Search found 814 matches
- Fri Oct 12, 2018 08:00
- Forum: Mod Releases
- Topic: [Mod]Frame - lag-free non-entity item frames![frame]
- Replies: 56
- Views: 19547
Re: [Mod]Frame - lag-free non-entity item frames![frame]
Hey, I'm trying to use the mod's API in order to support more items. minetest.register_on_mods_loaded(function() for _, node in pairs(minetest.registered_nodes) do frame.register(node.name) end end) No matter what I do i get this: WARNING[Main]: Frame registered for ":simple_potions:potion_bla...
- Thu Oct 11, 2018 00:51
- Forum: Modding Discussion
- Topic: How to store a table position as a string? [Solved]
- Replies: 7
- Views: 1597
Re: How to store a table position as a string?
To allow any path length: function get(table, path) for key in path:gmatch("[^%.]+") do if type(table) ~= "table" then return end table = table[key] end return table end local table = { foo = { bar = { baz = "some text", a = "aaaaaaa" } } } print(get(table, &q...
- Wed Oct 10, 2018 23:08
- Forum: Modding Discussion
- Topic: How to store a table position as a string? [Solved]
- Replies: 7
- Views: 1597
Re: How to store a table position as a string?
What are you using this to do? There's probably a better way.
- Mon Oct 08, 2018 23:19
- Forum: Modding Discussion
- Topic: Modify node definition after registration
- Replies: 2
- Views: 818
Re: Modify node definition after registration
Use `minetest.override_item`:
Code: Select all
minetest.override_item("default:chest",{
blahblah = blahblahblah,
})
- Mon Oct 08, 2018 18:58
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [0.4] [screwdriver2]
Indeed it’s fixed, thanks! This feature is awesome. :D I'm thinking that the screw node can interpret other actions as well, such as "pushes" by punching it translates to the WE move command. Perhaps it should grow into its own mod if added. Yeah, I was thinking about that too. The proble...
- Sun Oct 07, 2018 22:37
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [0.4] [screwdriver2]
Any idea why I'm getting this error at boot? ERROR[Main]: ModError: Failed to load and run script from /Users/user/Library/Application Support/minetest/mods/screwdriver2/init.lua: ERROR[Main]: .../mods/screwdriver2/worldedit.lua:7: attempt to index field '/rotate' (a nil value) ERROR[Main]: stack t...
- Sat Oct 06, 2018 18:03
- Forum: General Discussion
- Topic: Minetest sticker designs (for Freenode conference)
- Replies: 20
- Views: 3559
Re: Minetest sticker designs (for Freenode conference)
Just the Minetest logo with the word "Minetest" below it seems like the best choice.
- Fri Oct 05, 2018 20:12
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [0.3] [screwdriver2]
Alright, I added the worldedit rotation. Rotating the "WorldEdit Screw" node with the screwdriver will also rotate the worldedit region. I feel like this isn't very useful since it requires a special node and a special tool... Maybe just adding a worldedit screwdriver tool would be a bette...
- Fri Oct 05, 2018 18:35
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [0.3] [screwdriver2]
oh oktexmex wrote:Imo it shouldn’t matter what dimensions a WE area consists of. The ”WorldEdit rotation node” would simply trigger the regular WE rotation command and WE would deal with the rotation accordingly.
(I've never actually used worldedit before)
That should be pretty simple to add.
- Fri Oct 05, 2018 14:12
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [0.3] [screwdriver2]
This mod is excellent. The particle effect is really useful, though I'd replace its texture with something simpler than the screwdriver texture. I was planning to use a different texture, but couldn't think of anything... Here’s a killer feature: the ability to rotate not only individual nodes but ...
- Wed Oct 03, 2018 15:51
- Forum: Modding Discussion
- Topic: [Solved] Merge identical nodes in craft recipe
- Replies: 15
- Views: 2048
Re: Merge identical nodes in craft recipe into one, with cou
Wow, I didn't know register_on_mods_loaded even existed. That will be super useful instead of soft depend on every other little mod! I think that was added in 5.0, but before that it was common to use minetest.after(0, function). Your function looks super slick, but it returns { ["default:stic...
- Wed Oct 03, 2018 13:45
- Forum: Modding Discussion
- Topic: [Solved] Merge identical nodes in craft recipe
- Replies: 15
- Views: 2048
Re: Merge identical nodes in craft recipe into one, with cou
Make sure this is running after all mods have loaded. EDIT: the output of minetest.get_all_craft_recipes is: (from lua_api.txt) * recipe entry table: * `method`: 'normal' or 'cooking' or 'fuel' * `width`: 0-3, 0 means shapeless recipe * `items`: indexed [1-9] table with recipe items * `output`: stri...
- Wed Oct 03, 2018 13:25
- Forum: Modding Discussion
- Topic: [Solved] Merge identical nodes in craft recipe
- Replies: 15
- Views: 2048
Re: Merge identical nodes in craft recipe into one, with cou
minetest.registered_items isn't an array, it uses the item names as keys.
- Sun Sep 30, 2018 01:04
- Forum: Mod Releases
- Topic: [mod] Rhotator Screwdriver [1.4] [rhotator]
- Replies: 30
- Views: 7243
Re: [mod] Rhotator Screwdriver [1.2] [rhotator]
When you call on_rotate, you're supposed to pass the new param2 value, not the current one.
- Tue Sep 25, 2018 18:15
- Forum: WIP Mods
- Topic: [Mod] dice [v0.1] [dice3]
- Replies: 8
- Views: 2077
Re: [Mod] dice [v0.1] [dice3]
If you set node_placement_prediction = "" in the node definition, the dice won't appear for a split second if you try to place it.
- Tue Sep 25, 2018 13:57
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [screwdriver2]
Adding particle effects to show the rotation axis/direction after you use the screwdriver
- Mon Sep 24, 2018 21:33
- Forum: Modding Discussion
- Topic: Get camera position
- Replies: 3
- Views: 1033
Re: Get camera position
This doesn't take view bobbing (or other camera animations) into account, though.Krock wrote:0.4.x: Hardcode it.
5.0.0-dev: https://github.com/minetest/minetest/bl ... .txt#L5442 -> `player:get_properties().eye_height`
- Mon Sep 24, 2018 20:16
- Forum: Feature Discussion
- Topic: Getting the exact spot the player is pointing at
- Replies: 5
- Views: 2133
Re: Getting the exact spot the player is pointing at
That doesn't work with nodes that use nodeboxes.Wuzzy wrote:No need to wait:Code: Select all
* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position * returns the exact position on the surface of a pointed node
- Mon Sep 24, 2018 01:13
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [screwdriver2]
So it turns out that there is already a mod that does nearly the exact same thing! Rhotator Screwdriver It's definitely a lot more polished than my version (and compatible with Minetest 0.4), but doesn't always work on nodes that don't have full nodeboxes (Which is nearly impossible without the rayc...
- Mon Sep 24, 2018 01:10
- Forum: News
- Topic: Minetest 5.0.0 is on the road
- Replies: 245
- Views: 110620
Re: Minetest 5.0.0 is on the road
So is it version 0.5.0.0 or 5.0.0?
What happened to the first digit?
What happened to the first digit?
- Sun Sep 23, 2018 20:22
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [screwdriver2]
AddedChiantos wrote:License ?
- Sun Sep 23, 2018 19:43
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
Re: [Mod] Better Screwdriver [screwdriver2]
Nice! Crafting: (Same recipe as the old screwdriver) I've seen, you add a recipe for the mtg screwdriver, but no recipe to craft it back. Also I think, it's better to clear the craft recipe before overwriting it. Else craft guide mods will show both. Yeah I'll fix that. I wonder if I should just ov...
- Sun Sep 23, 2018 16:16
- Forum: Mod Releases
- Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
- Replies: 18
- Views: 5477
[Mod] Better Screwdriver [0.4] [screwdriver2]
The default screwdriver is a very useful tool, but it only makes sense if you understand how the facedir axis/rotation system works (and even then, I usually just resort to clicking randomly until I get the rotation I want) This mod adds a new screwdriver that (I think) is more intuitive: http://kla...
- Fri Sep 21, 2018 00:12
- Forum: WIP Mods
- Topic: [Mod] Digiline Terminal [digiline_terminal]
- Replies: 8
- Views: 1904
Re: [Mod] Digiline Input/Output Devices [2.0] [digiline_io]
Alright, I've made a bunch of changes. Some of the more redundant devices have been removed (though I might add some of them again), and I added the LCD from my other mod. The input/output terminal now has a model and textures, though the printer and controller still use placeholders. The most impor...
- Thu Sep 20, 2018 20:31
- Forum: Mod Releases
- Topic: [Modpack] Display Modpack [1.3] [display_modpack]
- Replies: 101
- Views: 27841
Re: [Modpack] Display Modpack [1.0] [display_modpack]
Could you add a link to download display_lib separately?