[Mod] Timber-Frame [0.4.9.1] [fachwerk]

Sokomine
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Re: fachwerk mod [fachwerk]

by Sokomine » Wed Apr 29, 2015 04:21

I've tried to build a house using this mod, and it turned out that facedir was missing, so I added that. The nodes look really nice:
Image

While doing so, I also changed the code a bit so that it can be applied more easily to other textures. The crafting receipes are cheaper now as well. Using all these textures and nodes might be far too much. This overview is just for taking a look and choosing which may fit best:
Image

See the attached init.lua (had to compress it for forum attachment) for the updated version. The rotation of the nodes is still tiresome and needs a better solution than the screwdriver. The _2 node is kind of surplus.
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init.lua.gz
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fachwerk_2.jpg
fachwerk_2.jpg (41.88 KiB) Viewed 3679 times
fachwerk_1.jpg
fachwerk_1.jpg (74.49 KiB) Viewed 3679 times
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Re: fachwerk mod [fachwerk]

by Napiophelios » Wed Apr 29, 2015 05:11

Sokomine wrote:The rotation of the nodes is still tiresome and needs a better solution than the screwdriver.


Would be cool if, when punching facedir nodes with the same kinda node,
it rotated the node's face like a screwdriver's left click

then the screwdriver would only be necessary for turning the nodes' axis
 

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Re: fachwerk mod [fachwerk]

by Sokomine » Thu Apr 30, 2015 14:31

Napiophelious wrote:Would be cool if, when punching facedir nodes with the same kinda node,
it rotated the node's face like a screwdriver's left click

That's something I've taken into consideration as well. It would still be a slow process to rotate the node into the desired position. A formspec showing the diffrent rotations of the textures might be faster. Unfortunately, such a formspec won't work well with meshes and thus not be universal enough. I'd kind of like to have client-side prediction for the functionality of the screwdriver.
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Re: fachwerk mod [fachwerk]

by Don » Thu Apr 30, 2015 15:02

If you create a second node with flipped image. Do not have it in inventory. Then you can do an on_punch if holding the original node then set_node to the flipped.
Just a thought. I do love this mod.
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Re: fachwerk mod [fachwerk]

by sofar » Mon May 04, 2015 19:50

I still don't see what license this mod is under. Please consider posting this to github - makes it easy to handle downloads, source code history and accept contributions.
 

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Re: fachwerk mod [fachwerk]

by Napiophelios » Mon May 04, 2015 21:41

sofar wrote:I still don't see what license this mod is under. Please consider posting this to github - makes it easy to handle downloads, source code history and accept contributions.


JBB is kinda tricky, he hid the info at the top of the first post :)

jbb wrote:I made a half-timbered mod!
It adds truss-blocks. The licencese is GPL v.3
 

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Re: fachwerk mod [fachwerk]

by sofar » Mon May 04, 2015 22:09

"hid" as in misspelled "License" so my word find didn't see it :^o
 

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Re: fachwerk mod [fachwerk]

by jbb » Tue May 05, 2015 16:06

GitHub is a good idea.
I will upload it to github soon.

You cant understand the name of the mod because its german.
When i started writing the mod, I didnt know whats "fachwerk" in english.
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Re: fachwerk mod [fachwerk]

by jbb » Tue May 05, 2015 16:10

What do you think about a medival minetest game?
With fachwerk and other mediaval blocks like oil lamps....

If yes, do you have some Ideas for the Mediaval game?
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Re: fachwerk mod [fachwerk]

by Sokomine » Tue May 05, 2015 17:27

jbb wrote:If yes, do you have some Ideas for the Mediaval game?

There are some mods around that do part of that already. Just take darkage, or my cottages mod. The beautiful landscape created by plants_lib (included in Dreambuilder) and some farming_plus mod might also fit into that scenario. Many such mods can be found on the King Arthurs Land server.
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Re: fachwerk mod [fachwerk]

by Linuxdirk » Tue May 05, 2015 19:19

jbb wrote:You cant understand the name of the mod because its german.
When i started writing the mod, I didnt know whats "fachwerk" in english.

Since there are so many English terms in German language, why not put some German terms into English language? :)
 

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Re: fachwerk mod [fachwerk]

by Sokomine » Tue May 05, 2015 19:34

Linuxdirk wrote:Since there are so many English terms in German language, why not put some German terms into English language? :)

They seem to have more than one term for it already. New houses are seldom built in that fashion anymore, so it's not likely that a new term will be needed in English. Besides...we already gave them the term Kindergarten. Maybe others as well?

jbb wrote:I will upload it to github soon.

That's fine! Hope you'll find my changed init.lua useful as well. The nodes really need 3d facedir. My version just creates too many versions and ought to be restricted to fewer node types, which can easily be achieved by commenting out or deleting a few lines at the end.
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Re: fachwerk mod [fachwerk]

by sofar » Tue May 05, 2015 20:03

jbb wrote:GitHub is a good idea.
I will upload it to github soon.

You cant understand the name of the mod because its german.
When i started writing the mod, I didnt know whats "fachwerk" in english.


Don't change the name! There's no such thing as "Fachwerk" in English, most translations I have seen are "Timber Framing" which actually has a different meaning and is about a completely different style.

I'm dutch originally, I knew what Fachwerk was, and I think the name is perfect. It's perfectly fine.
 

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Re: fachwerk mod [fachwerk]

by Don » Tue May 05, 2015 21:38

I had no idea what fachwerk was until I saw this mod. I have no issue with the name. Minetest is a global community and having different names like this should be expected. Plus it gives the mod it's own unique identity.
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Re: fachwerk mod [fachwerk]

by Napiophelios » Tue May 05, 2015 23:16

Don wrote:..Plus it gives the mod it's own unique identity.


I agree completely.

I also like Sokomine's "compressed" version, it allows adding support for other mods much easier :)

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
--Darkage mod
if minetest.get_modpath("darkage") then
fachwerk.register_fachwerk( 'adobe',        'darkage_adobe.png',        'Adobe',         'darkage:adobe' );
fachwerk.register_fachwerk( 'chalk',       'darkage_chalk.png',       'Chalk',       'darkage:chalk' );
fachwerk.register_fachwerk( 'mud',       'darkage_mud_up.png',       'Dried Mud',       'darkage:mud' );
fachwerk.register_fachwerk( 'stone_brick', 'darkage_stone_brick.png', 'Stone Bricks', 'darkage:stone_brick' );
end

--Cottages mod
if minetest.get_modpath("cottages") then
fachwerk.register_fachwerk( 'loam',        'cottages_loam.png',        'Loam',         'cottages:loam' );
end
 

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Re: fachwerk mod [fachwerk]

by Sokomine » Tue May 05, 2015 23:55

The compressed version doesn't really work with the loam as that texture has a higher resolution. If someone can do a nice 16px texture for loam, I could use something more fitting, and there'd be no problem. Maybe using clay and applying a color filter might do?
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Re: fachwerk mod [fachwerk]

by Napiophelios » Wed May 06, 2015 00:38

Sokomine wrote:The compressed version doesn't really work with the loam as that texture has a higher resolution. If someone can do a nice 16px texture for loam, I could use something more fitting, and there'd be no problem. Maybe using clay and applying a color filter might do?


There is an unused texture for cob in the original Darkage mod that works well for it,
maybe change the color a bit.
 

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Re: fachwerk mod [fachwerk]

by jbb » Thu May 14, 2015 18:02

What Do you think about a middleage minetest game. Whis Fachwerk mod and other old stuff?

Sorry,im writing with my mobilephpOne
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Re: fachwerk mod [fachwerk]

by Napiophelios » Thu May 14, 2015 21:21

sounds great...actually sounds like the one I have been working on for about six months.
it has your mod and several others to compliment the era.
the only thing it doesnt have yet is a point.
 

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Re: fachwerk mod [fachwerk]

by jbb » Sun Aug 16, 2015 16:17

New version!

Sokomine added a API for easyer add new nodes!
I changed it a bit, orginal code from sokomine is aviable in the comments.
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Last edited by jbb on Mon Aug 24, 2015 16:48, edited 2 times in total.
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Re: fachwerk mod [fachwerk]

by jbb » Sun Aug 16, 2015 16:34

Post your screenshots with the mod! If you want I can post them in the main post.
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Re: fachwerk mod [fachwerk]

by Napiophelios » Tue Aug 18, 2015 04:51

the alternate textures still have the old file names,

Nice changes too!
I am building a house near my crops, I will post pics when I finish :)
 

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Re: fachwerk mod [fachwerk]

by jbb » Sun Aug 23, 2015 22:07

Oh sorry, I'll fix the alternates tomorrow.
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Re: fachwerk mod [fachwerk]

by cd2 » Mon Aug 24, 2015 10:28

very cool mod :D
 

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Re: fachwerk mod [fachwerk]

by jbb » Mon Aug 24, 2015 16:51

Now the alternates should be named right.
I also find a bug with texturing I fixed too.
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Re: fachwerk mod [fachwerk]

by afflatus » Sat Sep 12, 2015 11:58

I don't like the crafting recipes.

1) Fachwerk blocks seem very expensive at a 9:2 ratio. I don't see that there would be much wastage of materials, why not 9:8?
2) The recipe for the plain block is the wrong way round. The frame takes less wood than the truss (_1 & _2) frames. So the quantity of base material to wood should be reversed - 1 wood to 8 base material.

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_craft({
      output = "fachwerk:"..basename.." 8",
      recipe = { { craft_from, craft_from, craft_from },
         { craft_from, "group:wood", craft_from },
         { craft_from, craft_from, craft_from },
      } });


I like to translate "fachwerk" as "timber frame".
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Re: fachwerk mod [fachwerk]

by mbb » Sat Nov 14, 2015 10:56

I realy like this mod.
it's a realy cool mod for build houses old style.
Last edited by mbb on Sun Jan 03, 2016 16:03, edited 1 time in total.
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Re: fachwerk mod [fachwerk]

by jbb » Sat Jan 02, 2016 14:35

@afflatus,
I decided to set the output to 8.

Here is the new Version:
https://forum.minetest.net/download/file.php?mode=view&id=4637
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Re: fachwerk mod [fachwerk]

by fireglow » Sun Jan 03, 2016 04:27

I've been using this mod on my server for a long time, never had any issues with it.
Very nice mod!
 

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Re: fachwerk mod [fachwerk]

by mbb » Sun Jan 03, 2016 16:07

I have a made a texturespack that also supports the "fachwerk"mod

(the link for my texturepack: https://forum.minetest.net/viewtopic.php?f=4&t=11099&hilit=nature+test
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