Search found 229 matches

by ErrorNull
Thu Jun 18, 2020 12:44
Forum: Modding Discussion
Topic: callback function order of precedence?
Replies: 1
Views: 120

callback function order of precedence?

If I have defined custom code in minetest.register_on_dignode() callback function as well as in after_dig_node within a node's definition, which one will take precedence or override? I'm experimenting with overriding all minetest default nodes with custom behavior when dug. The Lua API advises that ...
by ErrorNull
Sun Jun 14, 2020 19:08
Forum: Feature Discussion
Topic: passing param1 and param2 with node_dig_prediction and node_placement_prediction?
Replies: 2
Views: 240

Re: passing param1 and param2 with node_dig_prediction and node_placement_prediction?

ah ok. no idea why i didn't realize my suggestion would only ever fix half the issue lol.

i tried setting the value to "" instead, and that behavior will do great thanks.
by ErrorNull
Sat Jun 13, 2020 22:19
Forum: Feature Discussion
Topic: passing param1 and param2 with node_dig_prediction and node_placement_prediction?
Replies: 2
Views: 240

passing param1 and param2 with node_dig_prediction and node_placement_prediction?

Currently, the node attribute "node_dig_prediction" accepts a single string value like this: node_dig_prediction = string Where string is the 'new' node name. It would be great if the value can be expanded to be a table like below: node_dig_prediction = { name=string, param1=number, param2=number } ...
by ErrorNull
Sat Jun 13, 2020 21:53
Forum: Problems
Topic: node_dig_prediction for tree logs
Replies: 1
Views: 334

Re: node_dig_prediction for tree logs

for now the node_dig_prediction attribute only accepts a string (a node name). if it can accept also the param1 and param2 values to associate with the node name, that would solve the issue.
by ErrorNull
Thu Jun 11, 2020 18:33
Forum: WIP Mods
Topic: [Mod] Interactive Physics (out of alpha!) [physics]
Replies: 9
Views: 1271

Re: [Mod] Interactive Physics (out of alpha!) [physics]

this looks awesome. so does your mod allow blocks like dirt and trees to behave and fall with gravity now? no more floating blocks?
by ErrorNull
Wed Jun 10, 2020 23:32
Forum: Problems
Topic: node_dig_prediction for tree logs
Replies: 1
Views: 334

node_dig_prediction for tree logs

i like how node_dig_prediction can force the client to place a node immediately after one is dug up to help with lag and help prevent players unintentionally moving through the temporarily empty spot. however i've notice that with the horizontal tree nodes (with param2=18 for example) ... it doesn't...
by ErrorNull
Fri Mar 27, 2020 06:25
Forum: Modding Discussion
Topic: disable player swing or punch?
Replies: 3
Views: 362

Re: disable player swing or punch?

ah wonderful. i'll look into that method. how would you go about setting the player animation from digging to standing? i looked into set_local_animation() doesn't seem be the correct way.
by ErrorNull
Sat Feb 08, 2020 13:06
Forum: Modding Discussion
Topic: disable player swing or punch?
Replies: 3
Views: 362

disable player swing or punch?

I'm trying to disable the player's ability to swing or punch during certain conditions, like when food or health is too low. i can easily 'disable' this for player movement and jumping by modifying the player's physics parameters. But disabling the player swing/punch seems impossible? In a hacky way...
by ErrorNull
Thu Feb 06, 2020 11:38
Forum: Modding Discussion
Topic: callback for punching a luaentity?
Replies: 2
Views: 183

Re: callback for punching a luaentity?

ah perfect. thanks much tenplus1 :)
by ErrorNull
Thu Feb 06, 2020 03:43
Forum: Modding Discussion
Topic: callback for punching a luaentity?
Replies: 2
Views: 183

callback for punching a luaentity?

is there a callback function, or some way to act upon when the player punches an entity in the world? for example, we have the very useful callback function minetest.register_on_punchnode to detect when a node is punched. is there something similar for entities ? my goal is to do some custom behavio...
by ErrorNull
Sun Feb 02, 2020 19:44
Forum: Mod Releases
Topic: [Mod] Snow, rain, clouds (with sound) [snowdrift]
Replies: 161
Views: 54322

Re: [Mod] Snow, rain, clouds (with sound) [snowdrift]

kestral wrote:I updated my snowdrift mod.
I guess it's not good to have multiple mods setting conflicting cloud densities.
yes. i asked this same question in the modding discussion page and got some good answers here.
by ErrorNull
Sun Feb 02, 2020 18:28
Forum: Modding Discussion
Topic: Overlaying a texture onto a node during runtime?
Replies: 4
Views: 200

Re: Overlaying a texture onto a node during runtime?

thanks sorcerykid - i will certainly keep my eye on PR #9354.. that direction i would love to see.
by ErrorNull
Sun Feb 02, 2020 18:03
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 360

Re: change minetest.conf paraeters from a mod?

Linuxdirk - interesting. what function do work with "worldname/_modname/modname.conf" in regards to manipulating settings like "time_speed" during run time?
by ErrorNull
Sat Feb 01, 2020 23:20
Forum: Modding Discussion
Topic: Overlaying a texture onto a node during runtime?
Replies: 4
Views: 200

Overlaying a texture onto a node during runtime?

Is that possible? For example, I'd like to add a texture overlay (like cracks) onto default:stone node when on_punch is called.

I have a feeling I must instead just create a new stone node with crack already in texture and just swap the nodes when it is on_punch'ed yeah? =(
by ErrorNull
Sat Feb 01, 2020 12:24
Forum: WIP Mods
Topic: [Mod] Realistic woodcut
Replies: 12
Views: 1254

Re: [Mod] Realistic woodcut

this is a great mod. i would love to see an option that we can enable/disable for players to take health damage if a wood block falls on them? ...but no damage for the leaves. also, would it be more realistic for when the leaves fall to remain as block nodes? that way the player will still need to d...
by ErrorNull
Sat Feb 01, 2020 12:04
Forum: WIP Mods
Topic: [Mod] simple block physics [block_physics][WIP][2.2]
Replies: 29
Views: 4545

Re: [Mod] simple block physics [block_physics][WIP][2.2]

yes please continue this mod.
by ErrorNull
Thu Jan 30, 2020 20:49
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 360

Re: change minetest.conf paraeters from a mod?

ah yes. totally overlooked that. we're so focused on making our mod and with thoughts of the player enjoying our creation, that we can forget that the player may need to play other sub games too.
by ErrorNull
Thu Jan 30, 2020 18:10
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 360

Re: change minetest.conf paraeters from a mod?

wow thanks much Linuxdirk for the code example. i will certainly follow this guideline when needing to modify the .conf settings. just for my better understanding, what's the underlying principle for this? is this to prevent multiple mods from 'permanently' changing the .conf values unbeknownst to t...
by ErrorNull
Thu Jan 30, 2020 15:09
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 360

Re: change minetest.conf paraeters from a mod?

thanks nathan.

linuxdirk - what should i be wary of when doing so?
by ErrorNull
Thu Jan 30, 2020 13:15
Forum: Modding Discussion
Topic: change minetest.conf paraeters from a mod?
Replies: 11
Views: 360

change minetest.conf paraeters from a mod?

hello. is this possible? for example, i'd like to change the default minetest time from 72 to 24 from my mod.

however, seems like it can only be done via modifying the minetest.conf file:
time_speed = 24

is there a global mintest function where i can "set" time_speed to 24?

thanks everyone.
by ErrorNull
Thu May 16, 2019 15:25
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23957

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hello and thank you for the awesome mod! I have, perhaps silly, question: when I enable only mg_villlages, handle_schematics, and villagers on 5.0.1, all works fine except the fact that villagers do not move. They stand still near the buildings, turn around every 3-4 seconds but does not walk. The ...
by ErrorNull
Sat Feb 02, 2019 16:09
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23957

Re: [Mod] Villagers for Minetest [villagers][v0.17]

hey guys, thanks for the kind words. it's been a while for sure.. and glad to see my mod is still being poked and prodded around here. i've just been busy with real life stuff. since it appears there's still mild interest in this mod, i'll plan to continue improving my villagers mod soon. I have a q...
by ErrorNull
Fri Aug 25, 2017 00:46
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23957

Re: [Mod] Villagers for Minetest [villagers][v0.17]

let me know if there are any issues or something i might need to know anyways. On line 46 of coins.lua I tweaked the variable declaration to empty string. Otherwise there would be error if it stays nil later in the code... local debug = "" ehh.. i wouldn't want something like the super mario coin p...
by ErrorNull
Thu Aug 24, 2017 14:10
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 159
Views: 23957

Re: [Mod] Villagers for Minetest [villagers][v0.17]

Hey LouisCyfer - I've merged in your pull request. Players now will find coins on rare occasions when digging dirt type nodes. After testing a bit i can see the silver and gold coins count in the player inventory occasionally increase while digging the dirt. I also like how we can enable/disable the...