Development tools (for both Minetest and mods)
Development tools (for both Minetest and mods)
In the Minetest Developer Wiki you find a list of tools which can help you in the development of Minetest and mods for Minetest:
http://dev.minetest.net/Development_Tools
I think this list may be useful for developers all around Minetest. :-)
If you know of other tools useful for developers, please add it to the wiki page or just reply in this thread.
http://dev.minetest.net/Development_Tools
I think this list may be useful for developers all around Minetest. :-)
If you know of other tools useful for developers, please add it to the wiki page or just reply in this thread.
Last edited by Wuzzy on Sat Jun 02, 2018 13:56, edited 3 times in total.
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- octacian
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Re: Development tools (for both Minetest and mods)
Good resources for newbies. Maybe you should include suggested code editors and such? Tools to check for Lua "style" errors?
huh, I'm pretty sure that I myself once had a tool installed on my computer to check my Lua styling, but can't seem to remember what it was.
huh, I'm pretty sure that I myself once had a tool installed on my computer to check my Lua styling, but can't seem to remember what it was.
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- rubenwardy
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Re: Development tools (for both Minetest and mods)
LuaCheck is good as a linter. Minetest uses it for travis (maybe add a tutorial for how to set up LuaCheck and Travis CI for a mod?)
Editors and style checkers are highly subjective. The best editor is obviously Atom.
I suggest finding a third party link that lists them in an objective way.
Editors and style checkers are highly subjective. The best editor is obviously Atom.
I suggest finding a third party link that lists them in an objective way.
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Re: Development tools (for both Minetest and mods)
True.The best editor is obviously Atom.
Though I must say, Geany is a close second due to how well it runs even on toasters (I believe its the default IDE on Raspbian, but don't quote me on that)
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- LMD
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Re: Development tools (for both Minetest and mods)
Can you please mention my Schematic Creator there, as it's free.
Thanks in advance.
Thanks in advance.
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Re: Development tools (for both Minetest and mods)
Geany is not a good editor in my opinion, due to the fact it creates characters that you don't see when editing, what gave me some very interesting Python errors..., and as I couldn't see their source, as I was only shown characters that were different from them written on the Hard Drive, it's definitely not a good choice.[...]
Though I must say, Geany is a close second due to how well it runs even on toaster
[...]
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Re: Development tools (for both Minetest and mods)
Could you please take Model Creator in again ? I changed the license to CC-BY-NC 3.0, and here's the source :LMD wrote:This may help :
viewtopic.php?f=14&t=18780
https://github.com/appgurueu/Model-Creator-v1.3
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Re: Development tools (for both Minetest and mods)
How to install LUA for Atom ?rubenwardy wrote:LuaCheck is good as a linter. Minetest uses it for travis (maybe add a tutorial for how to set up LuaCheck and Travis CI for a mod?)
Editors and style checkers are highly subjective. The best editor is obviously Atom.
I suggest finding a third party link that lists them in an objective way.
- GreenXenith
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Re: Development tools (for both Minetest and mods)
I beg to differ.rubenwardy wrote:The best editor is obviously Atom.
Sublime FTW!
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Re: Development tools (for both Minetest and mods)
I cover installing luacheck and the lua-language packs for Atom in this lesson. http://www.nathansalapat.com/mmc/01-05-code-editorsLMD wrote: How to install LUA for Atom ?
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Re: Development tools (for both Minetest and mods)
Just to throw out an idea I just flashed: alternative minetest - to build simple mods.
Almost nonexistent learning curve for user whom already familiar to minetest creativity mode.
Even thought there are already tools like NodeBoxEditor and Model Creator I have a idea/request for yet another one, hopefully easier to use, especially for noobs.
Basically creating new mod/model within the game in creativity-mode.
use-case: one desires to build an LCD clock. Opens an program that load the world like regular minetest (build staff as in creative-mode), and builds logic out of mesecons, illustrates exterior a bit with same casual blocks (just the same way as usual in minetest creative mode). Saves the result (but not as a world, but as a block/entity instead).
By default, size would be 16:1 (16^3 blocks = 1 block in mine-test as entity), this would be changeable turning saving process, e.g.: one block = 32 block instead or 1 entity measure two or eight blocks instead of one block (involves some limits for sizing of course - on performance reasons).
For performance: Mesecons logic shall be pseudo saved. instead of saving buttons/leavers, etc. One will be limited to interactive block sides instead. By default all sides will be non interactive as interactivity will be set by user with special button blocks:
* one block for one face
* block has a fixed face side, according to entity side
* right-clicking on paced block cycle through button modes: button; socket; etc.
Two special methods for saving: directly to game mods folder as a mod or to desktop as zip file ready for uploading (with option to select pleasing license in the process)
world name = mod name.
By default loaded "world" will be 8x8x8 cube of wood blocks
Designing entity this way helps to keep unified design. For example some of the simplest non interactive mod to create with this would be a decorative block as a bench, a cake, a miniature villager house, etc).
Later on could be added special features for textures.
* one can specify used texturepack manually.
* program generates automagically textures for all texturepacks it can find from corresponding directories
* custom handdrawn texture (as a wallpaper per block side).
---
I think easiest way to pull this off could be:
* one just builds the entity with creative-mode: involves dedicated game for minetest, which generate empty map with 16^3 cube filled with blocks of wooden boards by default for the player to edit.
* then runs a app which converts it into a mod.
Almost nonexistent learning curve for user whom already familiar to minetest creativity mode.
Even thought there are already tools like NodeBoxEditor and Model Creator I have a idea/request for yet another one, hopefully easier to use, especially for noobs.
Basically creating new mod/model within the game in creativity-mode.
use-case: one desires to build an LCD clock. Opens an program that load the world like regular minetest (build staff as in creative-mode), and builds logic out of mesecons, illustrates exterior a bit with same casual blocks (just the same way as usual in minetest creative mode). Saves the result (but not as a world, but as a block/entity instead).
By default, size would be 16:1 (16^3 blocks = 1 block in mine-test as entity), this would be changeable turning saving process, e.g.: one block = 32 block instead or 1 entity measure two or eight blocks instead of one block (involves some limits for sizing of course - on performance reasons).
For performance: Mesecons logic shall be pseudo saved. instead of saving buttons/leavers, etc. One will be limited to interactive block sides instead. By default all sides will be non interactive as interactivity will be set by user with special button blocks:
* one block for one face
* block has a fixed face side, according to entity side
* right-clicking on paced block cycle through button modes: button; socket; etc.
Two special methods for saving: directly to game mods folder as a mod or to desktop as zip file ready for uploading (with option to select pleasing license in the process)
world name = mod name.
By default loaded "world" will be 8x8x8 cube of wood blocks
Designing entity this way helps to keep unified design. For example some of the simplest non interactive mod to create with this would be a decorative block as a bench, a cake, a miniature villager house, etc).
Later on could be added special features for textures.
* one can specify used texturepack manually.
* program generates automagically textures for all texturepacks it can find from corresponding directories
* custom handdrawn texture (as a wallpaper per block side).
---
I think easiest way to pull this off could be:
* one just builds the entity with creative-mode: involves dedicated game for minetest, which generate empty map with 16^3 cube filled with blocks of wooden boards by default for the player to edit.
* then runs a app which converts it into a mod.
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Re: Development tools (for both Minetest and mods)
Apparently you are searching for Wesh : viewtopic.php?f=9&t=20115
Re: Development tools (for both Minetest and mods)
Wow, people are already having it boiling, thanks!LMD wrote:Apparently you are searching for Wesh : viewtopic.php?f=9&t=20115
I'll link mine post to Wesh tread.
-- Also just realized, I've probably posted this under wrong thread - ups!
Re: Development tools (for both Minetest and mods)
Posting a request here as did not figure out any more suitable thread for this:
Could you guys please pleace the explanation for the meaning of the "WIP" to somewhere more apparent, as one can easily get lost in the wikis and forum post queries searching for it.
Actually I figure a dedicated wiki page to serve as a definition list for some used terms would be nice, especially for newcomers.
Could you guys please pleace the explanation for the meaning of the "WIP" to somewhere more apparent, as one can easily get lost in the wikis and forum post queries searching for it.
Actually I figure a dedicated wiki page to serve as a definition list for some used terms would be nice, especially for newcomers.
- rubenwardy
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Re: Development tools (for both Minetest and mods)

This is definitely not a suitable thread for that request
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Re: Development tools (for both Minetest and mods)
No, Emacs :-)rubenwardy wrote:The best editor is obviously Atom.
Re: Development tools (for both Minetest and mods)
Every right thinking person knows Vim is the best. ;-pRuggila wrote:No, Emacs :-)rubenwardy wrote:The best editor is obviously Atom.
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Re: Development tools (for both Minetest and mods)
Yes, Vim is what I use for LUA and C++.dawgdoc wrote:Every right thinking person knows Vim is the best. ;-pRuggila wrote:No, Emacs :-)rubenwardy wrote:The best editor is obviously Atom.
P.S. Sometimes I use Kate
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- v-rob
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Re: Development tools (for both Minetest and mods)
You guys are all wrong. Notepad in Windows is obviously the best ;-P
Just kidding of course.
Just kidding of course.
- LMD
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Re: Development tools (for both Minetest and mods)
BTW : You can also use IntelliJ with plugins for LUA...
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Re: Development tools (for both Minetest and mods)
When I was a windows user, I used IntelliJ, coded in java, browsed with chrome and loved Minecr-LMD wrote:BTW : You can also use IntelliJ with plugins for LUA...
Now I use linux (Antergos, not arch btw), code in Vim (in dvorak), code in C++ (still learning it), browse with firefox, and play Minetest and SuperTuxKart.
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