[Mod] Camouflage Mesecons [0.2.2] [camomese] (API available)

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mrmane2000
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[Mod] Camouflage Mesecons [0.2.2] [camomese] (API available)

by mrmane2000 » Post

Greetings Luanti Forum!

The Camomese mod allows you to embed mesecon and digiline circuitry into aesthetically pleasing blocks, seamlessly integrating advanced functionality into your builds while minimizing clutter.

Camomese provides you with a way to seamlessly integrate subtle mesecon and digiline circuitry across your existing builds without sacrificing too much on aesthetics.

The mod is available via contentdb
https://content.luanti.org/packages/mrm ... /camomese/

If you try it, you can leave your reviews here:
https://content.luanti.org/packages/mrm ... se/review/

The source code for my mod can be found at
https://codeberg.org/wogomo/camomese

As a preview, here are some screenshots:

Image
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Last edited by mrmane2000 on Mon Jul 21, 2025 11:04, edited 5 times in total.
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Vigilantie
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Re: [Mod] Camouflage Mesecons (Camomese)

by Vigilantie » Post

Thank you, mrmane2000! I have been needing this mod to make better traps for my friends!

mrmane2000
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Re: [Mod] Camouflage Mesecons (Camomese)

by mrmane2000 » Post

Vigilantie wrote:
Sat Jul 05, 2025 20:18
better traps for my friends!
If you're trying to trap your friends, I think the mese/digi core in the texture would be a dead giveaway no? (J/kidding)

You're welcome. I am hoping the mod will be useful for others as well. Once it has gone through a fair amount of testing and any possible problems are solved, I intend to release it on the ContentDB.
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mrmane2000
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Re: [Mod] Camouflage Mesecons (Camomese)

by mrmane2000 » Post

Latest changes:

The version was bumped up to v0.1.25 (also added the tag on git) - this is the most stable version to date.

https://codeberg.org/wogomo/camomese/src/tag/v0.1.25

I've just updated the mod to add some missing mining blocks:
  • coal block
  • copper block
  • diamond block
  • gold block
  • steel block
  • tin block
  • bronze block
  • brick block
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Vigilantie
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Re: [Mod] Camouflage Mesecons (Camomese)

by Vigilantie » Post

mrmane2000 wrote:
Sat Jul 05, 2025 22:08
Vigilantie wrote:
Sat Jul 05, 2025 20:18
better traps for my friends!
If you're trying to trap your friends, I think the mese/digi core in the texture would be a dead giveaway no? (J/kidding)

You're welcome. I am hoping the mod will be useful for others as well. Once it has gone through a fair amount of testing and any possible problems are solved, I intend to release it on the ContentDB.
Haha, yeah, for normal people the core might be, but the friends I trap mainly only play Free for all, and capture the flag servers, so they have no idea about anything except swords.

Having that, no Content DB would be sweet.

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Re: [Mod] Camouflage Mesecons (Camomese)

by mrmane2000 » Post

Vigilantie wrote:
Mon Jul 07, 2025 15:07
Having that, no Content DB would be sweet.
Well, I've just submitted it to the Luanti Content DB for approval. Fingers crossed
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mrmane2000
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Re: [Mod] Camouflage Mesecons (Camomese)

by mrmane2000 » Post

I've just tagged another release (v0.1.29) on the codeberg repo.

This release implements the following changes:
  • Removed derived textures modified from default mod
  • Added overlay textures for mesecore_off, mesecore_on and digicore. (These are now used as overlays on top of the default textures.)
  • Bumped version up to 0.1.29
The overall size of the mod has drastically reduced due to the removal of the modified default textures.
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mrmane2000
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Re: [Mod] Camouflage Mesecons (Camomese)

by mrmane2000 » Post

Good news. Camomese has finally been approved on ContentDB!
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Re: [Mod] Camouflage Mesecons (Camomese)

by Vigilantie » Post

mrmane2000 wrote:
Fri Jul 11, 2025 01:06
Good news. Camomese has finally been approved on ContentDB!
Yay! I like how you changed to an overlay instead of modifying the default texture. That will also make adding support for other mods (Assuming if you ever wanted to) way easier.

By the way, what program do you use for texturing?

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Re: [Mod] Camouflage Mesecons (Camomese)

by mrmane2000 » Post

Vigilantie wrote:
Fri Jul 11, 2025 16:21
That will also make adding support for other mods (Assuming if you ever wanted to) way easier.
I've been thinking of that to be honest, but before that, I should probably clean up the "messy" and "unoptimized" code (see the first comment in the review). Lol.
Vigilantie wrote:
Fri Jul 11, 2025 16:21
By the way, what program do you use for texturing?
I used GIMP to edit textures but the PNG output produced by GIMP was a bit large (usually in the range of 1k). In order to optimize the PNG with a small size, I used TinyPNG which produced PNG files slightly smaller than 300 bytes or sometimes 600 bytes, depending on the color palette. The more colors the texture uses, the larger the file will be.
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Re: [Mod] Camouflage Mesecons (Camomese)

by Vigilantie » Post

mrmane2000 wrote:
Sat Jul 12, 2025 05:06

I used GIMP to edit textures but the PNG output produced by GIMP was a bit large (usually in the range of 1k). In order to optimize the PNG with a small size, I used TinyPNG which produced PNG files slightly smaller than 300 bytes or sometimes 600 bytes, depending on the color palette. The more colors the texture uses, the larger the file will be.
Alright thanks.

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Re: [Mod] Camomese - Camouflage Mesecons (API available)

by mrmane2000 » Post

I've released another update v0.2.2 (actually a couple of releases since v0.1.29).


https://content.luanti.org/packages/mrm ... /download/

Changes made since the last release include:
  • A new API that allows other mods to register custom mesecore and digicore nodes of their own.
  • Performed a code cleanup by removing individual *.lua files for each node. The new nodes are created using the API now.
  • Added missing mese core block translations
  • Added type = "shaped" when calling core.register_craft() for improved code readability
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