Search found 6 matches

by Garrosh
Thu Jan 19, 2012 19:00
Forum: Partly official engine development
Topic: "Default mod" redefinitions
Replies: 7
Views: 2669

A simple modifier key to make as many as possible isn't ideal, but control over how many items are made when clicking is good. What I'm thinking is somethink like shift+click the craft preview, but instead of just stupidly crafting as many as possible, a simple prompt would allow the user to input a...
by Garrosh
Wed Jan 18, 2012 01:28
Forum: Partly official engine development
Topic: "Default mod" redefinitions
Replies: 7
Views: 2669

About the FYI: I already knew that, thanks anyways :) about the patch: You're saying that what the items burns into and how much time it burns in the furnace have been taken out of the object definition? So instead of redefining the items, I could just define crafting recipes if I want new ones... I...
by Garrosh
Wed Jan 11, 2012 02:44
Forum: Partly official engine development
Topic: "Default mod" redefinitions
Replies: 7
Views: 2669

It works, thanks.

Without that helpful tip, I had to create a craftitem dirt which converts back to the aliased dirt version when dropped.
by Garrosh
Tue Jan 10, 2012 18:31
Forum: Partly official engine development
Topic: "Default mod" redefinitions
Replies: 7
Views: 2669

"Default mod" redefinitions

I was writing myself a mod that allowed me to burn dirt into gravel, gravel into stone and such things. In order to make it work, however, I've had to do a lot of gymnastics. 1 - When redefining a node it only works when using the ":" prefix. ie minetest.register_node(":dirt", {r...
by Garrosh
Thu Nov 24, 2011 00:53
Forum: General Discussion
Topic: Minetest - What's the Point?
Replies: 5
Views: 3299

Staffs wrote:Well i stopped reading in half cause im lazy [snip]
Hence the To summarize item at the end... hmmm... I'll edit that I think. [DONE!]
by Garrosh
Wed Nov 23, 2011 18:44
Forum: General Discussion
Topic: Minetest - What's the Point?
Replies: 5
Views: 3299

Minetest - What's the Point?

Summary: I think it is important for the players to control the threat level they handle if the mode is to please everyone. Think of it as a difficulty level. It is also critical to define the player incentive and the rewards associated to that. DF is a great example of a survival game which rewards...