Sorry for neglecting the mod, and thank you for the fix!
I added the fix, and moved the repo over to mesehub.
Search found 14 matches
- Sun Jun 07, 2020 06:58
- Forum: Client-side modding
- Topic: [csm] Location markers [locations_markers_csm]
- Replies: 43
- Views: 9463
- 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...
- 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.
- 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?
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?
- 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.
- 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...
- 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.
- 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 ...
- 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...
- 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 ...
- 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.
- 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.
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?Lord_Vlad wrote:Gets problems with falling blocks
- 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...
- 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...