Ah, okays. Thanks that helps a lot.Nore wrote:You can't do "if old_craft_grid = ", it will never work. What you need to do is to test each of the items in the craft grid to check it has the correct name. See an example about how to use it here: https://gist.github.com/Novatux/7179966
Search found 196 matches
- Sun Feb 23, 2014 17:51
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571260
- Sun Feb 23, 2014 04:42
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 571260
- Fri Feb 21, 2014 16:20
- Forum: WIP Mods
- Topic: [WIP] Powered Machines!
- Replies: 4
- Views: 1682
> Power system(alpha) Technic and Mesecons mods already have this sort of thing well covered. > Pipes/item transport(beta) Pipeworks. > SecretPassages! migration(beta) There are a number of mods such as moreblocks and camo modpack that supply 'fake' or 'trap' blocks that make for very effective sec...
- Fri Feb 21, 2014 15:43
- Forum: WIP Mods
- Topic: [WIP] Powered Machines!
- Replies: 4
- Views: 1682
[WIP] Powered Machines!
Hello all! I am back, after a long inactivity due to having forgotten minetest. Anyway enough about that! Onto the mod! As the name states, Powered Machines! I'm working on adding some basic machines, generator, smelter(furnace), OreProcesser, ect. In the future I hope to have an automated way to mi...
- Tue Jul 10, 2012 01:44
- Forum: WIP Mods
- Topic: Question regarding glass
- Replies: 4
- Views: 1700
- Fri Jul 06, 2012 18:04
- Forum: WIP Mods
- Topic: Secret Passages! :D
- Replies: 43
- Views: 18361
I didnt know this existed when i added holostone and holocobble to madblocks. One thing i wanted to do which you might be interested in doing instead is adding a switch to make the fake nodes appear/disappear, w/ a sound effect (like that 'whoosh' sound from star trek lol) haha. Well, adding a swit...
- Wed Jul 04, 2012 21:31
- Forum: WIP Mods
- Topic: Secret Passages! :D
- Replies: 43
- Views: 18361
- Wed Jul 04, 2012 21:29
- Forum: WIP Mods
- Topic: Question regarding glass
- Replies: 4
- Views: 1700
By default there is something known as ''backface culling'' that doesn't show faces of nodes that are against faces of other nodes. Anything with the ''glasslike'' drawtype should work like normal glass - take a look at the default glass and see the settings like ''sunlight_propagates'' and ''drawt...
- Wed Jul 04, 2012 04:48
- Forum: WIP Mods
- Topic: [Mod] Utility [v0.1]
- Replies: 7
- Views: 2948
- Wed Jul 04, 2012 04:41
- Forum: WIP Mods
- Topic: Question regarding glass
- Replies: 4
- Views: 1700
Question regarding glass
Okay, so you know how glass removes/makes transparent sides that are connected to other glass? Is there a force an update on a custom glass node to mimic that behavior to work with a normal glass node? So in a sense, when the custom glass is placed it will check for non-custom glass nodes around it ...
- Wed Jul 04, 2012 04:28
- Forum: WIP Mods
- Topic: Secret Passages! :D
- Replies: 43
- Views: 18361
- Wed Jul 04, 2012 02:39
- Forum: General Discussion
- Topic: I have returned!
- Replies: 6
- Views: 1652
Oh right, I saw one of your posts... You're a modder, right? Kind of. I dabbled in it a bit. yay your back! now update secret passages so I don't have to! hahaha. Alright alright. It might take me awhile to get it updated. Since its been awhile and I'm not even sure if the custom function still wor...
- Mon Jul 02, 2012 17:11
- Forum: General Discussion
- Topic: I have returned!
- Replies: 6
- Views: 1652
- Sun Jul 01, 2012 22:59
- Forum: General Discussion
- Topic: I have returned!
- Replies: 6
- Views: 1652
I have returned!
Well, I have finally returned to minetest! And boy has it changed! Well, looks like I got my work cut out for me with my new ideas, and getting used to what has changed!
Little hint as to what it is I'm working on, it has a story line to it, and it will divert from the normal minetest ways.
Little hint as to what it is I'm working on, it has a story line to it, and it will divert from the normal minetest ways.
- Fri Apr 06, 2012 08:22
- Forum: WIP Mods
- Topic: Understanding ABM chance
- Replies: 21
- Views: 4879
I still wait for the final answer: when will I be able to get rid of manual chance checks? Now if I remove them, on the server start I get huge lags and ABM working for EVERY block and ruining all it's work. You should post a snippet of your code so people can actually look at it and tell you. Beca...
- Wed Apr 04, 2012 04:05
- Forum: General Discussion
- Topic: TO ALL MODDERS AND FUTURE MODDERS
- Replies: 12
- Views: 2847
TO ALL MODDERS AND FUTURE MODDERS
Because of Celeon's request for a Public license for your mods. And after reading about minecraft using Jejia's mesecon in minecraft. I implore you! Use the GNU(GPL) Licensing, or any other CopyLeft licenses! As this will stop others from profiting off your work, but allow you to keep it public. Now...
- Sun Apr 01, 2012 05:01
- Forum: WIP Mods
- Topic: Secret Passages! :D
- Replies: 43
- Views: 18361
18:58:19: ERROR[main]: [LUA] 18:58:19: ERROR[main]: [LUA] ...netest-0.4.dev-20120122-1-win32\bin\..\data\mods\secret_passage\init.lua:64: ')' expected near 'typename' 18:58:19: ERROR[main]: [LUA] Is this right? I believe there's typo problems currently. So with your problem, just open up the init.l...
- Tue Mar 20, 2012 22:57
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 688033
- Tue Mar 20, 2012 22:27
- Forum: Mod Releases
- Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
- Replies: 1932
- Views: 688033
Idea for wireless. Have a number on the inverter, transmitter, or receiver. Every time you punch the block it increases by one; this is it's channel. A transmitter on channel 1, is received by inverters and receivers on channel 1. We already have channels; if you place a transmitter on glass, only ...
- Tue Mar 20, 2012 22:19
- Forum: WIP Mods
- Topic: Register_on_generated?
- Replies: 2
- Views: 1583
- Tue Mar 20, 2012 18:28
- Forum: WIP Mods
- Topic: Register_on_generated?
- Replies: 2
- Views: 1583
Register_on_generated?
Okay, so I'm trying to make a flat land for creative mode; So that way I don't have to clear out a bunch of blocks in order to get my base-area. But the things I've tried have resulted in a crash. I've looked at both gemstones and moreores to see how they did it, but I have no idea where their first...
- Tue Mar 20, 2012 18:06
- Forum: WIP Mods
- Topic: Previous Post(Craft Table)
- Replies: 3
- Views: 1716
It's possible to output more than one item. Although in minetest, one would need to somehow register every crafting, output and input. Using that table of registered crafting, you would just have to have check what was put in, then add items to corresponding slots, then when a player takes the craft...
- Tue Mar 20, 2012 04:33
- Forum: Servers
- Topic: move people move!
- Replies: 5
- Views: 1896
- Mon Mar 19, 2012 23:10
- Forum: WIP Mods
- Topic: Sign questions
- Replies: 4
- Views: 1470
- Mon Mar 19, 2012 22:34
- Forum: WIP Mods
- Topic: Sign questions
- Replies: 4
- Views: 1470