Search found 54 matches
- Tue Oct 18, 2016 23:31
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Qwertymine3 - another really noob question - how do you get rid of the geyser?
- Tue Oct 18, 2016 02:58
- Forum: General Discussion
- Topic: Mesecons and use switch to activate Micro-controller
- Replies: 1
- Views: 756
Mesecons and use switch to activate Micro-controller
Hi playing with the Mesecons mod. I have the micro-controller with lamps connected to ports B/D and switches to A/C. I'd like the lamps to come on when a switch (A) is turned on. port = {a=false, b=false, c=false, d=false} if port.a == true then port.b = true port.d = true else port.b = false port.d...
- Sun Oct 16, 2016 19:44
- Forum: Problems
- Topic: Mescons error
- Replies: 2
- Views: 522
Re: Mescons error
Sorry
I'll check...my Mesecons could be a from last year
Code: Select all
ERROR[Main]: ServerError: Runtime error from mod 'mesecons' in callback environment_Step(): ....14\bin\..\mods\mesecons\mesecons_luacontroller\init.lua:351: bad argument #1 to 'ipairs' (table expected, got nil)
- Sun Oct 16, 2016 07:24
- Forum: Problems
- Topic: Mescons error
- Replies: 2
- Views: 522
Mescons error
Hi I've been using Minetest 0.4.14 with mesecons mod, on a Win 8.1, running it from a USB stick. If I add a Mesecon block like a Lua Controller it shuts down, with this error 2016-10-16 17:07:44: ERROR[Main]: stack traceback: 2016-10-16 17:07:44: ERROR[Main]: [C]: in function 'ipairs' 2016-10-16 17:...
- Sat Oct 15, 2016 21:42
- Forum: General Discussion
- Topic: Digilins and Mesecons locally
- Replies: 5
- Views: 850
Re: Digilins and Mesecons locally
I was a "moron".
I had copied the mod directory in, and even though I didn't see it until prompted by Krock, had mod/mod
Thanks for your help.
I had copied the mod directory in, and even though I didn't see it until prompted by Krock, had mod/mod
Thanks for your help.
- Wed Oct 12, 2016 10:04
- Forum: General Discussion
- Topic: Digilins and Mesecons locally
- Replies: 5
- Views: 850
Re: Digilins and Mesecons locally
Thank Krok you were right - the debug.txt text showed in part that it couldn't find the mods ERROR[Main]: The following mods could not be found: "areas" "asphalt" "asphaltstairs" "australia" "concretestairs" "constructionarea" "delinea...
- Wed Oct 12, 2016 07:02
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Thank you
- Tue Oct 11, 2016 20:43
- Forum: General Discussion
- Topic: Digilins and Mesecons locally
- Replies: 5
- Views: 850
Digilins and Mesecons locally
Hi I need to have a "portable" version of Minetest to do some modding with kids in a school. I downloaded all my mods from the server, and installed them in the mods directory. So now I have a local version of my server, and don't need to worry about getting ports open. On my server, using...
- Thu Oct 06, 2016 20:49
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Thanks
That's perfect
That's perfect
- Thu Oct 06, 2016 09:00
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
So the /giveme worked OK. I slightly changed the code you gave me: minetest.register_craftitem("teaching:conditionals",{ description = "Change dirt to water!", stack_max = 1, inventory_image = "default_water.png", on_place = function(_,_,pointed_thing) local looking_at ...
- Wed Oct 05, 2016 20:16
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Cheers
I'll look at it...
I'll look at it...
- Tue Oct 04, 2016 20:53
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Thanks
so how can I access that item. Does it put it into one's inventory? Do I need to manually add it to inventory.
so how can I access that item. Does it put it into one's inventory? Do I need to manually add it to inventory.
- Tue Oct 04, 2016 09:10
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
qwertymine3 I tried this, in anew mod folder called "teaching" minetest.register_craftitem("teaching:conditionals",{ description = "Change dirt to water!", stack_max = 1, inventory_image = "default_water.png", on_place = function(_,_,pointed_thing) local looki...
- Mon Oct 03, 2016 07:03
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Code that kids can write or adapt would be the ideal. So I've taken a LUA loop - write Hello World 10 times to lay 10 blocks side by side. That's the kind of progression I had in mind. And I think all they can probably handle! The API has always been a sticking point (not just in Minetest) for me. I...
- Sun Oct 02, 2016 21:43
- Forum: Modding Discussion
- Topic: LUA Questions
- Replies: 5
- Views: 792
Re: LUA Questions
Thanks 10Plus1, thanks Hybrid Dog
I've been away. Appreciate you both taking the time
I've been away. Appreciate you both taking the time
- Thu Sep 29, 2016 08:11
- Forum: Modding Discussion
- Topic: LUA Questions
- Replies: 5
- Views: 792
Re: LUA Questions
Yep that's it
If I've got it wrong (and I obviously have) please tell me.
Just giving it a bash - and having a go. Not always with success!
If I've got it wrong (and I obviously have) please tell me.
Just giving it a bash - and having a go. Not always with success!
- Thu Sep 29, 2016 07:11
- Forum: Modding Discussion
- Topic: LUA Questions
- Replies: 5
- Views: 792
LUA Questions
Hi I'm trying to Learn LUA, and programmatically laying out 5 blocks side by side. I've got: minetest.after(20, function(pos) pos.x=-27.6 for count = 1, 5, 1 do minetest.set_node({pos, y=2.5, z=-21.2}, {name="default:dirt"}) pos.x=pos.x + 1 end end ) but it gives me an error: 2016-09-29 17...
- Wed Sep 28, 2016 23:32
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Re: Display and add varaibles
Thanks
I see you do a lot of work in Minetest. I was trying to work on basic coding examples that use Lua and work within Minestest, to teach some basic programming to kids.
Got any good ideas for simple simple programmes for kids, who'll generally have no idea of coding?
I see you do a lot of work in Minetest. I was trying to work on basic coding examples that use Lua and work within Minestest, to teach some basic programming to kids.
Got any good ideas for simple simple programmes for kids, who'll generally have no idea of coding?
- Sun Sep 25, 2016 10:07
- Forum: Modding Discussion
- Topic: Display and add varaibles
- Replies: 16
- Views: 2421
Display and add varaibles
Hi I'm a noob and trying to do some basic stuff. My code looks like this: minetest.register_chatcommand("foo1", { privs = { interact = true }, func = function(name, param) local a = param end }) minetest.register_chatcommand("foo2", { privs = { interact = true }, func = function(...
- Wed Jul 20, 2016 20:30
- Forum: General Discussion
- Topic: How to spawn an NPC from NPC Framework mod
- Replies: 9
- Views: 1350
Re: How to spawn an NPC from NPC Framework mod
I've installed this on a server. The mod is enabled in the world.mt file
- Tue Jul 19, 2016 23:56
- Forum: General Discussion
- Topic: How to spawn an NPC from NPC Framework mod
- Replies: 9
- Views: 1350
Re: How to spawn an NPC from NPC Framework mod
What do you mean have "npfc enabled" in the world?
- Tue Jul 19, 2016 20:47
- Forum: General Discussion
- Topic: How to spawn an NPC from NPC Framework mod
- Replies: 9
- Views: 1350
Re: How to spawn an NPC from NPC Framework mod
Thanks
that certainly did appear to spawn. But it shows as "unknown object". I go back to my previous question - have I missed some pre-requisite mod?
that certainly did appear to spawn. But it shows as "unknown object". I go back to my previous question - have I missed some pre-requisite mod?
- Tue Jul 19, 2016 01:34
- Forum: General Discussion
- Topic: How to spawn an NPC from NPC Framework mod
- Replies: 9
- Views: 1350
Re: How to spawn an NPC from NPC Framework mod
Thanks. That "worked", but I don't see anything in my inventory. I looked in the files for any info about other mods required - do I need skins or anything similar. I tried to right click and place the "node", but there wasn't anything there. Has anyone written a manual for the m...
- Mon Jul 18, 2016 01:21
- Forum: General Discussion
- Topic: How to spawn an NPC from NPC Framework mod
- Replies: 9
- Views: 1350
How to spawn an NPC from NPC Framework mod
Hi
I installed the NPC Framework WIP mod without error, and I tried to run the command "/giveme npcf:builder_npc_spawner", but I got an error - "Cannot give an unknown item".
What have I missed? I'm after an info NPC to provide some help to players.
Basil
I installed the NPC Framework WIP mod without error, and I tried to run the command "/giveme npcf:builder_npc_spawner", but I got an error - "Cannot give an unknown item".
What have I missed? I'm after an info NPC to provide some help to players.
Basil
- Sun Jul 17, 2016 06:56
- Forum: Old Mods
- Topic: [Modpack] NPC Framework [minetest-npcf] [WIP]
- Replies: 130
- Views: 59619
Re: [Modpack] NPC Framework [minetest-npcf] [WIP]
Hi
thanks for the mod. I installed it without error, and I tried to run the command "/giveme npcf:builder_npc_spawner", but I got an error - "Cannot give an unknown item".
What have I missed? I'm after an info NPC to provide some help to players.
Basil
thanks for the mod. I installed it without error, and I tried to run the command "/giveme npcf:builder_npc_spawner", but I got an error - "Cannot give an unknown item".
What have I missed? I'm after an info NPC to provide some help to players.
Basil