Search found 46 matches
- Sat Mar 09, 2019 21:33
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
Thanks Skamiz, that was indeed the problem. The missing description in the node definition prevented it from appearing in the Craft Guide. Working code: minetest.register_node("destination_moon:spaceship", { description = "Spaceship", drawtype = 'mesh', mesh = 'spaceship.obj', ti...
- Sat Mar 09, 2019 15:13
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
I've partially found the cause of my problem. seems like init.lua was missing a call to minetest.register_craftitem Evidently I can register a node that's craftable and placeable in the game, without any such call. However, although adding a call to minetest.register_craftitem does make the object a...
- Fri Mar 08, 2019 13:29
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
yep. I'll start a thread in Modding Discussion unless someone is able to move this one over there.parasite wrote:You should ask such questions in the Modding Discussion forum..
- Fri Mar 08, 2019 13:24
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
I've put a depends.txt file in the mod folder declaring a dependency on unified_inventory.Linuxdirk wrote:Did you opt-depend on unified_inventory?
Still doesn't work however.
- Fri Mar 08, 2019 09:24
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
In that case, I must be doing something wrong in my mods that prevents unified_inventory from seeing the craftable items they contain.
Thanks all for your help.
Unless one of you can move this thread to Modding Discussion, I'll start a new thread over there where I'll post a bit of code.
Thanks all for your help.
Unless one of you can move this thread to Modding Discussion, I'll start a new thread over there where I'll post a bit of code.
- Fri Mar 08, 2019 07:43
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
Just iterate over the relevant tables. https://github.com/minetest/minetest/blob/431d8a9b83be858193328fe59e75026fa023393f/doc/lua_api.txt#L4776-L4783 Do you happen to know if mods such as unified_inventory use that technique? Would make no sense to ship with some hard coded list that will immediate...
- Fri Mar 08, 2019 07:39
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
hmm, i press "i" open the unified_inventory (if that or similar) is on the server, and there I can type in the name of item, node i am looking for and if in the server by a mod, then I can look the receipt even. I've written mods, installed on my server, that define nodes which don't appe...
- Thu Mar 07, 2019 22:21
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
I thought that output to the chat a list of installed mods. Doesn't give recipes does it?Wuzzy wrote:/mods?
I was assuming there is some api function that gives lua code a list of mods. Then, iterating through that list, for each mod, it would be possible to get details of any recipes.
- Thu Mar 07, 2019 22:08
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
Re: How do I know what recipes are available?
Thanks Wuzzy, I'm aware of that.Wuzzy wrote:https://wiki.minetest.net/Crafting_guide
What I had in mind was something that somehow reads all the other mods actually installed on a given server.
- Thu Mar 07, 2019 20:15
- Forum: Modding Discussion
- Topic: How do I know what recipes are available?
- Replies: 19
- Views: 1805
How do I know what recipes are available?
Is there a mod that reads through the the recipes of all other installed mods and tells the user what can be crafted and how? I don't think unified_inventory does that. I have mods installed on my server that don't appear in the recipes it tells me about. I don't see how else a user is supposed to k...
- Fri Feb 08, 2019 06:39
- Forum: Modding Discussion
- Topic: simplest mod using a mesh
- Replies: 6
- Views: 1133
Re: simplest mod using a mesh
Yes!
Thanks for your help.
Thanks for your help.
- Thu Feb 07, 2019 21:53
- Forum: Modding Discussion
- Topic: simplest mod using a mesh
- Replies: 6
- Views: 1133
Re: simplest mod using a mesh
When I export an obj file from Blender, does the the way the object gets cut up for uv mapping purposes get included in that obj file? And if it does, does Minetest respect that information? I have a png assigned in blender and on rendering in blender the colours end up in the right places. https://...
- Thu Feb 07, 2019 17:49
- Forum: Modding Discussion
- Topic: simplest mod using a mesh
- Replies: 6
- Views: 1133
Re: simplest mod using a mesh
Thanks Nathan. That gives me something to play with.
- Thu Feb 07, 2019 13:10
- Forum: Modding Discussion
- Topic: simplest mod using a mesh
- Replies: 6
- Views: 1133
simplest mod using a mesh
I want to experiment with exporting an obj model from blender and using it in a mod. Could anyone direct me to a dead simple mod I could examine to see how it's done? The mods I've looked at are complicated by movements, interactions and other behaviours. I'm wanting one that just has a model, presu...
- Tue Jan 30, 2018 18:41
- Forum: General Discussion
- Topic: Difference between this and Minecraft
- Replies: 19
- Views: 3393
Re: Difference between this and Minecraft
£17.95 isn't the correct answer?
- Sat Jan 27, 2018 15:52
- Forum: General Discussion
- Topic: Using Minetest in a school
- Replies: 14
- Views: 5483
Re: Using Minetest in a school
Thanks red-001, that works. The other solution that occurs to me is putting a record in the local dns such that servers.minetest.net resolves to some local machine on which I could run a service that returns the list I want displayed. Does anyone know exactly what query is sent to serverlist_url and...
- Fri Jan 26, 2018 08:53
- Forum: General Discussion
- Topic: Using Minetest in a school
- Replies: 14
- Views: 5483
Re: Using Minetest in a school
Back in 2015, rubenwardy gave an adaptation to a lua file to remove the public server list. Remove public server list This gets rid of the public server list, but doesn't disable multiplayer - the user can still connect to a server if they know its IP address. Go to minetest/builtin/tab_multiplayer....
- Tue Jan 23, 2018 08:02
- Forum: General Discussion
- Topic: Absolute minimum game
- Replies: 7
- Views: 1193
Re: Absolute minimum game
Thanks, I'll try it.paramat wrote: Possible, 'singlenode' mapgen means it can be a uniform mass of a single node, normally "air", but the node can be anything, use a mod with:Code: Select all
minetest.register_alias("mapgen_singlenode", "<nodename>")
- Tue Jan 23, 2018 07:56
- Forum: General Discussion
- Topic: Absolute minimum game
- Replies: 7
- Views: 1193
Re: Absolute minimum game
Thanks Wuzzy, that's what I'm looking for. I'll experiment with it.
- Mon Jan 22, 2018 20:52
- Forum: General Discussion
- Topic: Absolute minimum game
- Replies: 7
- Views: 1193
Re: Absolute minimum game
Thanks Thermal_Shock, I'd be interested to see your game, the more minimal the better! I was thinking of an endless universe of one type of block, with the player starting out in a say 10x10x10 space, in the middle of that infinite expanse of blocks. No sky, no clouds, no vegetation. No fantastic ge...
- Sat Jan 20, 2018 19:18
- Forum: General Discussion
- Topic: Absolute minimum game
- Replies: 7
- Views: 1193
Absolute minimum game
What would be the absolute minimum 'game' that could be used to create a world and 'play'? The 'hello world' of minetest games, merely to demonstrate that the engine does something. The minimal development test game still has a lot of things in it. Clouds, blocks of earth with grass on top, rocks, s...
- Fri Jan 19, 2018 15:18
- Forum: Modding Discussion
- Topic: Where should mods go?
- Replies: 4
- Views: 671
Re: Where should mods go?
Thank you Krock. I might have the same mod, possibly in different versions That will at least leave some error or warning messages in your debug.txt file, as these mods may conflict Yes, for example, my debug.txt contains the lines: 2018-01-18 07:52:25: WARNING[Main]: Not registering alias, item wit...
- Thu Jan 18, 2018 13:09
- Forum: Modding Discussion
- Topic: Where should mods go?
- Replies: 4
- Views: 671
Re: Where should mods go?
Well, in that case, I might have the same mod, possibly in different versions, in both
minetest/mods and a game specific mod directory.
Is the game specific version always loaded in preference over the other?
minetest/mods and a game specific mod directory.
Is the game specific version always loaded in preference over the other?
- Thu Jan 18, 2018 11:06
- Forum: Modding Discussion
- Topic: Where should mods go?
- Replies: 4
- Views: 671
Where should mods go?
According to the wiki https://wiki.minetest.net/Help:Installing_Mods As of 0.4.7, the mods are installed globally and enabled per world. and yet, when I look at minetest-0.4.16, the minetest_game mods are all within the game at: minetest-0.4.16-win64\games\minetest_game\mods So, is the wiki incorrec...
- Fri Mar 10, 2017 11:29
- Forum: General Discussion
- Topic: New users to only login from same subnet
- Replies: 2
- Views: 494
Re: New users to only login from same subnet
Thanks. I'll follow those suggestions up & see if I can get something working.