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lunisol
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by lunisol » Post

LionsDen wrote:
That looks right to me. Are you using a recent version of minetest? I wonder if mesecons has changes to it that requires the latest git or something. I haven't used mesecons, pipeworks or technic for a while now because my system is just too slow for all of the abms and such.
As far as i know I have the latest version it says minetest-c55 0.4.3 in the credits

edit:
Ah, I just looked and I see that I dont have the latest version, latest build is 0.4.7. But i could have sworn I downloaded it straight from minetest.net just a couple weeks ago

edit again: I just downloaded the lastest version. I feel like such an idiot now, everything seems to work just fine now. thank you so much lionsden! I feel like I should facepalm for my ignorance at forgetting to double check for lastest build.
Last edited by lunisol on Fri Aug 09, 2013 07:08, edited 1 time in total.
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Zane
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by Zane » Post

hey can somone make a halo mod?
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Exilyth
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by Exilyth » Post

Zane wrote:hey can somone make a halo mod?
Have you tried [slabrealm]? See viewtopic.php?id=5686
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.

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addi
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by addi » Post

a fast question:

what is the counterpart of player:get_player_name() ?

i want to get the playerobject from the playername string.

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Exilyth
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by Exilyth » Post

addi wrote:a fast question:

what is the counterpart of player:get_player_name() ?

i want to get the playerobject from the playername string.
http://dev.minetest.net/minetest.get_connected_players gives you a list of players. You'd have to compare the player name with the names of the players in this list.
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.

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by stu » Post

addi wrote:a fast question:

what is the counterpart of player:get_player_name() ?

i want to get the playerobject from the playername string.
See: get_player_by_name() http://dev.minetest.net/EnvRef

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by addi » Post

stu wrote:
addi wrote:a fast question:

what is the counterpart of player:get_player_name() ?

i want to get the playerobject from the playername string.
See: get_player_by_name() http://dev.minetest.net/EnvRef
this is what i mean. lot of thanks :)

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by philipbenr » Post

how do you have a craftitem heal some hearts?

I know how to satiate health, but not healing.

reason: I am making a complex food mod with over 15 desserts, and 5 drinks and many foods. I am making medicine right now, so I need to know how to restore health.
Last edited by philipbenr on Tue Aug 13, 2013 23:40, edited 1 time in total.
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by paramat » Post

Zane wrote:hey can somone make a halo mod?
Also slabworld mod is a mini-ringworld generator viewtopic.php?id=6726
Wow you have a choice of 2!
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by philipbenr » Post

philipbenr wrote:how do you have a craftitem heal some hearts?

I know how to satiate health, but not healing.

reason: I am making a complex food mod with over 15 desserts, and 5 drinks and many foods. I am making medicine right now, so I need to know how to restore health.
scratch that, I want to know how to help hunger.

Code: Select all

    on_use = minetest.item_eat(5.5),
Isn't that how to satiate hunger? In my game, it recover hearts, not hunger
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Mossmanikin
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by Mossmanikin » Post

philipbenr wrote:I want to know how to help hunger.

Code: Select all

    on_use = minetest.item_eat(5.5),
Isn't that how to satiate hunger? In my game, it recover hearts, not hunger
AFAIK minetest.item_eat() is only (or at least primarily) about health.
Maybe you should take a closer look at the code of BlockMen's Better HUD (and hunger) mod.

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by philipbenr » Post

I'll try...
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CaptainCanti
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by CaptainCanti » Post

Could someone look at my LUA, and tell me what it's problem is? I can't get the mod to load.

Code: Select all

-- Blocks

minetest.register_node("coloredwood:white_wood", {
    description = S("White Wood"),
    tiles = {"white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png^[transformR90", "white_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:black_wood", {
    description = S{"Black Wood"),
    tiles = {"black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png^[transformR90", "black_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:red_wood", {
    description = S{"Red Wood"),
    tiles = {"red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png^[transformR90", "red_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})
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Evergreen
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by Evergreen » Post

CaptainCanti wrote:Could someone look at my LUA, and tell me what it's problem is? I can't get the mod to load.

Code: Select all

-- Blocks

minetest.register_node("coloredwood:white_wood", {
    description = S("White Wood"),
    tiles = {"white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png^[transformR90", "white_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:black_wood", {
    description = S{"Black Wood"),
    tiles = {"black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png^[transformR90", "black_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:red_wood", {
    description = S{"Red Wood"),
    tiles = {"red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png^[transformR90", "red_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})
Someone actually made a colored wood mod already, but I don't have time atm to check the code.
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Mossmanikin
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by Mossmanikin » Post

CaptainCanti wrote:Could someone look at my LUA, and tell me what it's problem is? I can't get the mod to load.

Code: Select all

-- Blocks

minetest.register_node("coloredwood:white_wood", {
    description = S("White Wood"),
    tiles = {"white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png^[transformR90", "white_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:black_wood", {
    description = S{"Black Wood"),
    tiles = {"black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png^[transformR90", "black_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:red_wood", {
    description = S{"Red Wood"),
    tiles = {"red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png^[transformR90", "red_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})
Looks like there's something wrong with the descriptions.
A simple string should do it in this case, for example:

Code: Select all

description = "White Wood",

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Dan Duncombe
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by Dan Duncombe » Post

CaptainCanti wrote:Could someone look at my LUA, and tell me what it's problem is? I can't get the mod to load.

Code: Select all

-- Blocks

minetest.register_node("coloredwood:white_wood", {
    description = S("White Wood"),
    tiles = {"white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png", "white_wood.png^[transformR90", "white_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:black_wood", {
    description = S{"Black Wood"),
    tiles = {"black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png", "black_wood.png^[transformR90", "black_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})

minetest.register_node("coloredwood:red_wood", {
    description = S{"Red Wood"),
    tiles = {"red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png", "red_wood.png^[transformR90", "red_wood.png^[transformR90"},
    paramtype2 = "facedir",
    groups = {snappy=1,choppy=2,oddly_breakable_by_hand=2,flammable=3},
    sounds = default.node_sound_wood_defaults(),
})
Have you added 'default' to the depends.txt? It won't work if not.
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by webdesigner97 » Post

No, this is the problem:

Code: Select all

 description = S{"Red Wood"),
It has to be:

Code: Select all

 description = S("Red Wood"),
Edit: replace the { after S with (
Last edited by webdesigner97 on Tue Aug 20, 2013 20:00, edited 1 time in total.

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by philipbenr » Post

Mossmanikin wrote:
philipbenr wrote:I want to know how to help hunger.

Code: Select all

    on_use = minetest.item_eat(5.5),
Isn't that how to satiate hunger? In my game, it recover hearts, not hunger
AFAIK minetest.item_eat() is only (or at least primarily) about health.
Maybe you should take a closer look at the code of BlockMen's Better HUD (and hunger) mod.
Well, I did and I can't find anything... I copied the hunger points out of Pilz-Adam's farming mod from his bread.
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by EllisGL » Post

Hey all,

Probably a stupid question, but how do you use cURL in mods? I have a cURL enabled build, tried the docs for LUA_cURL, but to no avail.

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Likwid H-Craft
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by Likwid H-Craft » Post

What would I, do make the nodebox size, same like Minecraft Heads?

I keep ending up with odd, sizes.
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Gambit
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by Gambit » Post

I've been playing with the idea of cobwebs spawning in caves that could drop string. However, I've been wondering how to regulate the amount it spawns in an area. During testing I've come across too many (I feel) and was wondering how to make them less common. Any suggestions?

Here's my small code.

Code: Select all

minetest.register_node("test:webspawn", {
    description = "Cobweb",
    drawtype = "plantlike",
    tiles = {"test_web.png"},
    inventory_image = "test_web.png",
    buildable_to = true,
    visual_scale = 1.0,
    paramtype = "light",
    walkable = false,
    groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1},
    drop = 'farming:string',
})

minetest.register_ore({
    ore_type       = "scatter",
    ore            = "test:webspawn",
    clust_scarcity = 9*9*9,
    clust_num_ores = 4,
    clust_size     = 3,
    height_min     = -630000,
    height_max     = -16,
})
Last edited by Gambit on Fri Aug 23, 2013 21:28, edited 1 time in total.
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Evergreen
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by Evergreen » Post

Gambit wrote:I've been playing with the idea of cobwebs spawning in caves that could drop string. However, I've been wondering how to regulate the amount it spawns in an area. During testing I've come across too many (I feel) and was wondering how to make them less common. Any suggestions?

Here's my small code.

Code: Select all

minetest.register_node("test:webspawn", {
    description = "Cobweb",
    drawtype = "plantlike",
    tiles = {"test_web.png"},
    inventory_image = "test_web.png",
    buildable_to = true,
    visual_scale = 1.0,
    paramtype = "light",
    walkable = false,
    groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1},
    drop = 'farming:string',
})

minetest.register_ore({
    ore_type       = "scatter",
    ore            = "test:webspawn",
    clust_scarcity = 9*9*9,
    clust_num_ores = 4,
    clust_size     = 3,
    height_min     = -630000,
    height_max     = -16,
})
I think the way you would do that is just make them rarer. Lower the clust_size, maybe grow the clust_scarcity, stuff like that.
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by PenguinDad » Post

How do I make a node that has a formspec that is equivalent to the creative inventory?

ch98
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by ch98 » Post

Can you change an texture of node in game? Also, can you change texture of an liquid?
Last edited by ch98 on Tue Aug 27, 2013 19:04, edited 1 time in total.
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by Evergreen » Post

ch98 wrote:Can you change an texture of node in game? Also, can you change texture of an liquid?
No, sadly you can't change the texture of a node while in game. (unless it is an animation) And what exactly do you mean by changing the texture of a liquid?
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