forked from minetest-mods/stained_glass
196 lines
5.3 KiB
Markdown
196 lines
5.3 KiB
Markdown
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Doyousketch2's Stained Glass mod
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ver 1.7
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Image: http://oi47.tinypic.com/hst6s3.jpg
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With alpha enabled: http://oi44.tinypic.com/5vraxf.jpg
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==============================================================================
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Originally developed by Eli Innes/Doyousketch2, and distributed
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under GPL v2. Further changes by VanessaE (removing from creative inventory)
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and Jeremy Anderson (fixing craft recipes, renaming blocks)
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==============================================================================
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Dependencies: VanessaE's Unified Dyes, Calinou's More Blocks
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to Install:
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Unzip the mod file you just downloaded.
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it should be something like: Doyousketch2-stained_glass-1.1.zip
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or stained_glass-master.zip, depending on where you downloaded it from
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rename the new folder that looks like:
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Doyousketch2-stained_glass-1.1 -or- stained_glass-master
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to simply read "stained_glass"
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then move it into your Minetest mods folder.
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Even better, get stained_glass from one of the github pages:
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https://github.com/doyousketch2/stained_glass
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https://github.com/VanessaE/stained_glass
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https://github.com/andersje/stained_glass
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-- this will get you the latest version of the code, and you
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can update at any time by doing a git pull
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==============================================================================
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To turn off types of glass, alter settings.txt in the stained_glass directory.
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By default, all six (SIX!) types of stained_glass are enabled: regular (based on super_glow_glass), med_glow (based on glow_glass) and no-glow (Based on default:glass), trap regular (based on trap_super_glow_glass), trap med_glow (based on trap_glow_glass) and trap_noglow (based on trapglass)
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stained_glass.full_light = true
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stained_glass.med_light = true
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stained_glass.no_light = true
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stained_glass.trap_full_light = true
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stained_glass.trap_med_light = true
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stained_glass.trap_no_light = true
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Setting any of these to false will prevent that type of stained_glass from being loaded. If you set them all to false, you won't get any stained_glass. Mix and match as you choose -- you can turn on only one, if you wish, and it will work just fine.
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One of the high points of trap stained glass is that liquids flow through it -- making illuminated waterfalls a possibility.
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==============================================================================
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(use trap super glow glass or trap glow glass or trapglass -- now available in moreblocks -- to make the trap variant of this)
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Recipe for standard colors:
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image: http://oi50.tinypic.com/1ibs7c.jpg
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dye
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super glow glass
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super glow glass
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super glow glass
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Recipe for pastel colors:
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image: http://oi45.tinypic.com/2wbvkti.jpg
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light dye
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white paint
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super glow glass
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super glow glass
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super glow glass
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Recipe for faint colors:
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image: http://oi45.tinypic.com/2wbvkti.jpg
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light dye
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white paint
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white paint
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super glow glass
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super glow glass
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super glow glass
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All recipes produce three glowing stained glass blocks.
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==============================================================================
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The Palette includes:
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red, orange, yellow, lime, green, aqua
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cyan, skyblue, blue, violet, magenta, redviolet
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Full & half-saturation, medium and dark shades have been included
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as well as light, pastel, and faint tints.
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Look at settings.txt to see how you can enable/disable full-glow, half-glow and no-glow blocks -- tested in all combinations. enjoy.
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==============================================================================
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Misc. Notes
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-----------
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Blocks are now available by name:
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e.g. /giveme stained_glass:orange 3 # get 3 orange sg blocks
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or /giveme stained_glass:light_yellow
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or /giveme stained_glass:pastel_yellow
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or /giveme stained_glass:faint_yellow
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or /giveme stained_glass:yellow
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or /giveme stained_glass:lowglow_yellow
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or /giveme stained_glass:noglow_dark_green
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or /giveme stained_glass:trap_noglow_dark_green
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or /giveme stained_glass:trap_lowglow_yellow
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or /giveme stained_glass:trap_medium_aqua
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You get the idea.
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NUMERIC CODES FOR BLOCKS (this is the old way of coding these blocks
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developed by Doyousketch2)
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Please don't try to use /give commands, the items are now in numerical format,
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and it would be tough to try to explain it.
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If you really want to try, it goes like this:
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yellow = 1
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lime = 2
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green = 3
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aqua = 4
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cyan = 5
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skyblue = 6
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blue = 7
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violet = 8
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magenta = 9
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redviolet = 10
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red = 11
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orange = 12
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however, minetest sees it in the order 10, 11, 12, 1, 2, 3...
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so redviolet actually comes first.
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and for whatever reason, minetest doesn't take blank spaces _ into consideration.
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so the attributes just act like the next column of digits.
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I had to offset them to keep it all in order.
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Brightness:
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dark = 3
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medium = 4
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full = 5
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Saturation:
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50% = 6
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full = 7
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so "Red, dark 50%" would be: stained_glass:11_3_6
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"Blue, medium full-saturation" is: stained_glass:7_4_7
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then we get to the bright colors.
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same hue numbers, 1 - 12
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but the attributes are:
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light = 8
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pastel = 9
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faint = 91
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so "Violet, light" is: stained_glass:8_8
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and ""Orange, faint" is: stained_glass:12_91
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I think this is too much to keep track of, but I hope this explains things in case anybody else is developing code.
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For everyday purposes, let the computer keep track of the registered nodes, and just pick them out with the menu instead.
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==============================================================================
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