Development tools (for both Minetest and mods)

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Wuzzy
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Development tools (for both Minetest and mods)

by Wuzzy » Post

In the Minetest Developer Wiki you find a list of tools which can help you in the development of Minetest and mods for Minetest:

DevWiki: Developer Tools

On the ContentDB, developer tools have the tag “Developer Tools”:

ContentDB: Developer Tools



I think this 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 Wed Jun 08, 2022 08:13, edited 7 times in total.

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Re: Development tools (for both Minetest and mods)

by octacian » Post

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.
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Re: Development tools (for both Minetest and mods)

by rubenwardy » Post

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.
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Re: Development tools (for both Minetest and mods)

by wilkgr76 » Post

The best editor is obviously Atom.
True.

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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Re: Development tools (for both Minetest and mods)

by LMD » Post

My stuff: Projects - Mods - Website

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Re: Development tools (for both Minetest and mods)

by LMD » Post

Can you please mention my Schematic Creator there, as it's free.
Thanks in advance.
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Re: Development tools (for both Minetest and mods)

by LMD » Post

[...]
Though I must say, Geany is a close second due to how well it runs even on toaster
[...]
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.
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Re: Development tools (for both Minetest and mods)

by LMD » Post

LMD wrote:This may help :
viewtopic.php?f=14&t=18780
Could you please take Model Creator in again ? I changed the license to CC-BY-NC 3.0, and here's the source :
https://github.com/appgurueu/Model-Creator-v1.3
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Re: Development tools (for both Minetest and mods)

by LMD » Post

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.
How to install LUA for Atom ?
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Re: Development tools (for both Minetest and mods)

by GreenXenith » Post

rubenwardy wrote:The best editor is obviously Atom.
I beg to differ.
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Re: Development tools (for both Minetest and mods)

by Nathan.S » Post

LMD wrote: How to install LUA for Atom ?
I cover installing luacheck and the lua-language packs for Atom in this lesson. http://www.nathansalapat.com/mmc/01-05-code-editors
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Re: Development tools (for both Minetest and mods)

by LMD » Post

Thanks.
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Re: Development tools (for both Minetest and mods)

by JanLS » Post

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.

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Re: Development tools (for both Minetest and mods)

by LMD » Post

Apparently you are searching for Wesh : viewtopic.php?f=9&t=20115
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Re: Development tools (for both Minetest and mods)

by JanLS » Post

LMD wrote:Apparently you are searching for Wesh : viewtopic.php?f=9&t=20115
Wow, people are already having it boiling, thanks!

I'll link mine post to Wesh tread.

-- Also just realized, I've probably posted this under wrong thread - ups!

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Re: Development tools (for both Minetest and mods)

by JanLS » Post

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.

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Re: Development tools (for both Minetest and mods)

by rubenwardy » Post

Image

This is definitely not a suitable thread for that request
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Re: Development tools (for both Minetest and mods)

by Hybrid Dog » Post

Spoiler
[Modpack] mods I use [akomfort]

If you want to get or update the modpack, you can use this command on Linux:

Code: Select all

$ curl -s https://raw.githubusercontent.com/HybridDog/miscellaneous/master/txt/akomfort_modpack/modpack_dl.sh | bash
The modpack is then put into your current folder.


About this:

This modpack consists of the mods I personally use for almost every world.
They imo load quickly and are useful for more convenient playing and developing mods.

bookmarks: adds teleportation station chatcommands (/go, /listgo etc.)
#builtin_item: my version of the builtin_item mod, it adds features to dropped items
item_drop: my version of the item_drops mod, it makes player automatically pick up dropped items
cave_lighting: command to light dark places with torches automatically
chatcommand_delays: If a chat command takes long, tell how much time it was
#command_tool: A tool which executes configured chatcommand(s) when clicking
drippingwater: Adds decorative visual and audible water and lava drops.
#falling_extras: Adds features to falling sand/gravel/etc. objects.
gbpinvisible: Adds the possibility to become invisible to secretly watch other players.
giveme_completion: makes the giveme much more convenient
linemaker: A tool with which you can make lines of nodes without placing each one manually
luacmd: Adds the lua chatcommand (a imo much better version than the one of worldedit)
#misstairs: Various small changes of default minetest and minetest_game, e.g. inconsistent papyrus heights
more_chatcommands: Adds convenient chatcommands, such as giveall.
#moss: Makes selected nodes become mossy when they are in water and near air and have non-mossy ones next them.
outgame_intervention: Automatically loads a file from the worldpath and executes it if present.
plantlike_leaves: Uses plantlike drawtype and degrotate for leaves nodes if enabled.
#replacer: My version of the replacer mod, it allows e.g. replacing a wall of nodes at once.
#rotten_papyrus: Makes papyri rot and dry if they can't grow.
#superpick: A tool which allows immediate digging and getting information about a position.
treecapitator: Automatically chop whole trees if digging one trunk
#unified_inventory: My version of the ui mod, it allows shift clicking to quickly trash items in creative mode.
wield3d: Shows the currently wielded item to other players.
#vector_extras: Adds more vector helper functions for mods
function_delayer: Kind of scheduler for mods, e.g. explosions

The information is relatively scarce, click the links for more information.
The mods use privileges, e.g. cave_lighting allows only privileged players to autolight caves.

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Re: Development tools (for both Minetest and mods)

by sorcerykid » Post

Hi, please add my Stopwatch mod to the dev wiki. Thanks!

viewtopic.php?f=9&t=20699

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Re: Development tools (for both Minetest and mods)

by Ruggila » Post

rubenwardy wrote:The best editor is obviously Atom.
No, Emacs :-)

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Re: Development tools (for both Minetest and mods)

by dawgdoc » Post

Ruggila wrote:
rubenwardy wrote:The best editor is obviously Atom.
No, Emacs :-)
Every right thinking person knows Vim is the best. ;-p
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Re: Development tools (for both Minetest and mods)

by Brian Gaucher » Post

dawgdoc wrote:
Ruggila wrote:
rubenwardy wrote:The best editor is obviously Atom.
No, Emacs :-)
Every right thinking person knows Vim is the best. ;-p
Yes, Vim is what I use for LUA and C++.

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Re: Development tools (for both Minetest and mods)

by v-rob » Post

You guys are all wrong. Notepad in Windows is obviously the best ;-P
Just kidding of course.
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Re: Development tools (for both Minetest and mods)

by LMD » Post

BTW : You can also use IntelliJ with plugins for LUA...
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Re: Development tools (for both Minetest and mods)

by Brian Gaucher » Post

LMD wrote:BTW : You can also use IntelliJ with plugins for LUA...
When I was a windows user, I used IntelliJ, coded in java, browsed with chrome and loved Minecr-
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.
Current projects: Making a CTF map, Learning C++, Learning Programmer's Dvorak

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