Search found 51 matches

by isaiah658
Sun May 05, 2019 17:11
Forum: WIP Mods
Topic: [Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]
Replies: 11
Views: 982

[Mod] FF Magic Staffs [1.0.1] [ff_magic_staffs]

FF Magic Staffs Description: This mod adds 5 staff types to Minetest. They were originally created for a sub game I'm working on, Floating Factories, but I decided segmenting what I've been making for the sub game makes more sense than keeping it all together. Doing this will hopefully encourage mo...
by isaiah658
Sun May 05, 2019 13:12
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
Replies: 104
Views: 18111

Re: [Mod] [MTG/MCL2] Storage Drawers [0.4.3] [drawers]

I created a pull request that will fix the MCL2 formspec issue and potentially fix the archer arrows (and other non player entities) from crashing the game by punching the drawers. I could not test the punching drawers bug though as I couldn't get the archers to attack anything. They seemed broken. ...
by isaiah658
Mon Jan 07, 2019 02:12
Forum: WIP Games
Topic: [Game] SkyFactory [0.2.1a]
Replies: 39
Views: 18127

Re: [Game] SkyFactory [0.2.1a]

Just wanted to mention that I also have a sky factory type sub game that I've been working on. I sort of stopped for quite awhile, but I'm going to work on it more. They way I handled the quest book was to use images instead of formspec text. It has a linear progression that helps vaguely guide you ...
by isaiah658
Thu Oct 11, 2018 00:53
Forum: Modding Discussion
Topic: How to store a table position as a string? [Solved]
Replies: 7
Views: 455

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

Sorry I misunderstood what you meant. I'm not quite sure what you mean. I think something that might be helpful is to know that you can access tables either by foo.bar or by foo[bar] or foo["bar"]. The last method would allow you to access a table using a string rather than dot notation. Keep in min...
by isaiah658
Wed Oct 10, 2018 22:05
Forum: Modding Discussion
Topic: How to store a table position as a string? [Solved]
Replies: 7
Views: 455

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

I believe what you are looking for is minetest.serialize and minetest.deserialize. https://dev.minetest.net/minetest.serialize
by isaiah658
Wed Oct 10, 2018 03:10
Forum: Modding Discussion
Topic: Is somone be willing to maintain my mod?
Replies: 3
Views: 483

Is somone be willing to maintain my mod?

Long story short I started on a sub game in June and made some good progress. The game still has a lot of work though and I don't foresee it releasing anytime soon. One of the custom mods/items I made for the sub game was a "staff of structure" or for those familiar with Minecraft mods a "builder's ...
by isaiah658
Sun Jul 01, 2018 15:37
Forum: WIP Mods
Topic: {MOD} Ma & Pop's Furniture Mod [ma_pops_furniture]
Replies: 134
Views: 15078

Re: {MOD} Ma & Pop's Furniture Mod [ma_pops_furniture]

FYI the counter recipe conflicts with the default chest recipe. You'll want to change it.
by isaiah658
Sun Jun 17, 2018 13:31
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
Replies: 104
Views: 18111

Re: [Mod] [MTG/MCL2] Storage Drawers [0.4.3] [drawers]

Just one thing, instead of doing that every 7 seconds, you could also just always sort the items when a stack is inserted into the controller or a stack arrives via. pipeworks. That would avoid the timer. I wasn't sure how well performance wise it would be to allow that. If you set up a bunch of em...
by isaiah658
Sat Jun 16, 2018 21:59
Forum: Mod Releases
Topic: [Mod] [MTG/MCL2] Storage Drawers [0.6.0] [drawers]
Replies: 104
Views: 18111

Re: [Mod] [MTG/MCL2] Storage Drawers [0.4.3] [drawers]

I gave my best effort to create a drawer controller. It's currently merged in the latest development build on GitHub, however, more changes might be made. If you find bugs or errors please report them. The controller can deposit items in drawers that are adjacent to it. Currently the width and heigh...
by isaiah658
Mon May 28, 2018 20:05
Forum: Mod Releases
Topic: [Modpack] TechPack [techpack]
Replies: 105
Views: 18400

Re: [Modpack] TechPack [techpack]

Thanks for making these mods / modpack! I'm working on a subgame (it's not released yet) and this mod pack was just what I needed for early game automation and resource gathering. I found it while searching for a sieve mod and the whole modpack fit well. The subgame is going to be similar to Sky Fac...
by isaiah658
Mon May 28, 2018 19:58
Forum: Mod Releases
Topic: [Mod] Bonemeal [1.1] [bonemeal]
Replies: 70
Views: 17163

Re: [Mod] Bonemeal [1.0] [bonemeal]

Thanks for making this mod! I'm working on a subgame (nothing is released yet) and this fits perfectly with what I needed.
by isaiah658
Mon May 28, 2018 19:52
Forum: WIP Mods
Topic: {MOD} Ma & Pop's Furniture Mod [ma_pops_furniture]
Replies: 134
Views: 15078

Re: [MOD] Ma & Pop's Furniture Mod

Just wanted to say this mod is great! I'm working on a subgame this furniture mod is exactly what I was looking for in terms of style and functionality. If I find any problems I'll be sure to report them. Thanks for making this mod.
by isaiah658
Fri Nov 04, 2016 02:00
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 609

Re: Art of Illusion .obj files are flat color?

After doing more testing I guess Minetest only likes .obj files created in Blender. Might just find a way to convert them to the right format without needing Blender.
by isaiah658
Thu Nov 03, 2016 22:33
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 609

Re: Art of Illusion .obj files are flat color?

kaadmy wrote:Minetest doesn't use the materials specified in the .mtl file, they have to be defined in Lua.
I mentioned in my first post that I'm referring to textures specified in Minetest and not materials or textures in the modeling software.
by isaiah658
Thu Nov 03, 2016 02:32
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 609

Re: Art of Illusion .obj files are flat color?

I would have thought that the object file isn't associated with a texture. How does the stair model work with all the different textures that get specified? Isn't the object file just the shape and then Minetest can take a texture and wrap it around it?
by isaiah658
Thu Nov 03, 2016 00:10
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 609

Art of Illusion .obj files are flat color?

Has anyone else used Art of Illusion to make 3D shapes/meshes for Minetest? I really like the simplicity of it, but all the .obj files that I'm exporting show up as a flat color in Minetest. For example I make any kind of shape such as a cube, circle, etc and then in Minetest instead of the texture ...
by isaiah658
Wed Oct 12, 2016 03:03
Forum: Modding Discussion
Topic: Edit Mapgen V6 Trees?
Replies: 2
Views: 233

Edit Mapgen V6 Trees?

I've been messing around some with the mapgen and understand how to change most things for both V6 and other mapgen versions, but I can't figure out how to edit the trees in V6. The only thing I could find was the trees.lua file in default folder. That doesn't seem to affect mapgen though. I'm guess...
by isaiah658
Tue Aug 02, 2016 21:27
Forum: Problems
Topic: Is this a bug or an "undocumented feature"?
Replies: 3
Views: 483

Re: Is this a bug or an "undocumented feature"?

Edit: Better workaround thanks to Void7. If you use: minetest.after(0, function() inv:add_item("main", itemdrop) end) then the item will be added as you would expect. It has to do with how the game is checking things with on_rightclick. So not technically a bug. The only workaround I know of is to u...
by isaiah658
Sun Jul 17, 2016 02:24
Forum: Problems
Topic: Is this a bug or an "undocumented feature"?
Replies: 3
Views: 483

Is this a bug or an "undocumented feature"?

Using add_item with on_rightclick seems to have different behavior than if add_item is used with lets say on_punch. With on_rightclick the player will not receive the item if the slot the item is meant to go into (the first open slot) is the wielded/active slot. So if the first slot in the hotbar is...
by isaiah658
Sun Jul 17, 2016 02:08
Forum: Modding Discussion
Topic: add_item to inventory - Unexpected behavior?
Replies: 7
Views: 709

Re: add_item to inventory - Unexpected behavior?

Ok something else that is interesting to note. Adding an item to the inventory with on_punch makes the item go into the open slot even if it is the wielded slot. On_rightclick does not have the item go there. This works: on_punch = function(pos, node, player, pointed_thing) local inv = player:get_in...
by isaiah658
Sat Jul 16, 2016 20:46
Forum: Modding Discussion
Topic: add_item to inventory - Unexpected behavior?
Replies: 7
Views: 709

Re: add_item to inventory - Unexpected behavior?

Here's a rather useless video demonstrating what I mean, but probably failing to illustrate my thought. Basically, normally, if there's not room and inv:add_item() was unable to find room in the player's inventory, it would return the leftover as an ItemStack. Here, when the wieldhand is empty, the...
by isaiah658
Fri Jul 15, 2016 01:30
Forum: Modding Discussion
Topic: add_item to inventory - Unexpected behavior?
Replies: 7
Views: 709

add_item to inventory - Unexpected behavior?

I'm making a berry bush that when you right click on it you get a berry in your inventory. I'm running into odd behavior when using clicker:get_inventory():add_item("main", "farming:blueberrybush"). This does not add an item to the inventory if the spot where the item would be added is your wielded ...
by isaiah658
Fri Jul 01, 2016 20:14
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378338

Re: Post your modding questions here

Topic: Is it possible to change the font color in a textarea in a formspec?
Reason: I'm trying to change how the default formspec looks for a book and I wanted the font color to be something other than white to make it easier to read.
by isaiah658
Thu Jun 30, 2016 23:17
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378338

Re: Post your modding questions here

Topic: Allow breaking a node by hand but only give drops if broken by proper tool?

Edit: Solved. A tool can apparently be defined in the drop of a node. You then just need to make sure the hand is able to break that node.
by isaiah658
Mon Jan 25, 2016 01:39
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 378338

Re: Post your modding questions here

There's no reason you can't use a variable for the time argument. Mind posting your error (including stack trace) and the relevant mod code? (In a spoiler, or a paste site like lpaste.net) I got it figured out now! What was happening is that when I changed my code over from using global step timers...