[Mod] Beacons [beacons]

[Mod] Beacons [beacons]

Postby SpaghettiToastBook » Tue Jan 22, 2019 7:04 am

This mod adds beacons in several different colors:
Image

You can craft beacons with steel ingots, a mese lamp, and dye like this:
Image
You can also mix a beacon and dye to get a different-color beacon.

You can set the maximum height of a beacon's light beam in minetest.conf with the setting beacon_height. The default is 0, which means that the beam's height is unbounded.

Dependencies: None
Optional dependencies: default, dye

Download

Source

License (code and textures): CC0
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Re: [Mod] Beacons [beacons]

Postby aristotle » Fri Jan 25, 2019 5:11 pm

Thank you! I like your mod.

I appreciate you can set the beacon height to whatever you like, thus I set it to 1000 but this generates an error.
At line 2 you just need to convert the read value to a number:

Code: Select all
local beacon_height = tonumber(minetest.settings:get("beacon_height")) or 0


A small hint from a newbie: if you used the mod storage API, the value might be different on each map! :D
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Re: [Mod] Beacons [beacons]

Postby SpaghettiToastBook » Fri Jan 25, 2019 7:54 pm

aristotle wrote:Thank you! I like your mod.

You're welcome!

aristotle wrote:I appreciate you can set the beacon height to whatever you like, thus I set it to 1000 but this generates an error.

Fixed!
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Re: [Mod] Beacons [beacons]

Postby texmex » Fri Jan 25, 2019 8:36 pm

Cool! Good little mod, good recipe too. Code seems legit too (I’ve tried one badly coded before).

If only plantlikes could be rotated we could have sideway beacons as well…
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Re: [Mod] Beacons [beacons]

Postby Astrobe » Sat Feb 16, 2019 11:58 am

Thanks for the mod.

One issue though is that in the distance, the beam is made grey by the fog. A drastic way to fix it is to change the light beam blocks definition:
- drawtype="liquid"
- tiles="default_cloud.png"
- alpha=4

It makes the beam very faint, almost invisible. But the transparency hides some artifacts and the effect when you move away/come near looks more right.

I think it could be improved further with a less boring texture than cloud, perhaps even an animated texture.
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Re: [Mod] Beacons [beacons]

Postby runs » Sat Feb 16, 2019 11:29 pm

Astrobe wrote:Thanks for the mod.

One issue though is that in the distance, the beam is made grey by the fog. A drastic way to fix it is to change the light beam blocks definition:
- drawtype="liquid"
- tiles="default_cloud.png"
- alpha=4

It makes the beam very faint, almost invisible. But the transparency hides some artifacts and the effect when you move away/come near looks more right.

I think it could be improved further with a less boring texture than cloud, perhaps even an animated texture.


Cool trick :-)
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Re: [Mod] Beacons [beacons]

Postby DoyleChris » Sat Apr 13, 2019 4:55 pm

I cant get it to show up in single player. With creative turned off.
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Re: [Mod] Beacons [beacons]

Postby SpaghettiToastBook » Sat Apr 13, 2019 5:43 pm

Do you mean that the crafting recipes don't work? If so then it's probably because I haven't yet updated the color groups of the dyes for the newest Minetest Game.
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Re: [Mod] Beacons [beacons]

Postby DoyleChris » Sat Apr 13, 2019 7:08 pm

No they show up if i run a singleplayer in creative but not in the normal.
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