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Ah! I think if that works, try it yourself, it goes mod "default", look for the definition of the item ":" and add: on_use=function(itemstack,user,pointed_thing) print(dump(user:get_player_control().RMB)) print("on place hand") if pointed_thing.ref and pointed_thing.ref:is_player() and then local us...
by pandaro
Fri Feb 14, 2014 21:14
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

Perhaps it might work if you use a tool for the pointing? yes, I know. However, my goal is to allow the exchange of objects between two players, without being forced to throw objects on the ground, and without having to build a chest to make the trade-off. To do this I was thinking of integrating a...
by pandaro
Fri Feb 14, 2014 20:13
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

I go back to my little problem. I understand that: The function "on place" work if it is called within the definition of the player's hand. However, she only works if "pointed_thing" is not a player. If the target of the "right_click" is a player, then minetest returns: "20:34:49: ACTION [ServerThre...
by pandaro
Fri Feb 14, 2014 20:03
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

casimir thanks for trying to answer, but you did not understand the question. The problem is in the "on_place" , but only within the definition of the item ":" that is, the player's hand. The function as I posted above works in any other tool, item, node; But it does not work in the definition of th...
by pandaro
Thu Feb 13, 2014 10:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

I tried to add a feature to the player's hand. However, I have some problem: if I call the function: "on_use (itemstack, user, pointed_thing)" everything works perfectly. but if I call: "on_place (itemstack, user, pointed_thing)" the function on_place is not called, does not work here the code: mine...
by pandaro
Wed Feb 12, 2014 22:34
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

I find it boring minecraft below in some things, for example: food. in minecraft you have available many types of food: -apples -carrots -potatoes -bread -soups -pork -chicken -cow meat -cakes and perhaps some other type. But once you have created a system for reproducing a type of food you can comp...
by pandaro
Sun Feb 02, 2014 22:32
 
Forum: General Discussion
Topic: Did minetest get better than minecraft? comment your opinion
Replies: 73
Views: 9624

is possible ... but the work to be done is very long, fraught with obstacles, hard, harsh.
Will our heroes be able to save the princess?
by pandaro
Sun Feb 02, 2014 14:11
 
Forum: General Discussion
Topic: Did minetest get better than minecraft? comment your opinion
Replies: 73
Views: 9624

mumble...

What operating system do you use?
How have you downloaded and installed minetest?
If I understand you lack administrator privileges on the folder minetest?
by pandaro
Sun Feb 02, 2014 11:42
 
Forum: Problems
Topic: Can't add to the minetest folder! :'(
Replies: 5
Views: 567

Try searching for "sneak elevator". sneak_glitch = false basically prevents that. Where should I look? I tried google but only find discussions in irc (unclear). And I can not find anything on http://dev.minetest.net In any case I may have figured out what you want to explain: it is the ability to ...
by pandaro
Fri Jan 31, 2014 22:18
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

about sneak and sneak_glitch What changed exactly sneak and sneak_glitch in player:set_physics_override () I realized that if I sneak == true then the player does not come down from the block if I hold down shift. if you sneak == false then the player goes down from the block even if I keep holding ...
by pandaro
Fri Jan 31, 2014 21:04
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

I was just kinda thinking about the current mapgen, and the issues associated with the current default mapgen, and just kinda wondered if we could have the mapgen based off real locations. My thoughts are these: topographical maps exist with the hights already in them. Would it be too hard to have ...
by pandaro
Tue Jan 28, 2014 10:20
 
Forum: Feature Discussion
Topic: Real world terrain (mapgen idea)
Replies: 47
Views: 9026

Krock wrote:Okay, the crash was caused by the bones mod, where I added this:

minetest.chat_send_player(player_name..", You died at...")


can you post the code?
by pandaro
Mon Jan 27, 2014 17:34
 
Forum: Servers
Topic: Server crash - unknown cause
Replies: 3
Views: 605

facciamo la conta?
c'è ancora qualche italiano quì sul forum?
by pandaro
Wed Jan 22, 2014 22:14
 
Forum: Italiano
Topic: [it] italian server- server italiano
Replies: 203
Views: 31146

qwrwed wrote:I think you type the actual seed in the fixed_map_seed parameter.


I did not understand.
Could you post a copy of my minetest.conf correct?
by pandaro
Tue Jan 21, 2014 19:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

So the question is: I want to test a terrain generator , for example mapgenv7 I want to first of all that the world created is always the same, to do this, it is enough, when I create a world, give it a name, and select a fixed seed, such as the 1 seed. Now the problem, I want, from file minetest. c...
by pandaro
Tue Jan 21, 2014 19:06
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

ah! ok... I thought I broke minetest. lol
minetest never breaks!
thanks adam
by pandaro
Sat Jan 18, 2014 22:05
 
Forum: Problems
Topic: I can not see wielded item[solved]
Replies: 4
Views: 553

sorry but I can not see any items, swords, ax, pick. nothing.
by pandaro
Sat Jan 18, 2014 21:52
 
Forum: Problems
Topic: I can not see wielded item[solved]
Replies: 4
Views: 553

I can not see wielded item[solved]

I can not see wielded item If I create two instances of minetest to control the appearance of the tool that I just created, i can not see in the hands of the other player, who is always me, the item wielded. This happens even though wield a default item(like default:sword_stone). my problem? or a bu...
by pandaro
Sat Jan 18, 2014 21:31
 
Forum: Problems
Topic: I can not see wielded item[solved]
Replies: 4
Views: 553

Is there another useful ore_type than scatter? API's: ore_type = "scatter", -- See "Ore types" All default ores are of the uniformly-distributed scatter type. - scatter Randomly chooses a location and generates a cluster of ore. If noise_params is specified, the ore will be placed if the 3d perlin ...
by pandaro
Sat Jan 18, 2014 17:54
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

what effect does exactly: "max_drop_level" in the definition of a tool?
by pandaro
Sat Jan 18, 2014 17:25
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

I am very sorry Freejack, but this mod is very full of problems since its development is suspended for a long time. Try another mod.
by pandaro
Thu Jan 16, 2014 18:58
 
Forum: Mod Releases
Topic: [Mod] Towntest [towntest] - Grow a town in minetest.
Replies: 122
Views: 39982

A question about sound.

I took the sounds for my mod "nodevil" by freesound.org.
This is legal? What should I write in readme.md, to make it known that the sounds are not mine and others that created them?
by pandaro
Mon Jan 13, 2014 17:03
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 304394

-update sound
-update description
-update image in first post
by pandaro
Mon Jan 13, 2014 16:59
 
Forum: WIP Mods
Topic: [Mod]node evil- blackbamboo[nodevil][0.1]
Replies: 5
Views: 999

try my new nodevil.
by pandaro
Sun Jan 12, 2014 17:47
 
Forum: WIP Mods
Topic: Why there isn't new mods? :(
Replies: 41
Views: 4107
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