Your code worked just perfect. Thank you very much NathanNathan.S wrote: ↑Sat Aug 29, 2020 19:13set_node expects pos, and a table with the node data.So something like,Code: Select all
* `node`: table `{name=string, param1=number, param2=number}`
will probably workCode: Select all
minetest.set_node(pos, {name="xpand:dirt_with_truffle"})
Search found 4 matches
- Sat Aug 29, 2020 23:44
- Forum: Modding Discussion
- Topic: timer issues
- Replies: 2
- Views: 124
Re: timer issues
- Sat Aug 29, 2020 16:59
- Forum: Modding Discussion
- Topic: timer issues
- Replies: 2
- Views: 124
timer issues
Assuming the nodes "xpand:dirt_with_truffle" and "xpand:oak_trunk" are registered. the following code: minetest.override_item("default:dirt", { on_construct = function(pos) if minetest.find_node_near(pos, 2, "xpand:oak_trunk") ~= nil then minetest.get_node_tim...
- Wed Aug 26, 2020 15:16
- Forum: Modding Discussion
- Topic: Painless liquids?
- Replies: 2
- Views: 157
Re: Painless liquids?
LeoStark - Check your liquid_alternative_flowing lines, you have a typo which reads mymod_ instead of mymod: Oh my universe!! I can't believe I spent hours readibg through lua_api, reading other people's code and changing mine and didn't see that dumb error. Anyway, thanks a lot TenPlus1, I was abo...
- Tue Aug 25, 2020 22:40
- Forum: Modding Discussion
- Topic: Painless liquids?
- Replies: 2
- Views: 157
Painless liquids?
I'm trying to add a liquid node to my mod, and I can't get it to flow. this is the code so far minetest.register_node("mymod:my_liquid_source", { description = "Liquid Source", tiles = { "mymod_my_liquid.png" }, groups = { liquid = 3, water = 3 }, walkable = false, poin...