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Re: Right click trigger without having to aim at a block?

Yes, that seems to work. However, it doesn't include when pointing at blocks, so to create a universal right-click trigger, you have to define both to do the same.
by Zerock
Thu Jul 07, 2016 12:15
 
Forum: Modding Discussion
Topic: Right click trigger without having to aim at a block?
Replies: 3
Views: 379

Right click trigger without having to aim at a block?

Is there simply not a way to add a trigger to a craftitem for right click unless it's aiming at a block?

Suppose I want to make a multi-function item where each function is bound to a mouse button, is there not a way to do this?
by Zerock
Wed Jun 22, 2016 15:28
 
Forum: Modding Discussion
Topic: Right click trigger without having to aim at a block?
Replies: 3
Views: 379

Re: Modify a node property from another mod

Okay, that seems to have worked, but now the line seems to have no effect. Dirt doesn't fall.
by Zerock
Fri Jun 10, 2016 22:25
 
Forum: Modding Discussion
Topic: Modify a node property from another mod
Replies: 10
Views: 688

Re: Modify a node property from another mod

This doesn't seem to work.

Code: Select all
minetest.registered_nodes['default:dirt'].groups.falling_node = 1


throws

attempt to index field 'default:dirt' (a nil value)
by Zerock
Fri Jun 10, 2016 17:56
 
Forum: Modding Discussion
Topic: Modify a node property from another mod
Replies: 10
Views: 688

Re: Modify a node property from another mod

Very good. I'll give this a shot.
by Zerock
Fri Jun 10, 2016 14:27
 
Forum: Modding Discussion
Topic: Modify a node property from another mod
Replies: 10
Views: 688

Re: Modify a node property from another mod

How can I get "node" in that context? I've been looking at the API docs for node lookup, but the only functions with names resembling what I'd expect to get node information are only lookups by position, not registered node name.
by Zerock
Fri Jun 10, 2016 13:30
 
Forum: Modding Discussion
Topic: Modify a node property from another mod
Replies: 10
Views: 688

Re: Modify a node property from another mod

If I wanted to modify the groups of the node, would I have to know the original groups, or can I append to them?
by Zerock
Fri Jun 10, 2016 02:01
 
Forum: Modding Discussion
Topic: Modify a node property from another mod
Replies: 10
Views: 688

Modify a node property from another mod

I plan on soon beginning development on an extensive modpack which will require overrides of many default node definitions. Rather than having to fork the default mod, I'd like to re-register the ones that need changing. Question 1: can you even re-register a node with the same name as an existing o...
by Zerock
Thu Jun 09, 2016 17:54
 
Forum: Modding Discussion
Topic: Modify a node property from another mod
Replies: 10
Views: 688

How do mods actually interact with the client?

Suppose I write a mod and someone hosts it on a server. If I connect to this server, what are the possible data that might be transmitted to my client? Is it just some object definitions, or is actual software sent to my client? If software is sent, how much does it resemble the software installed o...
by Zerock
Thu Jan 07, 2016 04:15
 
Forum: Modding Discussion
Topic: How do mods actually interact with the client?
Replies: 1
Views: 173

Node properties documentation

I'm just starting out with a basic "hello world" mod to learn the API. I did the first tutorial, and it seems like there is a list of properties that can be set for each custom node. However, I could not find documentation on these properties or what the number values assigned to them indi...
by Zerock
Sat May 23, 2015 16:38
 
Forum: Modding Discussion
Topic: Node properties documentation
Replies: 2
Views: 286

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