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

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

by jbb » Fri Jan 16, 2015 14:26

Features


I made a framework mod!
It adds timber-framed blocks. The License is of the 0.4 is WTFPL.
The mod only depends on default, but you can add new timber-framed materials with our API in nodes.lua.

You can get the latest code is available at Github.

If you are using a a textuepack wich has a resolution greater than 16x16, you can use the alternates. If they are not included in the zip file you downloaded, download them here.

Screenshots


Image
Screenshot by JBBgameich
Image
Mod Review by Nathan S
Image
Screenshot by Sokomine

To see more screenshots and craftings look here!




Craftings


(This screenshots are taken with the crafting and inventory plus mod.)
Image

Image

Image

All crafting recepies work work with different materials like clay, cobblestone or brick.
Last edited by jbb on Fri Sep 16, 2016 13:59, edited 54 times in total.
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Re: fachwerk mod [fachwerk]

by Krock » Fri Jan 16, 2015 20:30

Please fix the images and tell us about the dependencies and the license.
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Re: fachwerk mod [fachwerk]

by jbb » Sat Jan 17, 2015 11:37

Is it better now? I only had images in google chrome!
Thank you for the Tips.
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Re: fachwerk mod [fachwerk]

by Evergreen » Sat Jan 17, 2015 12:44

No, the images still won't show. Please use something more normal, like mediacrush.
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Re: fachwerk mod [fachwerk]

by afflatus » Sat Jan 17, 2015 13:21

Nice.
Buildings made entirely from default wood are nearly as depressing as buildings made entirely out of default cobble.
Your crafting recipes seem a bit fussy, but I'll try it out. I don't think the screenshots really do it justice.
Thanks!
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Re: fachwerk mod [fachwerk]

by jbb » Sat Jan 17, 2015 18:00

The numbers in the crafting recepies do not care!
if you think that the crafting recepies look like minecraft, is that on crafting and inventory plus mod.
By the way,
Do you think I should add glass with truss beams around?
Last edited by jbb on Wed Jan 28, 2015 12:21, edited 1 time in total.
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Re: fachwerk mod [fachwerk]

by Napiophelios » Sun Jan 18, 2015 01:55

This is not a bad mod :)

But your stonebrick recipes are botched; you need to replace:
"default:stone_brick" with "default:stonebrick"

If you add: paramtype2 = "facedir", to the node registrations,
you can eliminate 3 nodes as players can simply rotate them to needed positions.

Also you can eliminate a bunch of textures in your mod by using the default textures in conjunction with an overlay image intead of stagnant textures you provide.
Image Image
Like so:
tile_images = {"default_brick.png^fachwerk_a.png"},
tile_images = {"default_brick.png^fachwerk_b.png"},
tile_images = {"default_brick.png^fachwerk_c.png"},

This way your mod will adapt to whatever texture pack the players are using for bricks, clay, or stonebrick images.

Image

In doing this you will only have to have 2-3 textures in your mod,however,its limited to the size of your overlay textures.
If your overlay texture is 16px it will look shrunken on 64px default_brick.png

just some suggestions, I am not being critical, just trying to help.
Attachments
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overlay image
fachwerk_b.png (10.98 KiB) Viewed 3061 times
fachwerk_a.png
overlay image
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Re: fachwerk mod [fachwerk]

by jbb » Mon Jan 19, 2015 16:26

Thank you for the tips!
good ideas. First I will do the stonebrick bugfix!
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Re: fachwerk mod [fachwerk]

by Sokomine » Fri Jan 23, 2015 02:06

Looks very fine. The screenshots done by Napiophelios give a better impresson of what the mod is about than the ones linked in the first posting. Better screenshots would be helpful. Please also consider offering a version for clay and loam (loam is included in my cottages mod). Please also provide a working download link. Or just attach the mod to your forum posting :-)

In German:
Sieht gut aus! Die Screenshots von Napiophelios geben einen besseren Eindruck davon, was das Mod kann. Screenshots sind für den ersten Eindruck sehr wichtig. Es wäre gut, wenn Du bessere einfügen könntest. Wenn möglich, wäre eine Version für clay (=Ton) und loam (=Lehm, aus meinem Cottages-Mod) wünschenswert. Bitte biete das Mod irgendwo anders zum Download an, denn Mediafire ist kaputt (braucht JavaScript für einen simplen Download -> kaputt). Du kannst das Mod auch einfach an Dein Forenposting anhängen. Dann kann man es einfach runterladen.
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Re: fachwerk mod [fachwerk]

by afflatus » Tue Jan 27, 2015 13:36

I really like Napiophelios' ideas. paramtype2 = "facedir" would be much less hassle. It also doesn't fit that well with my existing textures, so making it overlay existing textures would be great.

Image

I'll do a better screenshot, but this gives some idea.

Sokomine - is loam what we call "cob" here? (The further away walls of the house in the pic above)
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Re: fachwerk mod [fachwerk]

by twoelk » Tue Jan 27, 2015 18:39

afflatus wrote:...
Sokomine - is loam what we call "cob" here? (The further away walls of the house in the pic above)


hm, in german the terms that describe building with loam (Lehm) seem to be a little more general so they would include building with the pure loam, adobe and indeed cob and quite often also "wattle and daub".
 

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Re: fachwerk mod [fachwerk]

by jbb » Wed Jan 28, 2015 11:02

Im working on the new version!
It will release today!
Im using overlay-textures and you can craft it now with all sorts of wood.
Overlay textures dont work well with texturepacks so I i have maked an other vesion, that works with meinekraft textues
Image
Image
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Re: fachwerk mod [fachwerk]

by jbb » Fri Jan 30, 2015 15:56

Im ready!
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Re: fachwerk mod [fachwerk]

by Napiophelios » Sat Jan 31, 2015 04:08

Jbb, the two screen shots above are great.
This mod goes really well with Darkage mod and Cottages mod (2 of my favorites).
Its very similar to the Reinforced wood nodes from Darkage, but yours are more applicable imo
Nice job man.

And I meant to say static images you provide...not stagnant images..that sounds kinda insulting,
but I didnt mean it like that. :-) sorry

twoelk wrote:
afflatus wrote:...
Sokomine - is loam what we call "cob" here? (The further away walls of the house in the pic above)


hm, in german the terms that describe building with loam (Lehm) seem to be a little more general so they would include building with the pure loam, adobe and indeed cob and quite often also "wattle and daub".


Adobe and loam and cob are essentially the same materials:clay sand and straw;
but their names differentiate their building techniques and applications.
Adobe constructions use forms and molds to produce building materials (block/bricks if you will) where as cob is generally applied and formed from the ground up without molds,both can also be used like a plaster.
Loam is basically a course material consisting of clay and sand that is usually used like a plaster.
It dries very hard and is very resistant and is generally for foundations work.

@afflatus: Dude, I love these pimp sticks that keep popping up in your various screen grabs;
what are they and where can I get one?
 

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Re: fachwerk mod [fachwerk]

by afflatus » Mon Feb 02, 2015 03:52

Napiophelios wrote:@afflatus: Dude, I love these pimp sticks that keep popping up in your various screen grabs;
what are they and where can I get one?


They are gem-topped staffs.
https://github.com/0-afflatus/grail_tes ... /mods/tool

One of the popular accessories on my game, despite the fact that currently they do nothing useful.
The intention is that they will be used as magical tools.
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Re: fachwerk mod [fachwerk]

by jbb » Tue Feb 03, 2015 09:31

You can test the mod now at the minetest server alpha.firc.de
There are some nice truss houses.
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Re: fachwerk mod [fachwerk]

by fireglow » Thu Feb 05, 2015 11:06

jbb wrote:You can test the mod now at the minetest server alpha.firc.de
There are some nice truss houses.

alpha.firc.de:30001, to be exact.
 

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Re: fachwerk mod [fachwerk]

by Rochambeau » Fri Feb 13, 2015 09:27

OT:

Sorry for OT, but what kind of mobs mod do you have? I like it how the cow and sheeps look.
 

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Re: fachwerk mod [fachwerk]

by jbb » Sat Feb 14, 2015 18:20

Im using creatures and mobs like minecraft
But Ive deleted the ghosts in creatures and zombies and sheeps in mobs.
So im using two mods: https://forum.minetest.net/viewtopic.php?id=3063
https://forum.minetest.net/viewtopic.php?id=8638
Last edited by jbb on Tue Apr 21, 2015 14:54, edited 1 time in total.
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Re: fachwerk mod [fachwerk]

by LNJ » Fri Feb 20, 2015 21:31

Very Good =D
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Re: fachwerk mod [fachwerk]

by jbb » Sun Apr 26, 2015 13:24

New version aviable!
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Re: fachwerk mod [fachwerk]

by Linuxdirk » Sun Apr 26, 2015 13:53

What about hosting at Github (or any other Git powered site)?

Having a standardized, ad-free (and less annoying than Mediafire) way to download the mod would be awesome.

Plus: Version control and some kind of backup.
 

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Re: fachwerk mod [fachwerk]

by rubenwardy » Sun Apr 26, 2015 14:58

I keep thinking this is the "Facebook mod", rather than the "fachwerk" mod.
 

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Re: fachwerk mod [fachwerk]

by Sokomine » Tue Apr 28, 2015 17:44

rubenwardy wrote:I keep thinking this is the "Facebook mod", rather than the "fachwerk" mod.

Intresting. That connection doesn't come up for speakers of German. The english "face" and "book" are pronounced completely diffrent than the historic "fachwerk" used for building houses (which doesn't seem to have one general translation either; it seems to depend on context).

Pronounce it like f[ree] a[pple].. and then it gets kind of complicated...I looked it up, and there really seems to be no corresponding sound to German "ch" in (modern?) English. Wikipedia calls it a "voiceless velar fricative" sound. Maybe that'll help you. The sound is perfectly common in spoken German. "werk" is probably easier - like the beginning and end of "week", with a normal "er" in the middle instead of "ee".
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Re: fachwerk mod [fachwerk]

by rubenwardy » Tue Apr 28, 2015 17:54

It's because they look similar. You brain doesn't read every letter, it just looks at the letters generally, and the first and the last. Fac__e__k.
 

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Re: fachwerk mod [fachwerk]

by Sokomine » Tue Apr 28, 2015 18:05

rubenwardy wrote:It's because they look similar.

On the surface. But they're both pronounced so differently that someone knowing both words can't confuse them. We tend to read words the way we'd pronounce them, even if there's no actual talking going on. And don't worry: I tend to read unkown words (or names!) usually by thinking of them as German words. You probably wouldn't recognice your name if I'd ever pronounce it :-) Oddly enough, I think of my own nick pronounced the English way, not the German one.
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Re: fachwerk mod [fachwerk]

by lightonflux » Tue Apr 28, 2015 18:37

I too would welcome a git repo for the mod, so it is easier to update it. And contributing gets easier too.

If you need help with git or a particular service, we are happy to help!

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Re: fachwerk mod [fachwerk]

by rubenwardy » Tue Apr 28, 2015 18:51

Sokomine wrote:
rubenwardy wrote:It's because they look similar.

On the surface. But they're both pronounced so differently that someone knowing both words can't confuse them. We tend to read words the way we'd pronounce them, even if there's no actual talking going on. And don't worry: I tend to read unkown words (or names!) usually by thinking of them as German words. You probably wouldn't recognice your name if I'd ever pronounce it :-) Oddly enough, I think of my own nick pronounced the English way, not the German one.


In your head you read them as you pronounce them, but that's not how it actually happens when reading. You read words, not letters, so I read "facebook" when I see "fachwerk", unless I am aware that it's fachwerk, not because I think it's pronounced like that, but because the first and last letters are the same, and the letters within are similar. If you are aware of both words, then you'd notice it's fachwerk. But I genuinely keep reading the title in the topic list, thinking it's facebook, looking again at the title, seeing it's not.

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Re: fachwerk mod [fachwerk]

by Sokomine » Tue Apr 28, 2015 20:35

rubenwardy wrote:In your head you read them as you pronounce them, but that's not how it actually happens when reading. You read words, not letters, so I read "facebook" when I see "fachwerk", unless I am aware that it's fachwerk, not because I think it's pronounced like that, but because the first and last letters are the same, and the letters within are similar. If you are aware of both words, then you'd notice it's fachwerk. But I genuinely keep reading the title in the topic list, thinking it's facebook, looking again at the title, seeing it's not.

http://www.mrc-cbu.cam.ac.uk/people/mat ... Cmabrigde/


I think this point comes into play here:
Matt Davis wrote:6) Transpositions were used that preseve the sound of the original word (e.g. toatl vs ttaol for total). This will assist in reading, since we often attend to the sound of the words even when reading for meaning:

And for me, Fachwerk does have a sound associated with it, while for you, it doesn't. Which is not particulary surprising. The relative distance of those two sequences of letters is diffrent for both of us. Anyway, even while staying in the same language, reading something diffrently by accident (without the word beeing missspelled) may lead to funny situations and a good laugh from time to time.

Besides, ever heared about the famous German Blumento horses :-)? They arise from our combination of words into a new word - and the deliberate inserting of a gap/pause when pronouncing such a combined word. In written form, it's just perfectly normal flower pot soil (Blumen-topf-erde). But if you pronounce it as two words, it gets Blumento-Pferde (Bluemento horses). It is obvious when you see it written, but children may be entertained with that for some time if they only hear it spoken. Similar approaches seem to be used for the phone jokes in the Simpsons series, and entire sentences offer a lot more options there.

Anyway, in order to avoid further confusion, can you suggest a better name for the topic? I'm sure jbb (or a mod) would be willing to change the topic's name. The mod's name might remain the same I think?
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Re: fachwerk mod [fachwerk]

by Napiophelios » Tue Apr 28, 2015 23:00

@JBB:
in_creative_inventory=1 is not valid and has no effect.
you want
not_in_creative_inventory =1 --nodes will not show in the inventory
or
not_in_creative_inventory =0 --nodes will show in the inventory

or you could look at how Calinou does it with Maptools;

Add this to the top of the init.lua:
fachwerk_creative = 0 -- Set this to 0 if you want Fachwerk nodes and items to appear in the creative inventory.

then instead of adding not_in_creative_inventory =1 to each node registration
you add
not_in_creative_inventory = fachwerk_creative
to each node registration

This way gamers just have to change the first line in the init file to enable or disable
the nodes presence in the inventory instead of changing each node individually.
 

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