[Mod] cottages [cottages] (medieval, farming, country life)

Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Sat Aug 20, 2016 1:34 am

Thanks to VanessaE, we now have slopes - including one that is not so steep - and a clean end node to the dirt road:
Image

The two slopes appear as well if you select the nodebox style.

Take care not to put any node below the slopes as those would stick out.

Onyx wrote:I personaly prefer the middle screenshot (boxy style), anyway, you've done a good job, keep it up!

Yes, the nodebox version isn't bad either. But the mesh version also has a lot of potential. I'm still dreaming of having those nodes with river textures (flowing water) one day. The meshes just call for it!
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby BrunoMine » Sat Mar 11, 2017 5:48 pm

I would like to get the some models (files) for my mod sunos.
I'll keep the authorship and licensing. (I use LGPLv3, some problem?).
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby mase » Tue Mar 28, 2017 4:34 pm

Too bad, that the cottages hammer conflicts with the metal sign of signs_lib.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Sun Apr 09, 2017 10:45 pm

BrunoMine wrote:I would like to get the some models (files) for my mod sunos.
I'll keep the authorship and licensing. (I use LGPLv3, some problem?).

It's good that you asked via PN so that you can proceed with your project. I didn't see your request here earlier. Hope to see your mod soon!

mase wrote:Too bad, that the cottages hammer conflicts with the metal sign of signs_lib.

There's an issue requesting a change of the receipe so that it will cost steel blocks instead of steel ingots. That might also solve this conflict.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Thu Jun 29, 2017 10:15 pm

After complaints from mobs that sleeping mats where too hard for their heads a new model had to be develloped. The new sleeping mat *with pillow* will let the mob's head rest soft and comftably:
Image

The pillow comes from some extra straw:
Image

We strongly recommend to upgrade houses that are intended for villages due to future villagers refusing to live in houses that contain only normal sleeping mats without pillows. Normal beds of any known kind are of course acceptable as well.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Otter » Fri Jun 30, 2017 12:29 am

So, there is this person who goes by Sokomine. This person apparently gets no sleep. If you go to Sokomine's Repositories the odds are that three of Sokomine's projects were updated in the last two hours. It's a nightmare I tell you. You look at the change log and it is something you can't go on for a moment without and yet you know that it is going to be updated again in five minutes and do something amazing that it never did before.

About the whole hammer recipe thing. My answer is to just go in and change the recipe. My hammer for example costs an extra red mushroom to make. You ask, why a red mushroom? Because it was one of the materials I knew the name for right off the top of my head. I also had several in my inventory.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Otter » Fri Jun 30, 2017 1:13 am

Oh, and Sokamine, you rule! Your mods are great!
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Fri Jun 30, 2017 11:39 pm

Otter wrote:If you go to Sokomine's Repositories the odds are that three of Sokomine's projects were updated in the last two hours. It's a nightmare I tell you. You look at the change log and it is something you can't go on for a moment without and yet you know that it is going to be updated again in five minutes and do something amazing that it never did before.

Oh, er, I'm sorry. That's a bit too overenthusiastic/positive like you describe my work here. There are a lot of pull requests and issues on the other mods that still require work and have been sitting around for months or even years. My current forus is on getting the villages to support villagers/advanced_npc/others of its kind as well as possible. Other mods are a bit (*hide*) neglected. VanessaE keeps reminding me of the work I need to do :-) I'm thankful for that and hope she doesn't loose patience.

Otter wrote:About the whole hammer recipe thing. My answer is to just go in and change the recipe. My hammer for example costs an extra red mushroom to make. You ask, why a red mushroom? Because it was one of the materials I knew the name for right off the top of my head. I also had several in my inventory.

*g* Yes, some receipes are like that :-)

The latest addition to cottages is a rope copied from Bas080's fine vines and rope mod plus a special rail with a rope on top. They're needed for the mines in my citybuilder mod for the central shaft (climb up+down, walk, ride through with a cart). Currently the textures seem to be broken.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby v-rob » Tue Jul 18, 2017 7:21 pm

I remade some of the textures to look better. Those are the barrel, rope, slate, wagon wheel, wooden shingles, and loam. They're attached at the bottom. I added shingled walls for all three types of shingles as well. It looks rather nice, I think.

Image
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby roboto » Thu Sep 07, 2017 11:23 pm

Sokomine, can you please make the benches allow the players to sit on them? advanced_npc seems to be able to achieve this.

Players should be able to sit on the benches through right-click.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Chem871 » Fri Sep 08, 2017 12:01 am

Could you add pitchforks? That break group:snappy very well, and can be used as a last defense for poor farmers? :P Maybe mining a crop with a pitchfork gives +1 of whatever that crop gives?
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Chem871 » Sat Sep 09, 2017 3:35 pm

Maybe a mithril anvil, that repairs tools more efficiently than the normal anvil? Or just upgradeable anvils?
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby HobbitPower » Mon Dec 10, 2018 8:51 pm

@Sokomine
Remember me? From lott? :D
Can you tell me the crafting recipe from the glass pane? because the image is broken.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby wziard » Sun Jan 13, 2019 7:29 pm

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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Sun Feb 17, 2019 4:04 pm

roboto wrote:Sokomine, can you please make the benches allow the players to sit on them? advanced_npc seems to be able to achieve this.

Players should be able to sit on the benches through right-click.

You can already sit on them with a right-click.

Chem871 wrote:Could you add pitchforks? That break group:snappy very well, and can be used as a last defense for poor farmers? :P Maybe mining a crop with a pitchfork gives +1 of whatever that crop gives?

A pitchfork is a good idea. But I'm afraid it will only be good at picking up straw and hay. What you're looking for might be a sickle. There's one in the dryplants mod.

HobbitPower wrote:@Sokomine
Remember me? From lott? :D
Can you tell me the crafting recipe from the glass pane? because the image is broken.

It's a pity that that server is gone. As for the crafting recipe: Best get a craft guide. The glass pane can be created by sourrounding a glass block with sticks.

wziard wrote:I think I found a bug. See https://github.com/Sokomine/cottages/issues/10

Thanks! It will be fixed in the next update which will come very soon.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby snslty » Sun Feb 17, 2019 4:20 pm

Wield image for the pitchfork, take 1.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Sun Feb 17, 2019 4:59 pm

@snslty: Thank you for the image conversion!

Trying out rnd's extremly hardcore skyblock server reminded me that my skyplatform mod could use some skyblock-game like mechanisms for creating necessary nodes out of thin air. One of these mechanisms, a well, might better fit into my cottages mod.

The bucket rotates in the well and will eventually get filled with river water:
Image

Instructions on how to use it plus additonal bucket storage:
Image

Some machines (threshing floor, handmill and the new well) can be switched between public and private use through the formspec.

And the requested pitchfork, rammed into the new hay bale:
Image
The pitchfork can be used to dig dirt_with_grass. When doing so, it will create a layer of hay above the dirt, which can then be digged and crafted into a hay bale. In theory, hay bales ought to be suitable food for animals (once they learn that they can eat hay).

Complete changelog:
  • added crafting recipes for feldweg nodes thanks to a PR from h-v-smacker
  • some machines (threshing floor, mill, well) can now be made public (switching back to "only owner can operate" is possible through the formspec)
  • added a tree trunk well
  • added a pitchfork that can be placed and when digged act like a tool
  • added hay and haybale (dig dirt with pitchfork to get hay)
  • minor bugfixes
  • wool and straw are now used from the wool and farming mod if possible
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby h-v-smacker » Sun Feb 17, 2019 6:51 pm

In nodes_water you're using cottages.player_can_use with wrong parameters: instead of supplying just meta and player, you give meta:get_string(pos) and player:get_player_name(). I guess that's some leftover from code cleanup.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Sun Feb 17, 2019 7:04 pm

@h-v-smacker: Thanks! I've corrected the error.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Mon Mar 11, 2019 9:27 pm

The mod is now ready for MT 5.x and ought to produce no more spam due to deprecated functions in your log file.

The pitchfork-as-a-node no longer shows up in creative inventory. You can craft/get the tool version and place that one.

The config setting cottages_feldweg_mode can now be set in your global minetest.conf. Choose between "mesh", "nodebox", "flat" and "simple".

Version is now 2.3.2.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby ThorfinnS » Wed Mar 13, 2019 4:58 pm

Just a thought. Marram grass was so valued for thatch that harvesting it had to be banned in the 17th century, if memory serves.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Thu Mar 14, 2019 12:34 am

ThorfinnS wrote:Just a thought. Marram grass was so valued for thatch that harvesting it had to be banned in the 17th century, if memory serves.

Can it be multiplied by farming somehow? I just recently discovered that that grass has been added to 5.0.

If the grass only spawns at mapgen time and cannot be reliably multiplied, I'm afraid it can't be allowed to be used for thatch because that would destroy the environment. Papyrus may not be the most realistic type of plant for thatch, but at least it tends to regrow.
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby ThorfinnS » Thu Mar 14, 2019 5:23 pm

Not in the base game, it looks like. But it should be pretty easy to change the drops from marram_grass_3 like TenPlus1 did in Farming Redo. Have it either drop 2 or more marrams at least occasionally, or have it drop marram plus some new node that either is thatch, or can be crafted into it. While it wouldn't actually grow, it's farmable, after a fashion. Kind of the same way that in the base game you can "farm" grass by replanting it until you harvest a wheat, but since marram doesn't spawn the way grass does, you would have to give 2 or more nodes at least part of the time, or your world would run out. Eventually.

[EDIT]
Or maybe have marram_grass_3 drop a marram_grass and a new thatch-type node, and occasionally one or rarely two extra marrams. Then allow only the thatch to be used to make roof material, so you can't deplete the marram.
[/EDIT]
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby HobbitPower » Fri Mar 15, 2019 9:21 pm

Sokomine wrote:It's a pity that that server is gone. As for the crafting recipe: Best get a craft guide. The glass pane can be created by sourrounding a glass block with sticks.


The server is still available, but yeah its dead and full of bugs (i can not use the crafting guide there anymore) ^^ thx for the help :)
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Re: [Mod] cottages [cottages] (medieval, farming, country li

Postby Sokomine » Fri Mar 15, 2019 10:45 pm

HobbitPower wrote:The server is still available, but yeah its dead and full of bugs (i can not use the crafting guide there anymore) ^^ thx for the help :)

Are you sure that you can still connect? Please tell me IP, port and MT version.
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