I'm also interested in using a generic container node whose tiles and nodebox properties can be changed on demand during runtime. I really like the idea of a formspec, and I know the code itself could probably be more efficient. The mod is on git, and I'll honor pull requests for additional shapes, texture masks, and, of course, code changes. If you are familiar with formspecs, please, see what you can do for this mod, as it would greatly benefit future development. However, I still see value in this modpack, (specifically, the lib_shapes mod where the real meat of this mod lives), and what it can provide to a custom game, or even to MT game. I'm currently working on separating each of the shape libraries into seperate mods, simply because I really don't use most of the materials that are available to generate the various shaped nodes. With just the dependency on default, I generate around 2500 nodes, and only use around 20-50 of them. I've considered a formspec, just for the shapes, but have not had time to figure out the formspecs code.Īfter using this mod for the last few months, I've considered breaking it apart. The real meat of this modpack is the lib_shapes mod. ![]() If I add it to lib_node_shapes/depends.txt I get all plastic shapes. As example, if I define "plastic?" in /lib_shapes_walls/depends.txt I get plastic-walls, but no other plastic shapes. The depends.txt in the shapes mod folder is valid for this shape only. The file in lib_node_shapes is valid for all shapes. The new implementation utilize the depends.txt files, that means you need just add an other mod to the depends.txt file and the nodes will be used. So please test if the selection is ok now for your preferred mods. I replaced the detection of valid template nodes by my implementation from carpets mod with some adjustments. r_modutils So I will take a pull request. Nightly EDIT: can you please have a look to my copy (fork) on github and test the changes in branch "pr_modutils" if the changes are ok for you?. Maybe you can change it to something more specific like"bed", "stair", "wall"? I would LOVE to know if higher end machines hit this barrier, while using this mod.įorgotten to say, I am unhappy to shape_type = "basic". The laptops have built in Intel945 graphics and 2GB ram, the eMachine has an AMD k125 with Geode graphics. ![]() The server is a single CPU Xeon quadcore with 8GB ram, while the clients are 2 Dell Inspiron core2duo laptops and an eMachine ? (LOW end). Leaving room for the mods I use, I had to trim this down to around 8500 nodes that are provided by this mod, and the 1200-1400 that are created by all my other mods. ![]() While the server served them up, I found my clients would crash if the total node count exceeded 10,000. So for each shape the mod generates 125 shaped nodes. Culling from just the mods above gave me around 125 usable materials. When I fully enabled all shapes, using default, castles, caverealms, columnia, darkage, ethereal, moreblocks, moreores, and mesecons, I quickly found the opposite (12,000 +). Shapes: (These are not yet implemented, but would simply use the blueprint craftitems in various combinations)ĮXAMPLE below shows how one might craft a door blueprint. Note that not all materials from a given mod may be present. A materials node is any stone, metal, tree, wood, or glass node. Shape nodes are the nodes in inventory with the red, green, and blue dots. To use a given shape, simply place the shape node in the center of the craft grid, and place the "materials" node directly below, in the center of the bottom row. As such, a template is provided that allows an easy to use way to quickly adding additional node box shapes. There are currently shapes included that are commented out in the code, to also provide a limit to the number of nodes that are or can be generated. This is useful if users play with many mods.ĭoors, gates, lights and chairs work as expected, with the exception that doors and gates are currently not lockable. ![]() Shapes are broken into individual mods within the modpack, so users can easily browse and experiment with limited shapes installed. Among the shapes included are columns, walls, fences, gates, doors, furniture, trees, religious symbols, lights, and various other general shapes. This mod provides a multitude of nodebox shapes that can be applied to most "material" type nodes, (stone, metal, tree, wood, and glass).
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