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castle's Issues

A tagged release with downloadable bundle is needed

Now that this has been converted into a modpack using submodules a release with a corresponding downloadable zip needs to be tagged (since GitHub's built-in download only has empty folders for the submodules). Similar to how I did it on my fork. The zip from over there could be used directly, it's currently up-to-date.

Odd looking corner blocks (need input)

nm
^This is what corners look like now... Not too good... let me try and fix it.
hf1
^Good...
hf
^Very good...

Which do you think looks the best? I personally prefer the bottom one, but IDK... There are other ways, but I'd though I'd ask you all if you have a preference. BTW, I can push the change (or maybe not) once it is decided.

Ironbound chest no longer work.

Broken by e391697

It looks like you are trying to store the formspec in the metadata, but are still providing a global formspec in on_rightclick() with:

function default.get_ironbound_chest_formspec(pos) ...

Also the infotext should not be in the formspec, and the description of the crate has a typo 'cratelol'.

Tapestry textures need work

the current material for tapestries looks awkward in the game
tapestry_000

we can either turn the textures so they look more natural:
tapestry_001

or include a custom overlay for the tapestry material:
tapestry_002

I prefer the overlay idea my self, but the colors arent as vibrant, so I doubt other players will.

[Plan] I'd like to turn this into a modpack

A little while back I did a bunch of work on a "ropes" mod. At this point I think I've fine-tuned it to be both very robust and versatile, and I was poking at the ropes component of this mod to see whether I could supersede it with mine.

After looking around inside here I'm filled with tons of ideas that go way beyond just improving the ropes, but first I think I'd like to clear up what's IMO a bit of a fundamental structural problem with this mod. That is, it contains a great many things that are thematically related to each other but that don't actually share any code or dependencies on each other. Ropes are their own independent part, tapestries are another independent part, pillars are another, the crossbow and battleaxe aren't even buildable nodes, and so forth.

I think it should be entirely possible for someone to install this mod only wanting to have some parts of it but not others. For example, a creative server might want to leave out the weapons. A survival server might consider the workbench and anvil overpowered. Someone might like to use the pillars for their post-apocalyptic server but not want medieval shields and tapestries decorating the walls. That would also help manage the external dependencies this mod has as well, such as farming and unified dyes.

I could add settings to allow these various component parts to be enabled and disabled, and make all those external dependencies optional through clever coding, but this sort of thing is IMO what the modpack architecture is intended for. So I'd like to rearrange this mod's components along modpack lines. I figured a change like this is a bit big to just drop on everyone as a pull request, though, so I'm filing this issue to find out what others think before I dig in.

Also, if my plan meets approval, does anyone have preferences as to what specific sub-mods it'd be good to split this into? Looking at the list of definitions in this mod, I'm thinking something like:

  • Structural stuff (walls, pillars)
  • doors and bars
  • Chandelier and light
  • Anvil and workbench
  • crate and chest
  • Orbs of day and night
  • crossbow and battleaxe
  • Tapestries and wall shields
  • Ropes

My first pull request should have no impact whatsoever on the actual definitions of anything, just make it so that they can be enabled and disabled independently and have their own separate dependencies.

[Plan] Convert mod to use param2-based coloring

I was thinking the tapestries in this mod should be converted to use param2 coloring. Doing so won't decrease the number of textures, but it would reduce the number of registered nodes to just three (one per length of tapestry), and it would increase the number of available colors, as a side effect. Some colors would vary slightly in hue, saturation, or brightness compared to the default wool images that are currently used, but not enough to ruin the look.

This would get rid of most of the tapestries' crafting, in favor of placing one white-ish node and right-clicking punching it with dye to color it.

An LBM would be provided to convert static nodes to param2-based coloring

This would add a dependency on Unified Dyes, which provides the palette (in the mode I would use, 31 colors: red, orange, yellow, green, cyan, blue, violet, magenta, each in three shades, plus black, dark/medium/light grey, white, pink, and brown) and dye-handling code.

This is about the only mod left among those I use that could make use of param2-based coloring, but since I don't maintain it or have particular control over it, I wanted to first raise an issue and get opinions before I start writing any code.

A Minetest engine development build newer than 2017-01-23 would be needed for the colorization feature (0.4.15-stable will not work).

Examples of how it would be implemented in this particular mod are here:

How a node def would appear (note the paramtype2, palette, after_place_node, after_dig_node, and on_rightclick group entry):
homedecor lighting.lua lines 485-503
The "fix rotation" function call at line 502 is defined here:
homedecor init.lua lines 85-91
The conversion LBM:
homedecor lighting.lua lines 655-700

Note that the lighting.lua file above has other somewhat-similar code to handle other kinds of nodes, but only the highlighted examples here would best apply to the tapestries.

Experimental nodes

I have been messing with some new nodes to compliment the stone corners
Basically a new brick node and parapets (based on default walls mod)
I don't have 16px textures or any actual fleshed out node definitions yet
but was wondering if this would be of interest to castle mod users.
screenshot_20160902_033855

Arrowslits are broken

Arrowslits do not work:

arrowslit

I think it is because of the selection box encompassing the slit. Anybody know off-hand?

anvil:hammer craft conflicts with default:sign_wall_steel

Recommend changing to use anvil:anvil, a similar resource cost and no risk of being overwritten by another mod.

minetest.register_craft({
	output = "anvil:hammer",
	recipe = {
                {"","","anvil:anvil"},
                {"","group:stick",""},
                {"group:stick","",""} }
})

Changing Licenses

@Napiophelios @sofar @VanessaE @Wayward1

I want to change the mod's license to MIT (from GPLv3). I was planning this for a while, and this is the only mod that I haven't changed I think. I will write up a contributors list in the modpack.txt, along with more credit in the individual licenses. Does anybody have an issue with this? Just asking as to be sure nobody gets POed and leaves like the Minetest engine team. XD

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