Search found 6 matches
- 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...
- 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...
- Wed Jan 11, 2012 02:44
- Forum: Partly official engine development
- Topic: "Default mod" redefinitions
- Replies: 7
- Views: 2669
- 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...
- Thu Nov 24, 2011 00:53
- Forum: General Discussion
- Topic: Minetest - What's the Point?
- Replies: 5
- Views: 3299
- 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...