Search found 155 matches
- 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...
- 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.
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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...
- 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...
- 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...
- Wed Aug 17, 2022 03:19
- Forum: Problems
- Topic: How do I use schematics?
- Replies: 4
- Views: 624
- 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...
- 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...
- 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.
- 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 ...
- 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...
- 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...
- 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...