mcl_copper_stuff #11
No reviewers
Labels
No Label
bug
duplicate
engine change required
enhancement
help wanted
invalid
needs discussion
question
wontfix
mcl5
mcla
Media missing
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: VoxeLibre/VoxeLibre-Plus#11
Loading…
Reference in New Issue
No description provided.
Delete Branch "mcl_copper_stuff"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This PR Adds copper tools and armor
See #10
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
WIP: mcl_copper_stuffto mcl_copper_stuffIf 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:
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.
6a7517c80a
Alright hopefully thats better.
Did you add in the armor?
Also, is this ready to test & merge?
Yep!
Yes!
FYI, [From Element]
on_place()
is for the placement of nodes.on_rightclick()
is the "right click" version ofon_use()
. So, as an example, opening a door is anon_rightclick()
function... so, in youron_place()
you callon_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
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 anarmour.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.
@ -0,0 +15,4 @@
-- Registering tools
-- Copper Pickaxe
minetest.register_tool("mcl_copper_stuff:pick", {
-- Picks
minetest.register_tool("mcl_tools:pick_wood", {
description = S("Wooden Pickaxe"),
Also -- All textures need to follow the format of
mod_name_item_name.png
. So, thedefault_tool_.png
textures need to be in the format ofmcl_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!
@ -0,0 +1 @@
Adds copper tools and armor to Mineclone 2.
description.txt and depends.txt are deprecated.
@ -0,0 +1,3 @@
name = mcl_copper_stuff
if you put in:
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 :)
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!
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?
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.
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.
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, likeminetest.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")
andminetest.register_alias("hamburger", "mcl_hamburger:beef_burger")
only"mcl_hamburger:beef_burger"
would be aliased, and"mcl_hamburger:hamburger"
would not have an alias.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 :)
Of course! Thank you for contributing!
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.Looks good!
Thank you for implementing my suggestions! I appreciate it :)
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!
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?!
so should I make the api?
I would like it if you would, yes.
I want to do something similar for Bamboo as well.
How would this be misused?
YES YES YES YES YES great idea
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.
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.
So all that its needed is the texture to be made really.
in a word, "wear". You wait until right before it breaks, and then smelt it down.
:D thank you. I look forward to seeing it
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.
What do you guys think of this texture for copper lantern?
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?
@Michieal thoughts on v2? should it be even darker?
No -- I think that looks perfect! Do you like them?
Yeah I do! :)
I look forward to the new pull request!
I'm really liking your work, Smokey. Keep it up :)
Thanks for these contributions.