[Mod] Map Tools [maptools]
- Nightfighter
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Temperest:
Although i did suggest using code from it to make it easier and quicker.Calinou wrote:If anyone can help fix this issue, please do.
Temporary workaround: use the WorldEdit mod to add and remove these nodes safely.
- VanessaE
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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.
(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)
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
/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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- PilzAdam
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I guess this could help: https://github.com/Calinou/maptools/blo ... liases.luaEnder_Foo wrote:Anyone know the itemstrings?
- crazyginger72
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Re: [Mod] Map Tools [maptools]
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 :)
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)
- Calinou
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Re: [Mod] Map Tools [maptools]
Done, looks like this in the console:
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.
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.
- crazyginger72
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Re: [Mod] Map Tools [maptools]
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.
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.
- Calinou
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Re: [Mod] Map Tools [maptools]
Admin Pickaxe has a new texture now, Admin Pickaxe with Drops has a slightly different texture too.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.
- addi
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Re:
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
- Calinou
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Re: Re:
In order to add this, I either need to modify the farming and screwdriver mods, or to duplicate tons of code…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
- Calinou
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Re: [Mod] Map Tools [maptools]
Added, thanks.
Re: [Mod] Map Tools [maptools]
Looks great, guess I will have to give it a try.
- Napiophelios
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Re: [Mod] Map Tools [maptools]
I am trying to add a less powerful version of the lightbulb to my copy of maptools;
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.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},
})
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
- Calinou
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Re: [Mod] Map Tools [maptools]
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:Does the leafdecay in groups apply to any node or just leaves?
Probably not, I try to implement the stuff that will be the most useful to people first.Napiophelios wrote:Is this something you could implement into maptools?
- Calinou
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Re: [Mod] Map Tools [maptools]
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).
This will work only when a packaged Minetest is installed (from a PPA or official repositories).
Re: [Mod] Map Tools [maptools]
gitorious is dead. You need to update the github repo.
- Calinou
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Re: [Mod] Map Tools [maptools]
The link in the topic is up-to-date.Danfun64 wrote:gitorious is dead. You need to update the github repo.
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Re: [Mod] Map Tools [maptools]
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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