Search found 14 matches

by matyilona200
Sun Jun 07, 2020 06:58
Forum: Client-side modding
Topic: [csm] Location markers [locations_markers_csm]
Replies: 43
Views: 9463

Re: [csm] Location markers [locations_markers_csm]

Sorry for neglecting the mod, and thank you for the fix!
I added the fix, and moved the repo over to mesehub.
by matyilona200
Sun Oct 20, 2019 10:51
Forum: Client-side modding
Topic: [csm] Location markers [locations_markers_csm]
Replies: 43
Views: 9463

Re: [csm] Location markers [locations_markers_csm]

I see that nobody cares about this mistake . And nobody wants to help . I see that nobody is patient and nobody thinks that the mod author might be busy this time of year :P I've been busy, haven't got much time to tinker with minetest nowdays unfortunately. I noticed this problem too. It only occu...
by matyilona200
Sun Sep 29, 2019 14:29
Forum: Modding Discussion
Topic: Post your mod requests/ideas here
Replies: 2324
Views: 443438

Re: Post your mod requests/ideas here

I experimented a bit with CMSs, and wrote a mod that adds onscreen markers. It's not a full map, but can act as waypoints.
by matyilona200
Mon Sep 23, 2019 20:23
Forum: Modding Discussion
Topic: Checking if item is eatable
Replies: 3
Views: 517

Re: Checking if item is eatable

Thank you!

I was only looking for eatable as mentioned in the lua_api.txt (link to specific line), so I missed the food_ and edible groups. Checking for both seems to work.

If these groups are standardized, should they be added to the lua_api.txt?
by matyilona200
Mon Sep 23, 2019 10:27
Forum: Modding Discussion
Topic: Checking if item is eatable
Replies: 3
Views: 517

Checking if item is eatable

I want to check if a given item can be eaten. I found this solution, but I was wondering if there is a newer, better, less hacky way of doing this.
by matyilona200
Mon Aug 19, 2019 16:33
Forum: Game Discussion
Topic: Please give feedback on QiskitBlocks game
Replies: 11
Views: 4011

Re: Please give feedback on QiskitBlocks game

Hi, I just took a quantum computing course last semester, where we used qiskit, so I havent read all the text, just started playing around. It is very nice, I can absolutely see it being used for teaching quantum computation much earlier than an MSc course! Some early notes: qiskits back-to-front bi...
by matyilona200
Mon Aug 19, 2019 15:43
Forum: Modding Discussion
Topic: [Please help] Limiting lnventory formspec to certain items
Replies: 6
Views: 674

Re: [Please help] Limiting lnventory formspec to certain ite

I have not used this myself, but default:furnaces in minetest_game seem to use allow_inventory_metadata_* functions which are the used when registering the nodes. They are documented here in the lua_api.txt.
by matyilona200
Fri Jun 28, 2019 14:09
Forum: Client-side modding
Topic: [csm] Location markers [locations_markers_csm]
Replies: 43
Views: 9463

[csm] Location markers [locations_markers_csm]

Adds location markers to the HUD. These always point in the direction of the location they mark. To work properly, the locations_markers_csm_textures directory has to be installed as a texturepack, as suggested here . New points can be added by pressing W+S+LMB, the visibility of all markers can be ...
by matyilona200
Wed Jun 26, 2019 20:16
Forum: Client-side modding
Topic: Textures in CSM
Replies: 5
Views: 3731

Re: Textures in CSM

That's a good workaround, but I'd like to have it bundled in the mod. The example file structure of a csm suggests that it can have textures, although the client_lua_api.txt does not seem to show it. An other problem which I think is related is using dofile() in a csm. In a server side mod, I can us...
by matyilona200
Sat Jun 15, 2019 10:50
Forum: Client-side modding
Topic: Textures in CSM
Replies: 5
Views: 3731

Textures in CSM

Looking through client_lua_api.txt I don't see any mention of textures. I tried adding them in the textures folder like in a ssm, but it did not work, I get "Could not load image xyz while building texture; Creating a dummy image". Is there any way of adding new textures in a csm, for use ...
by matyilona200
Fri Jun 15, 2018 19:54
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 2982

Re: [Mod] Tunneltest [tunneltest]

It seems when sand falls on a torch, on_dignode is called with player=nil. Should be fine now.
by matyilona200
Fri Jun 15, 2018 18:52
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 2982

Re: [Mod] Tunneltest [tunneltest]

I had time to work on this a bit more. Now it has multiple types of tunnelers, all defined in a config file.
Lord_Vlad wrote:Gets problems with falling blocks
I did most of my testing in a desert, and have not been able to recreate the crashes, can you give more details, does it still happen with this version?
by matyilona200
Sun May 20, 2018 16:10
Forum: Modding Discussion
Topic: Combining HUD and Formspec
Replies: 2
Views: 523

Combining HUD and Formspec

I just started looking into modding, and as far as I understand: Frormspecs: can be used as input, but can not be updated once sent to client HUD: can not be used for input, can be updated any time In my first mod https://forum.minetest.net/viewtopic.php?f=9&t=20149 I tried to use both for an in...
by matyilona200
Sun May 20, 2018 15:46
Forum: WIP Mods
Topic: [Mod] Tunneltest [tunneltest]
Replies: 9
Views: 2982

[Mod] Tunneltest [tunneltest]

Adds tools for digging tunnels. The tunneler tool has a GUI made up by HUD and Fromspec to specify the shape of the are to be dug out. The GUI is accessible via right click. The types of the tool, and their properties (recipe, area, speed, etc.) are defined in a config file, and are easily customiza...