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Re: [Mod]Frame - lag-free non-entity item frames![frame]

Hey, I'm trying to use the mod's API in order to support more items. minetest.register_on_mods_loaded(function() for _, node in pairs(minetest.registered_nodes) do frame.register(node.name) end end) No matter what I do i get this: WARNING[Main]: Frame registered for ":simple_potions:potion_bla...
by 12Me21
Fri Oct 12, 2018 08:00
 
Forum: Mod Releases
Topic: [Mod]Frame - lag-free non-entity item frames![frame]
Replies: 52
Views: 4241

Re: How to store a table position as a string?

To allow any path length: function get(table, path) for key in path:gmatch("[^%.]+") do if type(table) ~= "table" then return end table = table[key] end return table end local table = { foo = { bar = { baz = "some text", a = "aaaaaaa" } } } print(get(table, &q...
by 12Me21
Thu Oct 11, 2018 00:51
 
Forum: Modding Discussion
Topic: How to store a table position as a string? [Solved]
Replies: 7
Views: 232

Re: How to store a table position as a string?

What are you using this to do? There's probably a better way.
by 12Me21
Wed Oct 10, 2018 23:08
 
Forum: Modding Discussion
Topic: How to store a table position as a string? [Solved]
Replies: 7
Views: 232

Re: Modify node definition after registration

Use `minetest.override_item`:
Code: Select all
minetest.override_item("default:chest",{
  blahblah = blahblahblah,
})
by 12Me21
Mon Oct 08, 2018 23:19
 
Forum: Modding Discussion
Topic: Modify node definition after registration
Replies: 2
Views: 194

Re: [Mod] Better Screwdriver [0.4] [screwdriver2]

Indeed it’s fixed, thanks! This feature is awesome. :D I'm thinking that the screw node can interpret other actions as well, such as "pushes" by punching it translates to the WE move command. Perhaps it should grow into its own mod if added. Yeah, I was thinking about that too. The proble...
by 12Me21
Mon Oct 08, 2018 18:58
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: [Mod] Better Screwdriver [0.4] [screwdriver2]

Any idea why I'm getting this error at boot? ERROR[Main]: ModError: Failed to load and run script from /Users/user/Library/Application Support/minetest/mods/screwdriver2/init.lua: ERROR[Main]: .../mods/screwdriver2/worldedit.lua:7: attempt to index field '/rotate' (a nil value) ERROR[Main]: stack t...
by 12Me21
Sun Oct 07, 2018 22:37
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: Minetest sticker designs (for Freenode conference)

Just the Minetest logo with the word "Minetest" below it seems like the best choice.
by 12Me21
Sat Oct 06, 2018 18:03
 
Forum: General Discussion
Topic: Minetest sticker designs (for Freenode conference)
Replies: 20
Views: 1016

Re: [Mod] Better Screwdriver [0.3] [screwdriver2]

Alright, I added the worldedit rotation. Rotating the "WorldEdit Screw" node with the screwdriver will also rotate the worldedit region. I feel like this isn't very useful since it requires a special node and a special tool... Maybe just adding a worldedit screwdriver tool would be a bette...
by 12Me21
Fri Oct 05, 2018 20:12
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: [Mod] Better Screwdriver [0.3] [screwdriver2]

texmex wrote:Imo it shouldn’t matter what dimensions a WE area consists of. The ”WorldEdit rotation node” would simply trigger the regular WE rotation command and WE would deal with the rotation accordingly.

oh ok
(I've never actually used worldedit before)
That should be pretty simple to add.
by 12Me21
Fri Oct 05, 2018 18:35
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: [Mod] Better Screwdriver [0.3] [screwdriver2]

This mod is excellent. The particle effect is really useful, though I'd replace its texture with something simpler than the screwdriver texture. I was planning to use a different texture, but couldn't think of anything... Here’s a killer feature: the ability to rotate not only individual nodes but ...
by 12Me21
Fri Oct 05, 2018 14:12
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: Merge identical nodes in craft recipe into one, with cou

Wow, I didn't know register_on_mods_loaded even existed. That will be super useful instead of soft depend on every other little mod! I think that was added in 5.0, but before that it was common to use minetest.after(0, function). Your function looks super slick, but it returns { ["default:stic...
by 12Me21
Wed Oct 03, 2018 15:51
 
Forum: Modding Discussion
Topic: [Solved] Merge identical nodes in craft recipe
Replies: 15
Views: 456

Re: Merge identical nodes in craft recipe into one, with cou

Make sure this is running after all mods have loaded. EDIT: the output of minetest.get_all_craft_recipes is: (from lua_api.txt) * recipe entry table: * `method`: 'normal' or 'cooking' or 'fuel' * `width`: 0-3, 0 means shapeless recipe * `items`: indexed [1-9] table with recipe items * `output`: stri...
by 12Me21
Wed Oct 03, 2018 13:45
 
Forum: Modding Discussion
Topic: [Solved] Merge identical nodes in craft recipe
Replies: 15
Views: 456

Re: Merge identical nodes in craft recipe into one, with cou

minetest.registered_items isn't an array, it uses the item names as keys.
by 12Me21
Wed Oct 03, 2018 13:25
 
Forum: Modding Discussion
Topic: [Solved] Merge identical nodes in craft recipe
Replies: 15
Views: 456

Re: [mod] Rhotator Screwdriver [1.2] [rhotator]

When you call on_rotate, you're supposed to pass the new param2 value, not the current one.
by 12Me21
Sun Sep 30, 2018 01:04
 
Forum: Mod Releases
Topic: [mod] Rhotator Screwdriver [1.4] [rhotator]
Replies: 28
Views: 1897

Re: [Mod] dice [v0.1] [dice3]

If you set node_placement_prediction = "" in the node definition, the dice won't appear for a split second if you try to place it.
by 12Me21
Tue Sep 25, 2018 18:15
 
Forum: WIP Mods
Topic: [Mod] dice [v0.1] [dice3]
Replies: 8
Views: 621

Re: [Mod] Better Screwdriver [screwdriver2]

Image
Adding particle effects to show the rotation axis/direction after you use the screwdriver
by 12Me21
Tue Sep 25, 2018 13:57
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: Get camera position

Krock wrote:0.4.x: Hardcode it.
5.0.0-dev: https://github.com/minetest/minetest/bl ... .txt#L5442 -> `player:get_properties().eye_height`


This doesn't take view bobbing (or other camera animations) into account, though.
by 12Me21
Mon Sep 24, 2018 21:33
 
Forum: Modding Discussion
Topic: Get camera position
Replies: 3
Views: 278

Re: Getting the exact spot the player is pointing at

Wuzzy wrote:No need to wait:
Code: Select all
 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
     * returns the exact position on the surface of a pointed node

That doesn't work with nodes that use nodeboxes.
by 12Me21
Mon Sep 24, 2018 20:16
 
Forum: Feature Discussion
Topic: Getting the exact spot the player is pointing at
Replies: 5
Views: 628

Re: [Mod] Better Screwdriver [screwdriver2]

So it turns out that there is already a mod that does nearly the exact same thing! Rhotator Screwdriver It's definitely a lot more polished than my version (and compatible with Minetest 0.4), but doesn't always work on nodes that don't have full nodeboxes (Which is nearly impossible without the rayc...
by 12Me21
Mon Sep 24, 2018 01:13
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: Minetest 5.0.0 is on the road

So is it version 0.5.0.0 or 5.0.0?
What happened to the first digit?
by 12Me21
Mon Sep 24, 2018 01:10
 
Forum: News
Topic: Minetest 5.0.0 is on the road
Replies: 245
Views: 64868

Re: [Mod] Better Screwdriver [screwdriver2]

Chiantos wrote:License ?

Added
by 12Me21
Sun Sep 23, 2018 20:22
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: [Mod] Better Screwdriver [screwdriver2]

Nice! Crafting: (Same recipe as the old screwdriver) I've seen, you add a recipe for the mtg screwdriver, but no recipe to craft it back. Also I think, it's better to clear the craft recipe before overwriting it. Else craft guide mods will show both. Yeah I'll fix that. I wonder if I should just ov...
by 12Me21
Sun Sep 23, 2018 19:43
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

[Mod] Better Screwdriver [0.4] [screwdriver2]

The default screwdriver is a very useful tool, but it only makes sense if you understand how the facedir axis/rotation system works (and even then, I usually just resort to clicking randomly until I get the rotation I want) This mod adds a new screwdriver that (I think) is more intuitive: http://kla...
by 12Me21
Sun Sep 23, 2018 16:16
 
Forum: Mod Releases
Topic: [Mod] Better Screwdriver [0.4] [screwdriver2]
Replies: 18
Views: 1120

Re: [Mod] Digiline Input/Output Devices [2.0] [digiline_io]

Alright, I've made a bunch of changes. Some of the more redundant devices have been removed (though I might add some of them again), and I added the LCD from my other mod. The input/output terminal now has a model and textures, though the printer and controller still use placeholders. The most impor...
by 12Me21
Fri Sep 21, 2018 00:12
 
Forum: WIP Mods
Topic: [Mod] Digiline Terminal [digiline_terminal]
Replies: 8
Views: 551

Re: [Modpack] Display Modpack [1.0] [display_modpack]

Could you add a link to download display_lib separately?
by 12Me21
Thu Sep 20, 2018 20:31
 
Forum: Mod Releases
Topic: [Modpack] Display Modpack [1.3] [display_modpack]
Replies: 83
Views: 6740
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