mcl_copper_stuff #11

Merged
Michieal merged 35 commits from mcl_copper_stuff into master 2023-02-10 09:40:38 +01:00
Member

This PR Adds copper tools and armor
See #10

This PR Adds copper tools and armor See #10
SmokeyDope added 2 commits 2023-02-08 05:51:43 +01:00

We need to be aware of where all imagery comes from and it's license. Where did the copper pickaxe come from? Open source license?

We need to be aware of where all imagery comes from and it's license. Where did the copper pickaxe come from? Open source license?
Author
Member

We need to be aware of where all imagery comes from and it's license. Where did the copper pickaxe come from? Open source license?

I took the pickaxe texture from the default mineclone2 texture pack (which I assume is under permissive licence) opened up gimp and changed the pixels to shades of orange.

Hope that good enough lol

Im not a texture artist and have never done any of this kind of thing, if by some wierd logic changing the colors of pixels suddenly makes me the "owner" of the copper textures ill just add a "The textures are based off Pixel Perfextion by XSSheep, I release this mod and modified assets under CC BY-SA 4.0 have fun :) " if needed.

Edit: just double checked the textures liscence for mcl2 since you know what they say about assumptions, heres the full paragraph

No non-free licenses are used anywhere.

The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11, authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone from scratch. The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest]. Source: https://www.planetminecraft.com/texture_pack/131pixel-perfection/ License: CC BY-SA 4.0

The main menu images are release under: CC0

All other files, unless mentioned otherwise, fall under: Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) http://creativecommons.org/licenses/by-sa/3.0/
> We need to be aware of where all imagery comes from and it's license. Where did the copper pickaxe come from? Open source license? I took the pickaxe texture from the default mineclone2 texture pack (which I assume is under permissive licence) opened up gimp and changed the pixels to shades of orange. Hope that good enough lol Im not a texture artist and have never done any of this kind of thing, if by some wierd logic changing the colors of pixels suddenly makes me the "owner" of the copper textures ill just add a "The textures are based off Pixel Perfextion by XSSheep, I release this mod and modified assets under CC BY-SA 4.0 have fun :) " if needed. Edit: just double checked the textures liscence for mcl2 since you know what they say about assumptions, heres the full paragraph ``` No non-free licenses are used anywhere. The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11, authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone from scratch. The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest]. Source: https://www.planetminecraft.com/texture_pack/131pixel-perfection/ License: CC BY-SA 4.0 The main menu images are release under: CC0 All other files, unless mentioned otherwise, fall under: Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) http://creativecommons.org/licenses/by-sa/3.0/ ```
SmokeyDope added 1 commit 2023-02-08 20:05:58 +01:00
SmokeyDope added 1 commit 2023-02-08 20:31:13 +01:00
SmokeyDope added 1 commit 2023-02-08 20:32:11 +01:00
SmokeyDope added 1 commit 2023-02-08 21:04:24 +01:00
SmokeyDope added 1 commit 2023-02-08 21:10:46 +01:00
SmokeyDope added 1 commit 2023-02-08 21:11:43 +01:00
SmokeyDope added 1 commit 2023-02-08 21:43:10 +01:00
SmokeyDope added 1 commit 2023-02-08 21:44:05 +01:00
SmokeyDope added 1 commit 2023-02-08 22:06:52 +01:00
SmokeyDope added 1 commit 2023-02-08 22:07:44 +01:00
SmokeyDope added 1 commit 2023-02-08 22:46:31 +01:00
SmokeyDope added 1 commit 2023-02-08 23:53:20 +01:00
SmokeyDope added 1 commit 2023-02-08 23:53:58 +01:00
SmokeyDope added 1 commit 2023-02-08 23:55:28 +01:00
SmokeyDope added 1 commit 2023-02-08 23:56:03 +01:00
SmokeyDope added 1 commit 2023-02-09 00:22:51 +01:00
SmokeyDope changed title from WIP: mcl_copper_stuff to mcl_copper_stuff 2023-02-09 00:42:15 +01:00
Member

If you are doing GPL3 / CC-BY-SA 4... and the license is one of the cc-by-sa's then you do not need to have the license files, as they are included in the pack.

You do need to do appropriate attributions; and, being that you changed them into derivative works (modified them), note that you "modified the textures used for this mod."

In the code, put the lines:

--- See License.txt and Additional Terms.txt for licensing.
--- If you did not receive a copy of the license with this content package, please see:
--- https://www.gnu.org/licenses/gpl-3.0.en.html and https://creativecommons.org/licenses/by-sa/4.0/
---

That way, it's there. Feel free to look at the code headers for the two packs that I have already put up, for conventions / ideas / etc. Hopefully, since it's a pack we can avoid having a hundred copies of the license.txt. I mean, we only need to distribute it once.

A note: You can upgrade a license from one version to a newer version, like cc-by-sa 2 -> 4. but, unless they are original creations you cannot change the license type (the CC BY-SA part.) As, the later version covers any previous versions, per what the CreativeCommons website and the OSI website said.

If you are doing GPL3 / CC-BY-SA 4... and the license is one of the cc-by-sa's then you do not need to have the license files, as they are included in the pack. You do need to do appropriate attributions; and, being that you changed them into derivative works (modified them), note that you "modified the textures used for this mod." In the code, put the lines: ```lua --- See License.txt and Additional Terms.txt for licensing. --- If you did not receive a copy of the license with this content package, please see: --- https://www.gnu.org/licenses/gpl-3.0.en.html and https://creativecommons.org/licenses/by-sa/4.0/ --- ``` That way, it's there. Feel free to look at the code headers for the two packs that I have already put up, for conventions / ideas / etc. Hopefully, since it's a *pack* we can avoid having a hundred copies of the license.txt. I mean, we only need to distribute it once. A note: You can upgrade a license from one version to a newer version, like cc-by-sa 2 -> 4. but, unless they are original creations you cannot change the license type (the CC BY-SA part.) As, the later version covers any previous versions, per what the CreativeCommons website and the OSI website said.
SmokeyDope added 1 commit 2023-02-09 01:51:13 +01:00
SmokeyDope added 1 commit 2023-02-09 01:52:55 +01:00
9d3dcf262f revert 6a7517c80a
revert Delete 'LICENCE.txt'
wrong licence.txt lol
SmokeyDope added 1 commit 2023-02-09 01:53:50 +01:00
a5793fe1c5 Delete mcl_copper_stuff/LICENSE.txt
Delete the correct licence this time lol
SmokeyDope added 1 commit 2023-02-09 02:04:46 +01:00
SmokeyDope added 1 commit 2023-02-09 02:07:43 +01:00
Author
Member

Alright hopefully thats better.

Alright hopefully thats better.
Member

Did you add in the armor?

Also, is this ready to test & merge?

Did you add in the armor? Also, is this ready to test & merge?
Author
Member

Did you add in the armor?

Yep!

Also, is this ready to test & merge?

Yes!

> Did you add in the armor? Yep! > Also, is this ready to test & merge? Yes!
Member

FYI, [From Element] on_place() is for the placement of nodes. on_rightclick() is the "right click" version of on_use(). So, as an example, opening a door is an on_rightclick() function... so, in your on_place() you call on_rightclick() of the pointed at node, so that if it exists, it's executed. This allows players to open a door, chest, or barrel without placing a node in front of the pointed at node.

For an item, be it a node or non-physical item, the on_rightclick() in its definition would be used for special functionality. Like opening a chest, or stripping the bark off of a node.

on_use() (iirc) is generally for items like tools, and you would put in the code to check and see if a monster is targeted and deal damage.

Hopes this helps. I'mma gonna go test out this PR, so that it can be added in! :D

FYI, [From Element] `on_place()` is for the placement of nodes. `on_rightclick()` is the "right click" version of `on_use()`. So, as an example, opening a door is an `on_rightclick()` function... so, in your `on_place()` you call `on_rightclick()` of the pointed at node, so that if it exists, it's executed. This allows players to open a door, chest, or barrel without placing a node in front of the pointed at node. For an item, be it a node or non-physical item, the `on_rightclick()` in its definition would be used for special functionality. Like opening a chest, or stripping the bark off of a node. `on_use()` (iirc) is generally for items like tools, and you would put in the code to check and see if a monster is targeted and deal damage. Hopes this helps. I'mma gonna go test out this PR, so that it can be added in! :D
Member

This PR closes #10


Also, where's the rest of this? I think that (possibly) in the excitement of adding it to the Content DB... you forgot to put it here.
There's not an armour.lua and there's only 1 tool in the tools. (Copper pickaxe)

[EDIT] This might be an issue on my end. let me double check.
[Second EDIT] It was an issue on my end.

Additionally, you should follow the MCL2 conventions for mods that are made for mineclone. I'll tag the line and explain what I mean.

This PR closes #10 --- ~~Also, where's the rest of this? I think that (possibly) in the excitement of adding it to the Content DB... you forgot to put it here.~~ ~~There's not an `armour.lua` and there's only 1 tool in the tools. (Copper pickaxe)~~ [EDIT] This might be an issue on my end. let me double check. [Second EDIT] It was an issue on my end. Additionally, you should follow the MCL2 conventions for mods that are made for mineclone. I'll tag the line and explain what I mean.
Michieal requested changes 2023-02-10 02:13:37 +01:00
@ -0,0 +15,4 @@
-- Registering tools
-- Copper Pickaxe
minetest.register_tool("mcl_copper_stuff:pick", {
Member

-- Picks
minetest.register_tool("mcl_tools:pick_wood", {
description = S("Wooden Pickaxe"),

-- Picks minetest.register_tool("mcl_tools:pick_wood", { description = S("Wooden Pickaxe"),
Michieal marked this conversation as resolved
Member

Also -- All textures need to follow the format of mod_name_item_name.png. So, the default_tool_.png textures need to be in the format of mcl_copper_stuff_item_name.png.

And, for this modpack (as far as I know) we do not need the screenshots from the individual mods. And, having them in the individual mods increases the media download, media cache, and media memory cache for minetest. So, it can be removed.

Please and thank you!

Also -- All textures need to follow the format of `mod_name_item_name.png`. So, the `default_tool_.png` textures need to be in the format of `mcl_copper_stuff_item_name.png`. And, for this modpack (as far as I know) we do not need the screenshots from the individual mods. And, having them in the individual mods increases the media download, media cache, and media memory cache for minetest. So, it can be removed. Please and thank you!
Michieal requested changes 2023-02-10 02:24:39 +01:00
@ -0,0 +1 @@
Adds copper tools and armor to Mineclone 2.
Member

description.txt and depends.txt are deprecated.

description.txt and depends.txt are deprecated.
Michieal marked this conversation as resolved
@ -0,0 +1,3 @@
name = mcl_copper_stuff
Member

if you put in:

title = MCL Copper Stuff

it'll show "MCL Copper Stuff" instead of "mcl_copper_stuff" in the mods section.
Not a necessary change, just a note of how to make you mod's presentation look better :)

if you put in: ``` title = MCL Copper Stuff ``` it'll show "MCL Copper Stuff" instead of "`mcl_copper_stuff`" in the mods section. Not a necessary change, just a note of how to make you mod's presentation look better :)
Member

I really like this mod! Thank you for making it!

Did you have plans for a shield, or copper nuggets?

Also, tested. Once the changes (like texture renaming) are in place, I will happily merge this in!

I really like this mod! Thank you for making it! Did you have plans for a shield, or copper nuggets? Also, tested. Once the changes (like texture renaming) are in place, I will happily merge this in!
Michieal added this to the Version 0.1.0 milestone 2023-02-10 04:08:54 +01:00
SmokeyDope added 1 commit 2023-02-10 06:53:26 +01:00
SmokeyDope added 1 commit 2023-02-10 06:54:12 +01:00
SmokeyDope added 1 commit 2023-02-10 06:55:43 +01:00
SmokeyDope added 1 commit 2023-02-10 07:01:05 +01:00
SmokeyDope added 1 commit 2023-02-10 07:21:23 +01:00
SmokeyDope added 1 commit 2023-02-10 07:22:14 +01:00
SmokeyDope added 1 commit 2023-02-10 07:22:36 +01:00
SmokeyDope added 1 commit 2023-02-10 07:22:57 +01:00
SmokeyDope added 1 commit 2023-02-10 07:23:20 +01:00
SmokeyDope added 1 commit 2023-02-10 07:23:39 +01:00
SmokeyDope added 1 commit 2023-02-10 07:24:34 +01:00
SmokeyDope requested review from Michieal 2023-02-10 07:25:44 +01:00
Author
Member

How do I add register aliases in case I want to update the mod on contentdb to the new code for the old registered names ("mcl_copper_stuff:tool") to account for not breaking/deregistering pre-existing tools?

How do I add register aliases in case I want to update the mod on contentdb to the new code for the old registered names ("mcl_copper_stuff:tool") to account for not breaking/deregistering pre-existing tools?
Author
Member

I really like this mod! Thank you for making it!

Always appreciate the positive feedback Michieal :) You guys being so nice and understanding is a big factor in me taking the time to learn this stuff. As I understand from reading up on the chat history, if I had come around here a few months earlier I would have been laughed out of here week 1 for the abomination that was my first PR. Im not a dev by trade so a lot of this goes over my head but am doing my best to learn the basics and help out where I can. Thank you for putting up with my code incorrectness bullshit and general newbie mistakes. I take the all the feedback for where to do better/touch things up in stride.

Did you have plans for a shield, or copper nuggets?

Also, tested. Once the changes (like texture renaming) are in place, I will happily merge this in!

Im not sure about shield and bucket since I want iron to still be needed for some things, if I do shield it will have to be pretty inferior to the iron one and if I do bucket I need to figure out how to make it not pick up lava. Copper nuggets and smelting the armor/tools into them is for sure on the to do list once I get another burst of motivation.

> I really like this mod! Thank you for making it! Always appreciate the positive feedback Michieal :) You guys being so nice and understanding is a big factor in me taking the time to learn this stuff. As I understand from reading up on the chat history, if I had come around here a few months earlier I would have been laughed out of here week 1 for the abomination that was my first PR. Im not a dev by trade so a lot of this goes over my head but am doing my best to learn the basics and help out where I can. Thank you for putting up with my code incorrectness bullshit and general newbie mistakes. I take the all the feedback for where to do better/touch things up in stride. > Did you have plans for a shield, or copper nuggets? > > Also, tested. Once the changes (like texture renaming) are in place, I will happily merge this in! Im not sure about shield and bucket since I want iron to still be needed for some things, if I do shield it will have to be pretty inferior to the iron one and if I do bucket I need to figure out how to make it not pick up lava. Copper nuggets and smelting the armor/tools into them is for sure on the to do list once I get another burst of motivation.
Member

How do I add register aliases in case I want to update the mod on contentdb to the new code for the old registered names ("mcl_copper_stuff:tool") to account for not breaking/deregistering pre-existing tools?

You use this command:
minetest.register_alias("alias:name", "real:name")
To register an alias. You'll note that in mcl2, we'll usually also register an alias to make /give easier, like minetest.register_alias("hamburger", "mcl_hamburger:hamburger") (for example.

You can have multiple aliases of a registered item, but not multiple aliases where the alias points to a different registered item. In this instance, only the last alias exists.
So... minetest.register_alias("hamburger", "mcl_hamburger:hamburger") and minetest.register_alias("hamburger", "mcl_hamburger:beef_burger") only "mcl_hamburger:beef_burger" would be aliased, and "mcl_hamburger:hamburger" would not have an alias.

> How do I add register aliases in case I want to update the mod on contentdb to the new code for the old registered names ("mcl_copper_stuff:tool") to account for not breaking/deregistering pre-existing tools? You use this command: `minetest.register_alias("alias:name", "real:name")` To register an alias. You'll note that in mcl2, we'll usually also register an alias to make `/give` easier, like `minetest.register_alias("hamburger", "mcl_hamburger:hamburger")` (for example. You can have multiple aliases of a registered item, but *not* multiple aliases where the alias points to a different registered item. In this instance, only the last alias exists. So... `minetest.register_alias("hamburger", "mcl_hamburger:hamburger")` and `minetest.register_alias("hamburger", "mcl_hamburger:beef_burger")` only `"mcl_hamburger:beef_burger"` would be aliased, and `"mcl_hamburger:hamburger"` *would not* have an alias.
Member

I really like this mod! Thank you for making it!

Always appreciate the positive feedback Michieal :) You guys being so nice and understanding is a big factor in me taking the time to learn this stuff. As I understand from reading up on the chat history, if I had come around here a few months earlier I would have been laughed out of here week 1 for the abomination that was my first PR. Im not a dev by trade so a lot of this goes over my head but am doing my best to learn the basics and help out where I can.

I am of the opinion that we all had to start somewhere, so why not remember that when someone new comes along? You're honestly doing really great with this, and I do look forward to the fun new things that you bring to the table :)

Thank you for putting up with my code incorrectness bullshit and general newbie mistakes. I take the all the feedback for where to do better/touch things up in stride.

Of course! Thank you for contributing!

Did you have plans for a shield, or copper nuggets?

Also, tested. Once the changes (like texture renaming) are in place, I will happily merge this in!

Im not sure about shield and bucket since I want iron to still be needed for some things, if I do shield it will have to be pretty inferior to the iron one and if I do bucket I need to figure out how to make it not pick up lava. Copper nuggets and smelting the armor/tools into them is for sure on the to do list once I get another burst of motivation.

I wouldn't do a bucket. I suggested a shield, because it has wear and would wear out faster. It's also why I suggested that shears had like half the wear of iron shears. I wouldn't make the tools smelt-able into nuggets, as that would so get misused. But, if you did something like turn a copper bar into copper nuggets, we could make a copper version of the lantern, and give it a cool beaten copper (color) look to it. It should be an easy-enough reskin of the existing lantern. I would give it a lower light value? But it could become a popular decorative item.

> > I really like this mod! Thank you for making it! > > Always appreciate the positive feedback Michieal :) You guys being so nice and understanding is a big factor in me taking the time to learn this stuff. As I understand from reading up on the chat history, if I had come around here a few months earlier I would have been laughed out of here week 1 for the abomination that was my first PR. Im not a dev by trade so a lot of this goes over my head but am doing my best to learn the basics and help out where I can. I am of the opinion that we all had to start somewhere, so why not remember that when someone new comes along? You're honestly doing really great with this, and I do look forward to the fun new things that you bring to the table :) > Thank you for putting up with my code incorrectness bullshit and general newbie mistakes. I take the all the feedback for where to do better/touch things up in stride. Of course! Thank you *for contributing!* > > Did you have plans for a shield, or copper nuggets? > > > > Also, tested. Once the changes (like texture renaming) are in place, I will happily merge this in! > > Im not sure about shield and bucket since I want iron to still be needed for some things, if I do shield it will have to be pretty inferior to the iron one and if I do bucket I need to figure out how to make it not pick up lava. Copper nuggets and smelting the armor/tools into them is for sure on the to do list once I get another burst of motivation. > I wouldn't do a bucket. I suggested a shield, because it has `wear` and would wear out faster. It's also why I suggested that shears had like half the wear of iron shears. I wouldn't make the tools smelt-able into nuggets, as that would so get misused. But, if you did something like turn a copper bar into copper nuggets, we could make a copper version of the lantern, and give it a cool beaten copper (color) look to it. It should be an easy-enough reskin of the existing lantern. I would give it a lower light value? But it could become a popular decorative item.
Michieal approved these changes 2023-02-10 09:22:04 +01:00
Michieal left a comment
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Looks good!

Thank you for implementing my suggestions! I appreciate it :)

Looks good! Thank you for implementing my suggestions! I appreciate it :)
Michieal added 1 commit 2023-02-10 09:35:21 +01:00
Member

Due to it being a pain, I am going to merge this in. Create a new branch / PR to do the aliases, as I don't want it to mess up more.

I'm still pretty new to using GIT, so... not everything goes the way that it should. (Like Mesehub should have rebased it, but it didn't and it stills says out of date with master.)

I have a copy of the code on hand, and I will keep it on hand, in case anything goes wrong. (Ie., I have a back up of this branch.)

[EDIT]
That seemed to work!

Due to it being a pain, I am going to merge this in. Create a new branch / PR to do the aliases, as I don't want it to mess up more. I'm still pretty new to using GIT, so... not everything goes the way that it should. (Like Mesehub should have rebased it, but it didn't and it stills says out of date with master.) I have a copy of the code on hand, and I will keep it on hand, in case anything goes wrong. (Ie., I have a back up of this branch.) [EDIT] That seemed to work!
Michieal merged commit efb41b62bf into master 2023-02-10 09:40:38 +01:00
Michieal deleted branch mcl_copper_stuff 2023-02-10 09:40:45 +01:00
First-time contributor

Hmm, should I go back to the lanterns mod and make an API for it? Because copper lanterns sound very good to me right about now :).

Hmm, should I go back to the lanterns mod and make an API for it? Because copper lanterns sound very good to me right about now :).
Member

Hmm, should I go back to the lanterns mod and make an API for it? Because copper lanterns sound very good to me right about now :).

I Know, Right?!

> Hmm, should I go back to the lanterns mod and make an API for it? Because copper lanterns sound very good to me right about now :). I Know, Right?!
First-time contributor

so should I make the api?

so should I make the api?
Member

so should I make the api?

I would like it if you would, yes.

I want to do something similar for Bamboo as well.

> so should I make the api? > I would like it if you would, yes. I want to do something similar for Bamboo as well.
Author
Member

I wouldn't make the tools smelt-able into nuggets, as that would so get misused.

How would this be misused?

But, if you did something like turn a copper bar into copper nuggets, we could make a copper version of the lantern, and give it a cool beaten copper (color) look to it. It should be an easy-enough reskin of the existing lantern. I would give it a lower light value? But it could become a popular decorative item.

YES YES YES YES YES great idea

Hmm, should I go back to the lanterns mod and make an API for it? Because copper lanterns sound very good to me right about now :).

I would love to have copper lanterns and maybe even gold ones. If theres ever any custom ores/alloys like tin, bronze, rose gold, then they might make good lanterns too.

> I wouldn't make the tools smelt-able into nuggets, as that would so get misused. How would this be misused? >But, if you did something like turn a copper bar into copper nuggets, we could make a copper version of the lantern, and give it a cool beaten copper (color) look to it. It should be an easy-enough reskin of the existing lantern. I would give it a lower light value? But it could become a popular decorative item. YES YES YES YES YES great idea > Hmm, should I go back to the lanterns mod and make an API for it? Because copper lanterns sound very good to me right about now :). I would love to have copper lanterns and maybe even gold ones. If theres ever any custom ores/alloys like tin, bronze, rose gold, then they might make good lanterns too.
First-time contributor

Welp, actually, no need for me to do anything. MineClone2 has a lantern api. My brain is still in mineclone5 when it comes to lanterns. I added the normal lantern there, and it wasnt an api then.

Welp, actually, no need for me to do anything. MineClone2 has a lantern api. My brain is still in mineclone5 when it comes to lanterns. I added the normal lantern there, and it wasnt an api then.
First-time contributor

So all that its needed is the texture to be made really.

So all that its needed is the texture to be made really.
Member

I wouldn't make the tools smelt-able into nuggets, as that would so get misused.

How would this be misused?

in a word, "wear". You wait until right before it breaks, and then smelt it down.

But, if you did something like turn a copper bar into copper nuggets, we could make a copper version of the lantern, and give it a cool beaten copper (color) look to it. It should be an easy-enough reskin of the existing lantern. I would give it a lower light value? But it could become a popular decorative item.

YES YES YES YES YES great idea

:D thank you. I look forward to seeing it

I would love to have copper lanterns and maybe even gold ones. If there's ever any custom ores/alloys like tin, bronze, rose gold, then they might make good lanterns too.

There's not, yet, anyways. It's kind of hard justifying a whole new ore... We have tools / weapons / armor... then we have to come up with decor blocks, functional blocks, etc.
I kind feel that with this pr / mod, we completed the first three of those categories.

However, (just looked it up) we have the elements needed to make rose gold.

> > I wouldn't make the tools smelt-able into nuggets, as that would so get misused. > > How would this be misused? in a word, "wear". You wait until right before it breaks, and then smelt it down. > >But, if you did something like turn a copper bar into copper nuggets, we could make a copper version of the lantern, and give it a cool beaten copper (color) look to it. It should be an easy-enough reskin of the existing lantern. I would give it a lower light value? But it could become a popular decorative item. > > YES YES YES YES YES great idea :D thank you. I look forward to seeing it > I would love to have copper lanterns and maybe even gold ones. If there's ever any custom ores/alloys like tin, bronze, rose gold, then they might make good lanterns too. There's not, yet, anyways. It's kind of hard justifying a whole new ore... We have tools / weapons / armor... then we have to come up with decor blocks, functional blocks, etc. I kind feel that with this pr / mod, we completed the first three of those categories. However, (just looked it up) we have the elements needed to make rose gold.
Author
Member

What do you guys think of this texture for copper lantern?

What do you guys think of this texture for copper lantern?
Member

I like them.

Maybe, because it's a light source, make the copper part a few shades darker so it doesn't get confused with the fire?

I like them. Maybe, because it's a light source, make the copper part a few shades darker so it doesn't get confused with the fire?
Author
Member

@Michieal thoughts on v2? should it be even darker?

@Michieal thoughts on v2? should it be even darker?
Member

@Michieal thoughts on v2? should it be even darker?

No -- I think that looks perfect! Do you like them?

> @Michieal thoughts on v2? should it be even darker? No -- I think that looks perfect! Do you like them?
Author
Member

Yeah I do! :)

Yeah I do! :)
Member

I look forward to the new pull request!

I look forward to the new pull request!

@Michieal thoughts on v2? should it be even darker?

I'm really liking your work, Smokey. Keep it up :)

Thanks for these contributions.

> @Michieal thoughts on v2? should it be even darker? I'm really liking your work, Smokey. Keep it up :) Thanks for these contributions.
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