Re: [MOD] Tool ranks [toolranks]
Posted: Thu Sep 21, 2017 10:51
Im using MT 0.4.16
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Nope, not compatible. We both use the description meta.ToyElf wrote:Today I realised it's not compatible with the Engraving Table mod: viewtopic.php?f=11&t=17482
If you rename your tool, as soon as you break a node, the name will be replaced with the default name with number of nodes you destroyed. However, from what I've noticed, even if you rename the tool, it remembers number of nodes before it was renamed.
Oh my God, I've just read that xD That's how I passed my Computer Science project, as you can see with the example of your amazing mod, brute force and 'idk how does that work, but it does so leave me alone', or more scientifically 'using heuristic approach' works the best.lisacvuk wrote:I simply brute-forced the above code. No idea how it works, but it seems about right in-game.
I'm glad to be using professional methods, in that case. :)ToyElf wrote:Oh my God, I've just read that xD That's how I passed my Computer Science project, as you can see with the example of your amazing mod, brute force and 'idk how does that work, but it does so leave me alone', or more scientifically 'using heuristic approach' works the best.lisacvuk wrote:I simply brute-forced the above code. No idea how it works, but it seems about right in-game.
Expected "=" near "xD" in line 1azekill_DIABLO wrote:xD
Yay! Thank you :)Lone_Wolf wrote:Added support for this mod!
My mod (lavastuff)
Thanks for checking it out :)Akahyperion wrote:This mod is great ! Simple and efficient, adds a lot to the gameplay in MTG !
Thanks a lot.
Do you plan to release an update for sword leveling (counting players and mobs killed) soon ?
No. What should armor count?Chem871 wrote:Is there armor support?
I don't think 3D armor has got support for after_useChem871 wrote:Same as the tools, the more it gets damaged (used) the better it gets!
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2018-01-25 04:37:54: ACTION[Server]: singleplayer uses nyancats_plus:rainbow_hoe, pointing at [node under=-4,16,6 above=-4,17,6]
2018-01-25 04:37:54: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnUse(): C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:13: bad argument #1 to 'find' (string expected, got nil)
2018-01-25 04:37:54: ERROR[Main]: stack traceback:
2018-01-25 04:37:54: ERROR[Main]: [C]: in function 'find'
2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:13: in function 'get_tool_type'
2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:28: in function 'create_description'
2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:100: in function 'new_afteruse'
2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\farming/hoes.lua:116: in function <C:\GAMES\MINETEST\bin\..\mods\farming/hoes.lua:64>
2018-01-25 04:37:54: ERROR[Main]: (tail call): ?
You wull need to add support for it manually, like I did here:Drgnrdr wrote:Love your mod, but last night ran into this error(game crash):This happened when using any hoe other than default hoes. The error stopped only when mod was disabled or removed.Code: Select all
2018-01-25 04:37:54: ACTION[Server]: singleplayer uses nyancats_plus:rainbow_hoe, pointing at [node under=-4,16,6 above=-4,17,6] 2018-01-25 04:37:54: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnUse(): C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:13: bad argument #1 to 'find' (string expected, got nil) 2018-01-25 04:37:54: ERROR[Main]: stack traceback: 2018-01-25 04:37:54: ERROR[Main]: [C]: in function 'find' 2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:13: in function 'get_tool_type' 2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:28: in function 'create_description' 2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\toolranks\init.lua:100: in function 'new_afteruse' 2018-01-25 04:37:54: ERROR[Main]: C:\GAMES\MINETEST\bin\..\mods\farming/hoes.lua:116: in function <C:\GAMES\MINETEST\bin\..\mods\farming/hoes.lua:64> 2018-01-25 04:37:54: ERROR[Main]: (tail call): ?
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if minetest.get_modpath("toolranks") then
--aikerum
minetest.override_item("es:pick_aikerum", {
original_description = "Extreme Survival Aikerum Pickaxe",
description = toolranks.create_description("Extreme Survival Aikerum Pickaxe", 0, 1),
after_use = toolranks.new_afteruse})
minetest.override_item("es:axe_aikerum", {
original_description = "Extreme Survival Aikerum Axe",
description = toolranks.create_description("Extreme Survival Aikerum Axe", 0, 1),
after_use = toolranks.new_afteruse})
minetest.override_item("es:shovel_aikerum", {
original_description = "Extreme Survival Aikerum Shovel",
description = toolranks.create_description("Extreme Survival Aikerum Shovel", 0, 1),
after_use = toolranks.new_afteruse})
end
What type of notification?lisacvuk wrote:New feature: Will notify the player if tool is about to break.
i guess chat notification ?Grizzly Adam wrote:What type of notification?lisacvuk wrote:New feature: Will notify the player if tool is about to break.
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minetest.chat_send_player(user:get_player_name(), "Your tool is about to break!")
Yes, it also sends an email. /sGrizzly Adam wrote:What type of notification?lisacvuk wrote:New feature: Will notify the player if tool is about to break.
and will order new pickaxe on amazon for you, before it breaks!lisacvuk wrote:Yes, it also sends an email. /sGrizzly Adam wrote:What type of notification?lisacvuk wrote:New feature: Will notify the player if tool is about to break.
Yes, you could also make it rain diamonds by changing the code to give you fifty every time you dig a node.ToyElf wrote:Hold up, can't you make your item practically unbreakable by changing the multiplier to something like 0.00000000001 in the init.lua?