
2015-09-23 19:37:29: ERROR[Main]:    [C]: in function 'pairs'
2015-09-23 19:37:29: ERROR[Main]:    ...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:100: in function 'contains'
2015-09-23 19:37:29: ERROR[Main]:    ...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:113: in function <...est\bin\..\games\minetest_game\mods\xdecor/worktable.lua:106>
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Thu Sep 24, 2015 08:40

Napiophelios wrote:I get this error when I place a node from darkage mod into it.

Should be fixed now, can you check please ?
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Thu Sep 24, 2015 12:07

jp wrote:
Napiophelios wrote:I get this error when I place a node from darkage mod into it.

Should be fixed now, can you check please ?


Yes sir, fixed
Thank you
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Thu Sep 24, 2015 19:01

[Update]

Enchantment Table reworked :

  • Swords can now be enchanted : they will inflict more damage to your ennemies.
  • New enchant (for swords only) : Sharpness.
  • New design of formspec, and enchanted tools have their own images.
  • Some enchants are shown according to the type of tool you put (example below with a pickaxe).
Last edited by jp on Thu Oct 29, 2015 14:00, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Minetestforfun » Tue Oct 27, 2015 10:30

jp wrote:[Update]

New design of formspec, and enchanted tools have their own images.


It scares me, you force from your mod a texture for the enhanced tools ?
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Tue Oct 27, 2015 10:31

Update : I've bundled Real Chess in that mod.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Wed Oct 28, 2015 11:03

Another update : you can now sit on the chairs / cushions (e.g. for playing chess with your mates).

Image
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Thu Oct 29, 2015 14:01

Update™ : fancier enchantment table's UI.
Last edited by jp on Mon Nov 23, 2015 15:12, edited 1 time in total.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Napiophelios » Mon Nov 02, 2015 19:48

the worktable has a serious glitch.
if you place an item in the input slot to be cut
then instead of taking the resulting item place another stack of whatever into the input feild
it will then be like you picked up the original item but then place it onto the second stack
and it recalculates with the second stack's count but still uses the first material selected
+ animated screenshot
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Mon Nov 02, 2015 21:22

Thanks for the report. Should be fixed now, please check it out.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Inocudom » Tue Nov 03, 2015 22:32

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
2015-11-03 17:30:43: ERROR[Main]: ========== ERROR FROM LUA ===========
2015-11-03 17:30:43: ERROR[Main]: Failed to load and run script from
2015-11-03 17:30:43: ERROR[Main]: /home/derek/.minetest/mods/gloopblocks/init.lua:
2015-11-03 17:30:43: ERROR[Main]: /home/derek/.minetest/mods/gloopblocks/init.lua:217: attempt to index field 'worktable_nodes' (a nil value)
2015-11-03 17:30:43: ERROR[Main]: stack traceback:
2015-11-03 17:30:43: ERROR[Main]:    /home/derek/.minetest/mods/gloopblocks/init.lua:217: in main chunk
2015-11-03 17:30:43: ERROR[Main]: ======= END OF ERROR FROM LUA ========
2015-11-03 17:30:43: ERROR[Main]: Server: Failed to load and run /home/derek/.minetest/mods/gloopblocks/init.lua
2015-11-03 17:30:43: ERROR[Main]: ModError: ModError: Failed to load and run /home/derek/.minetest/mods/gloopblocks/init.lua
2015-11-03 17:30:43: ERROR[Main]: Error from Lua:
2015-11-03 17:30:43: ERROR[Main]: /home/derek/.minetest/mods/gloopblocks/init.lua:217: attempt to index field 'worktable_nodes' (a nil value)
2015-11-03 17:30:43: ERROR[Main]: stack traceback:
2015-11-03 17:30:43: ERROR[Main]:    /home/derek/.minetest/mods/gloopblocks/init.lua:217: in main chunk
2015-11-03 17:30:43: ERROR[Main]: Check debug.txt for details.
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Tue Nov 03, 2015 23:03

Not my problem, Gloopblocks one. Please report that to its author who probably knows the given reason on github.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Hectic » Mon Nov 09, 2015 18:08

Hi jp,

at first: I can't really speak english, so i hope you can understand what i meaning.

I use your mod on my "Raw Land" server and it seem all players are very happy with it and i love it too :-) But i use a old version of your mod and as i tried to update i must see you have removed your chandelier and flower pot. Both are massive used on my server and i don't like to change others furniture if i update to the current version. What can i do to use the old stuff from your mod even if i update to a new version?
 

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Re: [Mod] X-Decor [git] [xdecor]

by jp » Mon Nov 09, 2015 19:02

Thanks for your interest, Hectic.

Here's the exact list of nodes that have been removed :

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
xdecor:fence_wrought_iron
xdecor:metal_cabinet
xdecor:trash_can
xdecor:plant_pot
xdecor:chandelier
xdecor:cardboard_box
xdecor:stereo

Go into your current nodes.lua and crafts.lua files¹ (the ones you're using on your server), save their respective code and textures somewhere else, then update xdecor and re-add the old code/textures you saved. As simple as that.

Alternatively you can replace the old nodes with existing ones with aliases, example :

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_alias("xdecor:chandelier", "xdecor:candle")

Hope this helps.

¹ The node names in there are ordered by alphabetical order to find them easily.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Hectic » Mon Nov 09, 2015 19:30

Thank you, i think it will help a lot :-)
 

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Re: [Mod] X-Decor [git] [xdecor]

by Inocudom » Sat Nov 14, 2015 17:41

jp wrote:Not my problem, Gloopblocks one. Please report that to its author who probably knows the given reason on github.

That's just the problem; I really don't think VanessaE is interested in fixing it, because she still hasn't. Gotta accept facts, man.
 

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Re: [Mod] X-Decor [git] [xdecor]

by Don » Sat Nov 14, 2015 21:13

All you have to do is comment out or remove from line 211 to 239 of init.lua in gloop blocks.
From what I could see there is no way to register blocks with the worktable. Line 4 of worktable.lua defines the nodes that can be cut.

Maybe there should be a way to register blocks to be cut. It looks like there use to be a way but isn't any more.

These are the lines to remove/comment out in gloop blocks init.lua

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
if minetest.get_modpath("xdecor") then
   xdecor.worktable_nodes.gloopblocks = {
      "oerkki_block", "stone_brick_mossy", "stone_mossy", "cobble_road",
      "cobble_road_mossy", "cement", "pavement","rainbow_block",
      "evil_block", "basalt", "pumice"
   }

   if minetest.setting_getbool("gloopblocks_mossy_conversion") then
      local subnames = {
         "", "_nanoslab", "_micropanel", "_microslab", "_thinstair", "_cube",
         "_panel", "_slab", "_doublepanel", "_halfstair", "_outerstair",
         "_stair", "_innerstair"
      }
      for _, subname in ipairs(subnames) do
         gloopblocks_register_mossy_conversion({
            -- Cobble --> Mossy Cobble
            { "default:cobble"..subname, "default:mossycobble"..subname },
            -- Cobble Road --> Mossy Cobble Road
            { "gloopblocks:cobble_road"..subname, "gloopblocks:cobble_road_mossy"..subname },
            -- Stone Brick --> Stone Brick Mossy
            { "default:stonebrick"..subname, "gloopblocks:stone_brick_mossy"..subname},
            -- Stone --> Mossy Stone
            { "default:stone"..subname, "gloopblocks:stone_mossy"..subname}
         })
      end
   end
end


Edit - The code to register blocks with xdecor was removed 12 days ago in this commit.
https://github.com/kilbith/xdecor/commit/6131066619f57949b71782ea08743ce5450a04b0
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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