Search found 17 matches

Return to advanced search

Re: Post your modding questions here

paramat wrote:afeys and others, the new feature will soon be added https://github.com/minetest/minetest/pull/3339
"This commit adds a new API function minetest.place_schematic_on_vmanip()"


Brilliant !
Thanks
by afeys
Thu Nov 05, 2015 09:43
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

just to let you know: I've solved it by placing my buildings using voxelmanip instead of place_schematics or add_node.

Buildings get generated now 100% of the time (at least during my test)
by afeys
Tue Nov 03, 2015 12:33
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

afeys, in 'place schematic' you should get the modpath like this (here the mod is called 'projects' and 'schematics' is the schematic folder) hope this works: local path = minetest.get_modpath("projects") .. "/schematics/flat.mts" minetest.place_schematic({x=x-6, y=y-1, z=z+1}, ...
by afeys
Mon Nov 02, 2015 14:34
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

firefox wrote:Lord of the Test has buildings in the mapgen (some of them are quite large).
they are all saved as .we files i guess the game also use worldedit to place them on the map.

maybe that helps...


Thanks for the info, firefox. I'll have a look at their code.
by afeys
Fri Oct 30, 2015 12:24
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Thanks for the reply, Ferk. Maybe you could try changing your chunksize setting and see if it has any repercusions. I think chunks start at -32,-32,-32 (correct me if I'm wrong) and are set by default to be 80 nodes wide (5 blocks of 16 nodes) in all directions. This means the chunk ends at y=45, I ...
by afeys
Fri Oct 30, 2015 11:36
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Hi, Added info: if I do a minetest.add_node(next_tower,......) BEFORE i do the place_schematic, then the schematic is shown correctly. Anyone have any ideas what's going on? This was apparently a coincidence.. Still have the same problem. I wrote some code to 'empty' (using remove_node) the necessa...
by afeys
Fri Oct 30, 2015 09:50
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Hi, I'm playing around with the minetest.register_on_generated function and I'm stuck with a problem I can 't explain. It is probably some stupid oversight from me, but if anyone can shed some light on it, I'd appreciate it. I include my cut-down code here, I stripped out as much as possible (like t...
by afeys
Thu Oct 29, 2015 10:23
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Ferk wrote:That's very similar to what my subgame does. Maybe you can have a look at it, perhaps it helps. But most of dungeon_rooms is very specific to my usecase.


Wow... just looked at your mod. looks very impressive.
by afeys
Fri Oct 23, 2015 08:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

@Don @Ferk Thanks for the info. I've now solved the chest problem: after placing the schematic in my world, I lookup all chests in the building and replace them by default:chest again. And then fill them with items (to fill them I use a piece of code I found in another mod: the villages mod by Sokom...
by afeys
Thu Oct 22, 2015 13:41
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

2/ Is there a way for a node to know if someone is stepping on it, or touching it? [...] minetest.register_on_playertouchnode or minetest.register_on_playersteponnode This is exactly the same as what I was asking for in my last posts in this thread. It doesn't look like such a thing exists... I wis...
by afeys
Thu Oct 22, 2015 13:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Hi, I have 2 questions, which I hope someone can help me answer: 1/ In my mod (pre-alpha version) I place a schematic with minetest.place_schematic() and that works perfectly. However, when I come accross that building in my test world, I can't open the chests. I haven't been able to find a solution...
by afeys
Thu Oct 22, 2015 11:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Ivà, Hybrid Dog & rubenwardy (and anyone else who might answer this while I type this reply) :

thanks a lot for the VERY fast answers.
by afeys
Mon Jun 22, 2015 14:54
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

Hi, I have two questions: 1/ there probably is a simple solution to this, but I'm making a mod (obviously) and I want to get a list of the location of all players. Alternatively (even better), if someone knows the fastest way to check if any player currently playing in the minetest-world is within 1...
by afeys
Mon Jun 22, 2015 12:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: Post your modding questions here

How to check the biome of a node? I'm (at least trying to) making a mod which puts content (small buildings, ruins, hidden treasures,....) in the game. But I'd like to put other content in a desert than in a jungle, so I'd like to find out the biome for node at x,y,z. Is this possible in MineTest? D...
by afeys
Tue Apr 28, 2015 11:37
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 346769

Re: crash in /mods/default/nodes.lua:1807

Thanks for the excellent support.
I'll update my minetest tomorrow and then run that fix.
by afeys
Sat Mar 28, 2015 13:20
 
Forum: Problems
Topic: crash in /mods/default/nodes.lua:1807
Replies: 6
Views: 697

Re: crash in /mods/default/nodes.lua:1807

Hi Krock,
thanks for the speedy reply.
here is the nodes.lua file.
by afeys
Thu Mar 26, 2015 20:23
 
Forum: Problems
Topic: crash in /mods/default/nodes.lua:1807
Replies: 6
Views: 697

crash in /mods/default/nodes.lua:1807

Hi, I have a weird problem with minetest. I'm using minetest 0.4.12, on linux Mint, with a slightly altered Calinou-Carbone game. Differences between standard Calinou-Carbone and my testversion: - added 'castle' mod - added 'caverealms' mod - added 'cottages' mod - added 'homedecor' mod - added 'hud...
by afeys
Thu Mar 26, 2015 09:31
 
Forum: Problems
Topic: crash in /mods/default/nodes.lua:1807
Replies: 6
Views: 697

Return to advanced search