Search found 163 matches

by Skamiz Kazzarch
Sun Sep 27, 2020 07:21
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 716
Views: 74700

Re: Post your mapgen questions here (modding or engine)

You have to use a different 'seed' value for each ore type.
by Skamiz Kazzarch
Sun Sep 20, 2020 16:17
Forum: Modding Discussion
Topic: Default inventory formspec amount of slots per row
Replies: 4
Views: 78

Re: Inventory formspec amount of slots per row

https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2218 ### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]` * Show an inventory list if it has been sent to the client. Nothing will be shown if the inventory list is of size 0. * **Note**: With the new coordinate system, the ...
by Skamiz Kazzarch
Fri Sep 18, 2020 10:09
Forum: Modding Discussion
Topic: [SOLVED] Hi, It's been a year...........
Replies: 12
Views: 213

Re: Hi, It's been a year...........

Does this mean i can safely remove the depends.txt file from the mod? Yes. Your current issue isn't about paths. It is caused because 'beds' expects you to suply a table called 'nodebox' and you didn't. Here is the relevant documentation: https://github.com/minetest/minetest_game/blob/master/game_a...
by Skamiz Kazzarch
Thu Sep 17, 2020 20:41
Forum: Modding Discussion
Topic: [SOLVED] Hi, It's been a year...........
Replies: 12
Views: 213

Re: Hi, It's been a year...........

'depends.txt' is the old way, the current one is to use 'mod.conf' Here is the relevant documentaion: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L182 The important bit: `depends`: A comma separated list of dependencies. These are mods that must be loaded before this mod. So you...
by Skamiz Kazzarch
Tue Sep 08, 2020 09:23
Forum: General Discussion
Topic: How do I change the full screen resolution?
Replies: 3
Views: 134

Re: How do I change the full screen resolution?

Settings > All Setings > Graphics > In-Game > Advanced > Screen width / height
by Skamiz Kazzarch
Fri Sep 04, 2020 10:19
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2106
Views: 290537

Re: Post your mod requests/ideas here

The link on the wiki is probably way out of date.
https://content.minetest.net/packages/R ... inventory/
This page has several useful links and you should also be able to find it through the ingame mod installer.
by Skamiz Kazzarch
Fri Sep 04, 2020 05:23
Forum: Game Discussion
Topic: WasteLands: Survival (Minetest 5.2.x)
Replies: 37
Views: 4309

Re: WasteLands: Survival (Minetest 5.2.x)

Digging around in most dirt types has a chance to drop bone shards then get a stick from dry shrubs or gorse, with that you can make a bone dagger. That is enough to dig logs, slowly. Once you hava a crafting bench you can make a bone hatcht, for faster wood diging. The next tool stage is metal scra...
by Skamiz Kazzarch
Sat Aug 29, 2020 08:49
Forum: General Discussion
Topic: Making "->" usable in the crafting grid?
Replies: 6
Views: 200

Re: Making "->" usable in the crafting grid?

Had the same issue when I first played Minetest. As far as I know this isn't documented anywhere ingame, but clickning with the mouse wheel crafts ten things at once and scroling downwards while howering over the output can also be used for fast crafting.
by Skamiz Kazzarch
Mon Aug 03, 2020 12:40
Forum: Modding Discussion
Topic: [mapgen] custom biome system - generating and implementing a heatmap?
Replies: 4
Views: 151

Re: [mapgen] custom biome system - generating and implementing a heatmap?

That looks like a cool concept. That way you don't have to relly on luck to find a specific biome, but can instead systematicaly search for it. You should be able to reuse the same calcultaion as for the temperature. Also replace the 5.5 by how ever many times you want it to repeat the patern acros ...
by Skamiz Kazzarch
Sun Aug 02, 2020 05:51
Forum: Modding Discussion
Topic: [mapgen] custom biome system - generating and implementing a heatmap?
Replies: 4
Views: 151

Re: [mapgen] custom biome system - generating and implementing a heatmap?

Do you mean the image as a distribution over the whole world?
in that case it would be something like:

Code: Select all

-- given a position x, y
humidity = ((x/distance_to_world_edge) + 1) * 50
temperature = (math.cos((y * pi * 5.5) / distance_to_world_edge) + 1) * 50
i think.
#untestedCode
by Skamiz Kazzarch
Sat Aug 01, 2020 19:38
Forum: Problems
Topic: Collision
Replies: 23
Views: 433

Re: Collision

Might be worth checking in "all settings" > controls > enable_build_where_you_stand

Code: Select all

#    If enabled, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes in small areas.
by Skamiz Kazzarch
Tue Jul 28, 2020 06:45
Forum: Modding Discussion
Topic: minetest.generate_decorations() crashing server.
Replies: 6
Views: 155

Re: minetest.generate_decorations() crashing server.

This won't work. An LVM can only work on load. Thats it. My code needs to execute all the time. You are confusing an LVM(Lua Voxel Manipulator) for a LBM(Loading Block Modifier). The lua_api.txt document clearly states that a VM must be used. Hence the LVM suggestion To my understanding VM(VoxelMan...
by Skamiz Kazzarch
Mon Jul 27, 2020 18:55
Forum: Modding Discussion
Topic: minetest.generate_decorations() crashing server.
Replies: 6
Views: 155

Re: minetest.generate_decorations() crashing server.

That also causes an instanteous crash. While playing around I did notice though that in one of several worlds I tried it in it did not cause a crash. Curious. edit: Tried changing the cooridnates to 2000, 2000, 2000 and 2005, 2005, 2005. Now the world which didn't crash before, did crash. Changing t...
by Skamiz Kazzarch
Sat Jul 18, 2020 12:20
Forum: Modding Discussion
Topic: Detecting right click on formspec buttons?
Replies: 3
Views: 132

Re: Detecting right click on formspec buttons?

That is unfortunately not possible. You will have to find another way to input the neccesary information.
by Skamiz Kazzarch
Tue Jul 14, 2020 06:17
Forum: Modding Discussion
Topic: How to find itemstring and textures for default items?
Replies: 1
Views: 108

Re: How to find itemstring and textures for default items?

Itemstrings for nodes are the easiest so let's begin whit them. Just hit F5 ingame and two lines of text appear at the top left of the screen. At the end of the second line will be "pointed:itemstring_of_node_you_are_looking_at". For textures and item ids you will probably want to look into the sour...
by Skamiz Kazzarch
Sun Jul 12, 2020 22:03
Forum: Modding Discussion
Topic: need information for mining nodes
Replies: 13
Views: 328

Re: need information for mining nodes

I think at this point you are over-thinking the optimisation. The closest you get to the source, without getting into the c++ code, is by overriding the minetest.node_dig() function. You can find the original implementation in builtin/game/item.lua (under the name 'core.node_dig'). It's 100 lines lo...
by Skamiz Kazzarch
Sun Jul 12, 2020 19:38
Forum: Modding Discussion
Topic: need information for mining nodes
Replies: 13
Views: 328

Re: need information for mining nodes

minetest.handle_node_drops(pos, drops, digger) * `drops`: list of itemstrings * Handles drops from nodes after digging: Default action is to put them into digger's inventory. * Can be overridden to get different functionality (e.g. dropping items on ground) This is the function that places drops in...
by Skamiz Kazzarch
Sat Jul 11, 2020 05:09
Forum: Modding Discussion
Topic: need information for mining nodes
Replies: 13
Views: 328

Re: need information for mining nodes

It's a bit more complicated then that. For one 'get_tool_capabilities' returns this kind of table: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1823 For the other, tools don't have 'uses' they have 'wear': https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1510 Wh...
by Skamiz Kazzarch
Thu Jul 09, 2020 15:22
Forum: Modding Discussion
Topic: need information for mining nodes
Replies: 13
Views: 328

Re: need information for mining nodes

The tool capabilities are correct, but 'node' is actually a table of three elements: name - ex.: "default:dirt" param1 and param2 to get the groups you usualy do this: -- extra verbose version local node_name = node.name local node_definition = minetest.registered_nodes[node_name] local groups = nod...
by Skamiz Kazzarch
Thu Jul 09, 2020 05:20
Forum: Modding Discussion
Topic: need information for mining nodes
Replies: 13
Views: 328

Re: need information for mining nodes

From the lua api: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3115 * `minetest.get_dig_params(groups, tool_capabilities)`: Simulates a tool that digs a node. Returns a table with the following fields: * `diggable`: `true` if node can be dug, `false` otherwise. * `time`: Time it...
by Skamiz Kazzarch
Wed Jul 08, 2020 17:51
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 716
Views: 74700

Re: Post your mapgen questions here (modding or engine)

You can make the mapgen do just about anything if you are willing to do a bit more coding then just changing the parameters of the builtin mapgens or registering ores/decorations/biomes.
This thread is a good starting point:
viewtopic.php?f=18&t=19836
by Skamiz Kazzarch
Wed Jul 08, 2020 05:06
Forum: Maps
Topic: [PUZZLE MAP] "Escape The Sewer"
Replies: 6
Views: 450

Re: [PUZZLE MAP] "Escape The Sewer"

Ok, so I did some digging. About 16 months ago 'moreblocks' made the function ' register_stair_slab_panel_micro ' local, thus making it inaccesible to other mods Some time after the 'roads' mod updated to no longer require it. The issue is that when you download the mods from the contentDB (as most ...