Search found 155 matches

by loosewheel
Wed Sep 21, 2022 23:48
Forum: WIP Mods
Topic: [Mod] LWComputers Software [0.1.1][lwcomputers_software]
Replies: 6
Views: 2788

Re: [Mod] LWComputers Software [0.1.1][lwcomputers_software]

I’m sorry for the abrupt manner in which I left, and am regretful for the way that I did. I don’t want anyone to feel that I am in anyway resentful if they use any of the mods I released. People are more than welcome to use them and I am only happy if they do. On a couple of the more complicated mod...
by loosewheel
Mon Sep 19, 2022 04:52
Forum: WIP Mods
Topic: [Mod] LWComponents [0.1.34] [lwcomponents]
Replies: 88
Views: 13837

Re: [Mod] LWComponents [0.1.34] [lwcomponents]

This was the last straw, and was wrong and I apologise. But this decision was not based on one issue.
by loosewheel
Mon Sep 19, 2022 04:49
Forum: WIP Mods
Topic: [Mod] LWComputers Software [0.1.1][lwcomputers_software]
Replies: 6
Views: 2788

Re: [Mod] LWComputers Software [0.1.1][lwcomputers_software]

This was the last straw, and was wrong and I apologise. But this decision was not based on one issue.
by loosewheel
Sun Sep 18, 2022 23:18
Forum: WIP Mods
Topic: [Mod] LWComponents [0.1.34] [lwcomponents]
Replies: 88
Views: 13837

Re: [Mod] LWComponents [0.1.34] [lwcomponents]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:18
Forum: Mod Releases
Topic: [Mod] Scratch programmable robots [0.2.3][lwscratch]
Replies: 28
Views: 8245

Re: [Mod] Scratch programmable robots [0.2.3][lwscratch]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:17
Forum: WIP Mods
Topic: [Mod] Computers and Robots [0.2.9][lwcomputers]
Replies: 15
Views: 4205

Re: [Mod] Computers and Robots [0.2.9][lwcomputers]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:16
Forum: WIP Mods
Topic: [Mod] LWComputers Software [0.1.1][lwcomputers_software]
Replies: 6
Views: 2788

Re: [Mod] LWComputers Software [0.1.1][lwcomputers_software]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:14
Forum: WIP Mods
Topic: [Mod] LW Creative Tools [0.1.13] [lwcreative_tools]
Replies: 6
Views: 1614

Re: [Mod] LW Creative Tools [0.1.13] [lwcreative_tools]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:13
Forum: WIP Mods
Topic: [Mod] LW Export Tools [0.1.4] [lwexport_tools]
Replies: 2
Views: 477

Re: [Mod] LW Export Tools [0.1.4] [lwexport_tools]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:13
Forum: WIP Mods
Topic: [Mod] LWColorable [0.1.6] [lwcolorable]
Replies: 6
Views: 1232

Re: [Mod] LWColorable [0.1.6] [lwcolorable]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:12
Forum: WIP Mods
Topic: [Mod] LW Wires [0.1.9] [lwwires]
Replies: 10
Views: 1852

Re: [Mod] LW Wires [0.1.9] [lwwires]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:11
Forum: Mod Releases
Topic: [Mod] Cars and tracks [0.1.4] [lwroad_tracks]
Replies: 7
Views: 1919

Re: [Mod] Cars and tracks [0.1.4] [lwroad_tracks]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Sun Sep 18, 2022 23:10
Forum: WIP Mods
Topic: [Mod] LWComponents Spawners [0.1.1] [lwcomponents_spawners]
Replies: 1
Views: 723

Re: [Mod] LWComponents Spawners [0.1.1] [lwcomponents_spawners]

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive ...
by loosewheel
Wed Aug 31, 2022 00:36
Forum: Problems
Topic: [Solved] How to place torches using minetest.place_node?
Replies: 7
Views: 999

Re: How to place torches using minetest.place_node?

No, it is not an interface. It is just a data table. As you have done in your example is correct.
by loosewheel
Tue Aug 30, 2022 23:40
Forum: Problems
Topic: [Solved] How to place torches using minetest.place_node?
Replies: 7
Views: 999

Re: How to place torches using minetest.place_node?

For a node the pointed_thing defines the face of the node being pointed at, as though the player was facing it. The type field should be set to "node" , the under field is set with the position of the node being pointed at (that typically is already there), and above is set with the positi...
by loosewheel
Tue Aug 30, 2022 16:37
Forum: Problems
Topic: [Solved] How to place torches using minetest.place_node?
Replies: 7
Views: 999

Re: How to place torches using minetest.place_node?

minetest.place_node doesn’t take any directional information and only does a basic placement. Even though you have given a param2 value, internally minetest.place_node calls the on_place callback for the node and I don’t think this param2 value is used. minetest.item_place (which calls minetest.ite...
by loosewheel
Tue Aug 30, 2022 15:56
Forum: Modding Discussion
Topic: Mod Organization
Replies: 2
Views: 504

Re: Mod Organization

I don’t think there is a way to do that through the interface. You could make modpacks to group mods together. This isn’t hard to do but you would have to do it yourself. It is basically just putting all the mods for the pack in a folder with some extra information about the modpack. This displays a...
by loosewheel
Wed Aug 17, 2022 03:19
Forum: Problems
Topic: How do I use schematics?
Replies: 4
Views: 624

Re: How do I use schematics?

If your schematic was saved with a recent version of Minetest which is using LuaJIT, it may not work at the moment. You could check the forum thread for that mod or the github repository.
by loosewheel
Tue Aug 16, 2022 14:16
Forum: General Discussion
Topic: Post your code!
Replies: 97
Views: 32422

Re: Post your code!

This was just an experiment to try and (easily?) breakup a long process into smaller running parts. This worked for luajit but not lua 5.1 from the console. It worked in game (luajit). I tried to use debug.sethook to inject yields, but fails with yield across c func boundary error. So a function has...
by loosewheel
Sun Aug 14, 2022 18:21
Forum: Modding Discussion
Topic: [SOLVED] Arrays and functions formatting
Replies: 22
Views: 1244

Re: Arrays and functions formatting

line 74 function (pos) the compiler is expecting a name between function and (, but this line shouldn't be there at all. Its on the line before it. line 93 on_timer = grow_minebush doesn't have a comma after it. The compiler is saying its expecting a } to close the table, but it needs a comma. It al...
by loosewheel
Sun Aug 14, 2022 08:43
Forum: Modding Discussion
Topic: [SOLVED] Arrays and functions formatting
Replies: 22
Views: 1244

Re: Arrays and functions formatting

I don't know why there is a function definition inside a function definition, but as far as custom constructed key names under tables that's the basic idea.
by loosewheel
Sat Aug 13, 2022 23:55
Forum: Modding Discussion
Topic: Is there any way to determine where the debug log is being written?
Replies: 3
Views: 757

Re: Is there any way to determine where the debug log is being written?

I don't know about getting the path of them, but it doesn't look like you can do anything with them anyway: local f = io.open (minetest.get_worldpath ().."/../../debug.txt", "r") if f then print ("debug -----------------", f:read ("*l")) f:close () else print ...
by loosewheel
Sat Aug 13, 2022 06:48
Forum: Modding Discussion
Topic: [SOLVED] Arrays and functions formatting
Replies: 22
Views: 1244

Re: Arrays and functions formatting

What Skamiz Kazzarch posted is correct as an example. Static names (such as function and variable names) are assessed at compile time. The string concat operator .. is a runtime operation. Because table key names are actually just strings ( tab.key is the same as tab["key"] ), these are pr...
by loosewheel
Sat Aug 13, 2022 05:56
Forum: Modding Discussion
Topic: [SOLVED] Self contained growing plant + Relative Directional Node Placement
Replies: 43
Views: 2237

Re: Self contained growing plant + Relative Directional Node Placement

The on_timer callback gets called when the timer elapses. The on_timer doesn't get called if the node is in an unloaded block. So if you have several stages of growth you may need a more sophisticated method to set the appropriate stage if the block has been idle for a long time. The after_place_nod...
by loosewheel
Sat Aug 13, 2022 05:01
Forum: Problems
Topic: How do I use schematics?
Replies: 4
Views: 624

Re: How do I use schematics?

It depends on the format of the schematic. If its a WorldEdit schematic you could make worldedit a dependency and use its api. I haven't used this but it looks like worldedit.deserialize might be it. If this is the format you can check the doc at https://github.com/Uberi/Minetest-WorldEdit/blob/mast...