[Mod] Map Tools [maptools]

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Nightfighter
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by Nightfighter » Sun Oct 07, 2012 03:53

Awesome things
my mods: Concrete Invisiblocks
more coming out soon
mods are cool!!
 

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qwrwed
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by qwrwed » Sun Oct 07, 2012 08:28

Temperest:
Calinou wrote:If anyone can help fix this issue, please do. :P
Temporary workaround: use the WorldEdit mod to add and remove these nodes safely.

Although i did suggest using code from it to make it easier and quicker.
 

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VanessaE
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by VanessaE » Fri Apr 05, 2013 00:59

Calinou: Please copy and rename the fire mod's basic flame textures and use those copies in maptools instead. Otherwise, you get unknown/dummy textures if you don't have the fire mod installed.

(The rename was recommended in #minetest so that your copies don't override the ones in the fire mod).

Also, now the admin pick doesn't give back what it digs at all in some cases. It should behave like it used to say a week or so ago, where it just dug instantly, but otherwise acted like any other pick - don't try to give back the precise item that was dug, just give whatever the item's drop is, or the item itself if there isn't one.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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by GillianB » Sat May 11, 2013 16:58

For the benefit of other neophytes like me...assuming you have the module properly installed

/giveme maptools:pick_admin gets you started nicely ;-)

If you get an error saying "cannot give empty item" you probably made the same mistake as me and placed the mod in the ever so tempting [minetest root]/mods directory, when, in fact, it needs to be in the

[minetest root]/mods/minetest one, or in a

[minetest root]/worlds/EACHWORLDNAME/worldmods/ one where EACHWORLDNAME is the name of a given world where you want world specific mods.

Ref: Installing Mods in this wiki at http://wiki.minetest.com/wiki/Installing_mods
Last edited by GillianB on Sat May 11, 2013 17:00, edited 1 time in total.
 

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12Me21
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by 12Me21 » Mon May 20, 2013 23:04

you should make the admin pick just replace the node it hits with air, so it can still work in protected areas
Shoutouts to Simpleflips
 

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ak399g
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by ak399g » Wed Aug 21, 2013 21:53

Is it possible to give the pushers a texture?
aka SAFR
 

PenguinDad
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by PenguinDad » Thu Aug 22, 2013 11:03

ak399g wrote:Is it possible to give the pushers a texture?

Only change the part for the pushers in init.lua.
 

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by Ender_Foo » Sat Oct 26, 2013 17:08

Anyone know the itemstrings?
I'm back, but wont be online as much. My username is back to "Ender_Foo"
 

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by addi » Sat Nov 30, 2013 16:57

i have 2 suggestions of things missing in this mod

add a soil wich never gets dry (maybe undiggable)
a endless usable screwdriver wich dose work even more longer

it would be great if you can add this
 

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Re: [Mod] Map Tools [maptools]

by crazyginger72 » Sat Aug 02, 2014 17:08

ok i love the mod but have a major issue with one thing!!! ( 2 really 2nd being you dont have a normal github lol XD )
my issue is that the tools dont log digs like other tools and WHEN some non-admin on my server gets one i cand track it!

I added a few lines to the on_punchnode i think will be very usefull to all server owners :)

Code: Select all
minetest.register_on_punchnode(function(pos, node, puncher)
   if puncher:get_wielded_item():get_name() == "default:pick_admin" or puncher:get_wielded_item():get_name() == "default:pick_admin_with_drops"
   and minetest.env: get_node(pos).name ~= "air" then
      if puncher:get_wielded_item():get_name() == "default:pick_admin" then
         minetest.env:remove_node(pos)
         minetest.log("action", puncher:get_player_name().." used admin-pick to dig block @"..minetest.pos_to_string(pos))
      else
      minetest.log("action", puncher:get_player_name().." used admin-pick to dig block @"..minetest.pos_to_string(pos))
      end
   end
end)
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Aug 02, 2014 17:17

Done, looks like this in the console:
Code: Select all
19:16:38: ACTION[ServerThread]: singleplayer digs default:dirt at (814,19,-20) using an Admin Pickaxe.
19:16:38: ACTION[ServerThread]: singleplayer digs default:cobble at (815,19,-20) using an Admin Pickaxe.
19:16:39: ACTION[ServerThread]: singleplayer digs default:cobble at (816,19,-20) using an Admin Pickaxe.


Also, I do have a Gitorious page, with merge requests and an issue tracker. The Admin Pickaxe with Drops is already logged, since it works like a normal tool.
 

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crazyginger72
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Re: [Mod] Map Tools [maptools]

by crazyginger72 » Sat Aug 02, 2014 20:20

Thank you :)

i never use the with_drops so i didnt know but i do perfer for my use it to be logged as "admin" for issues with lost picks and 'rouge admin' ( yes we had one) grieffing lol!

gitorious im not fimilar with as i use git hub sorry.
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by Calinou » Sun Aug 03, 2014 09:28

crazyginger72 wrote:Thank you :)

i never use the with_drops so i didnt know but i do perfer for my use it to be logged as "admin" for issues with lost picks and 'rouge admin' ( yes we had one) grieffing lol!

gitorious im not fimilar with as i use git hub sorry.


Admin Pickaxe has a new texture now, Admin Pickaxe with Drops has a slightly different texture too.
 

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addi
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Re:

by addi » Sun Aug 03, 2014 09:31

addi wrote:i have 2 suggestions of things missing in this mod

add a soil wich never gets dry (maybe undiggable)
a endless usable screwdriver wich dose work even more longer

it would be great if you can add this
 

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Calinou
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Re: Re:

by Calinou » Sun Aug 03, 2014 09:51

addi wrote:
addi wrote:i have 2 suggestions of things missing in this mod

add a soil wich never gets dry (maybe undiggable)
a endless usable screwdriver wich dose work even more longer

it would be great if you can add this


In order to add this, I either need to modify the farming and screwdriver mods, or to duplicate tons of code…
 

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addi
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Re: Re:

by addi » Sun Aug 03, 2014 10:59

ok for screwdriver but what about wet soil?
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by SuperCode » Mon Aug 04, 2014 20:40

Looks great, guess I will have to give it a try.
 

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Re: [Mod] Map Tools [maptools]

by Napiophelios » Fri Oct 10, 2014 22:09

I am trying to add a less powerful version of the lightbulb to my copy of maptools;

Code: Select all
minetest.register_node("maptools:tunnel_light", {
   description = "Temporary Tunnel Lights",
   range = 12,
   stack_max = 1000,
   inventory_image = inventory_image = "maptools_tunnel_light.png",
   drawtype = "airlike",
   buildable_to = true,
   walkable = false,
   pointable = false,
   light_source = 14,
   paramtype = "light",
   sunlight_propagates = true,
   drop = "",
   groups = {not_in_creative_inventory = MAPTOOLS_CREATIVE},
})


As it is with the above edited code, the lights can be extinguished by building on top of them but,
I want the lights to only be temporary,either
after a certain amount of time they just die,
or when player gets a certain distance away from the lights.

But I dont know how to implement either.
Does the leafdecay in groups apply to any node or just leaves?

Is this something you could implement into maptools?


edit:I found this but I gotta study it to see if it even applies;
I am so confused by this stuff

Code: Select all
minetest.get_node_timer(pos)
on_timer = function(pos, elapsed)
start= (timeout)
set= (timeout, elapsed)
is_started= true
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Oct 11, 2014 17:20

Napiophelios wrote:Does the leafdecay in groups apply to any node or just leaves?


You can use it on any node, even stone or obsidian if you wanted. The “leafdecay” nodes will not decay when they are near nodes of a “tree” group.

Napiophelios wrote:Is this something you could implement into maptools?


Probably not, I try to implement the stuff that will be the most useful to people first.
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Dec 13, 2014 18:55

I made a Debian/Ubuntu/Mint package, please test: https://dl.dropboxusercontent.com/u/823 ... ptools.deb

This will work only when a packaged Minetest is installed (from a PPA or official repositories).
 

Danfun64
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Re: [Mod] Map Tools [maptools]

by Danfun64 » Mon Jul 06, 2015 17:30

gitorious is dead. You need to update the github repo.
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by Calinou » Mon Jul 06, 2015 19:46

Danfun64 wrote:gitorious is dead. You need to update the github repo.


The link in the topic is up-to-date.
 

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Re: [Mod] Map Tools [maptools]

by Minetest Sam » Thu Dec 03, 2015 10:44

Calinou, when I try to use the command /give no_interact it doesn't work.It says name and itemstring required
 

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