Do you expect someone to write the mod for you? Get started and post any questions you have.AMMOnym wrote:How i can make throwing (like throwing mod) from block, then i punch block and block throw something.??:_?:?
Post your modding questions here
- Evergreen
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- GitHub: 4Evergreen4
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- Location: A forest in the midwest
- Contact:
- Krock
- Developer
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I've another problem, when use "allow_metadata_inventory_put" and "allow_metadata_inventory_take", then I can't get the new stack-informations, it will always show up the previous stack.
How can I solve this? I've found the circular saw codes, which do parts of what I try to do, but those code aren't easy to understand
EDIT: solved myself...
How can I solve this? I've found the circular saw codes, which do parts of what I try to do, but those code aren't easy to understand

EDIT: solved myself...
Last edited by Krock on Sat Nov 30, 2013 09:24, edited 1 time in total.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- addi
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- GitHub: adrido
- Location: Black-Forest, Germany
how must i set up the particle spawner to add particles like this:
Code: Select all
minetest.add_particlespawner(amount, time,
minpos, maxpos,
minvel, maxvel,
minacc, maxacc,
minexptime, maxexptime,
minsize, maxsize,
collisiondetection, texture, playername)
- Casimir
- Member
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- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Can someone make a tutorial on how to use particles/the particle spawner? The api txt is just confusing me.
Last edited by Casimir on Sun Dec 01, 2013 01:18, edited 1 time in total.
Topic: When Minetest allows custom crafting type?
Reason: I want to make a machine that works like the furnaces cooking/smelting but with different output.
More Info(optional):

Transparent woods and bricks
Reason: I want to make a machine that works like the furnaces cooking/smelting but with different output.
More Info(optional):

Transparent woods and bricks
Last edited by D0431791 on Sun Dec 01, 2013 02:11, edited 1 time in total.
Minetest can be better if
*better data structure for players and unstackable items like JSON
*multi sqlite files so that multi dimension can be easily implemented
*more convenient mob developing interface
*better data structure for players and unstackable items like JSON
*multi sqlite files so that multi dimension can be easily implemented
*more convenient mob developing interface
- PilzAdam
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- GitHub: PilzAdam
- IRC: PilzAdam
- Location: Germany
Just define your own get_craft_result() and register_craft() functions.D0431791 wrote:Topic: When Minetest allows custom crafting type?
Reason: I want to make a machine that works like the furnaces cooking/smelting but with different output.
More Info(optional):
http://img716.imageshack.us/img716/5364/pwcl.png
Transparent woods and bricks
- addi
- Member
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- GitHub: adrido
- Location: Black-Forest, Germany
thanks that helped me a lotHybrid Dog wrote:addi wrote:how must i set up the particle spawner to add particles like this:
http://www.king-arthur.eu/gallery/image.php?album_id=2&image_id=138&mode=thumbnailCode: Select all
minetest.add_particlespawner(amount, time, minpos, maxpos, minvel, maxvel, minacc, maxacc, minexptime, maxexptime, minsize, maxsize, collisiondetection, texture, playername)
Code: Select all
minetest.add_particlespawner( 3, --amount 0.1, --time pos, --minpos pos, --maxpos {x=0, y=3, z=0}, --minvel {x=0, y=4, z=0}, --maxvel {x=-4,y=-4,z=-4}, --minacc {x=4,y=-4,z=4}, --maxacc 0.1, --minexptime 1, --maxexptime 2, --minsize 8, --maxsize false, --collisiondetection "smoke_puff.png" --texture )

- Krock
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the name of it is: default:furnacederpswa99 wrote:Can someone tell the correct furnace definition and what I can customize within the code. Also please don't link the development wiki because it honestly doesn't assist in any way especially with functions.
All nodes/blocks/cubes acn you find in the folder games\Minetest_game\mods\default\ (nodes.lua?)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
How does this help at all! I am attempting to create my own furnace but I want to know how the functions and formspec coincide with each other and what I can tailor to create my very own furnace.Krock wrote:the name of it is: default:furnacederpswa99 wrote:Can someone tell the correct furnace definition and what I can customize within the code. Also please don't link the development wiki because it honestly doesn't assist in any way especially with functions.
All nodes/blocks/cubes acn you find in the folder games\Minetest_game\mods\default\ (nodes.lua?)
- Casimir
- Member
- Posts: 1189
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
Get all entities in the area, compare the table with a table of all known hostile mobs (for ... do ...).wcwyes wrote:Can anyone help me?wcwyes wrote:How do I check for hostile mobs around me?
I read it again, and now I understand. No problem.PilzAdam wrote:I personally dont think its confusing... could you tell me your problems with it, so it would be easier to write the tutorial?
Recently there where some commits about ground contend. In the lua_api.txt it says "is_ground_content = false, -- Currently not used for anything", so why the changes? Do modders have to care about that?
try replacing nil with 1Hybrid Dog wrote:Could anyone tell me why my rocket bag doesn't work?
https://raw.github.com/HybridDog/extrab ... r/mvmt.lua
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
- BrunoMine
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- Contact:
I created a mod. I used the following materials: "https://github.com/minetest/minetest/bl ... ua_api.txt".I used the "C + +"
My problem is that I do not know which license should I describe in my mod.
Someone tell me what I should by? do not quite understand it yet.
My problem is that I do not know which license should I describe in my mod.
Someone tell me what I should by? do not quite understand it yet.
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com
Comunidade Minetest Brasil
www.minetestbrasil.com
- addi
- Member
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- GitHub: adrido
- Location: Black-Forest, Germany
on this page you can choose (create) ur own license http://creativecommons.org/choose/brunob.santos wrote:I created a mod. I used the following materials: "https://github.com/minetest/minetest/bl ... ua_api.txt".I used the "C + +"
My problem is that I do not know which license should I describe in my mod.
Someone tell me what I should by? do not quite understand it yet.
Do you have any special wishes regarding your license? If you want your mod to be moved to mod releases, it has to be an open license that allows much. I personally prefer the GPLv3, but there can be almost "wars" over which license is best. Some people also love to use WTFPL.brunob.santos wrote: My problem is that I do not know which license should I describe in my mod.
The CC licenses IMHO are less well suited for code. They aim at other creative work like images, texts, animations etc.addi wrote: on this page you can choose (create) ur own license http://creativecommons.org/choose/
A list of my mods can be found here.
- webdesigner97
- Member
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- Contact:
How can I make sure that a certain piece of code gets executed when ALL nodes of ALL mods are registered?
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
- philipbenr
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Okay. If you want everyone to be able to use, edit and distribute the mod, then use GPLv3. If you want any other license, you might try LGPL or some other one. CC licenses aren't really for code...brunob.santos wrote:I really do not understand how will the license. I created the mod and just want everyone to use it. I post the forum "Modding Geral"?
- BrunoMine
- Member
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Yes!philipbenr wrote: Okay. If you want everyone to be able to use, edit and distribute the mod, then use GPLv3. If you want any other license, you might try LGPL or some other one. CC licenses aren't really for code...
Get to work!

My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com
Comunidade Minetest Brasil
www.minetestbrasil.com
- Krock
- Developer
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- GitHub: SmallJoker
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- Contact:
Topic: Are things like this here possible? (A scrollbar in chests)

Reason: Mods
More Info: Could be interesting to work with that

Reason: Mods
More Info: Could be interesting to work with that
Last edited by Krock on Sun Dec 08, 2013 08:27, edited 1 time in total.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Nightshade
- Member
- Posts: 25
- Joined: Thu Oct 24, 2013 15:25
Ok, so I'm putting together a mod for personal use, and I added a food item. But on use of this food item, I want part of it to return back to the inventory (it's soda, I want an empty bottle back). I have no coding experience, so I'm just going on what I see in minetest_game mods and other mods. I have this...
Can someone tell me where I'm going wrong?
Code: Select all
minetest.register_craftitem("morestuff:apple_soda", {
description = "Apple Soda",
inventory_image = "apple_soda.png",
on_use = minetest.item_eat(3),
replacements = { {"morestuff:apple_soda", "vessels:glass_bottle"} },
})
- Krock
- Developer
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- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Nightshade wrote:Ok, so I'm putting together a mod for personal use, and I added a food item. But on use of this food item, I want part of it to return back to the inventory (it's soda, I want an empty bottle back). I have no coding experience, so I'm just going on what I see in minetest_game mods and other mods. I have this...Can someone tell me where I'm going wrong?Code: Select all
minetest.register_craftitem("morestuff:apple_soda", { description = "Apple Soda", inventory_image = "apple_soda.png", on_use = minetest.item_eat(3), replacements = { {"morestuff:apple_soda", "vessels:glass_bottle"} }, })
Code: Select all
... replacements = { { ...
Codes from moretree mod:
Code: Select all
-- Food recipes!
minetest.register_craftitem("moretrees:coconut_milk", {
description = "Coconut Milk",
inventory_image = "moretrees_coconut_milk_inv.png",
wield_image = "moretrees_coconut_milk.png",
on_use = minetest.item_eat(2),
})

EDIT:
you could do it like the bucket mod: (modifed)
Code: Select all
on_use = function(itemstack, user, pointed_thing)
-- Dig if pointed on node
if pointed_thing.type == "node" then
return
end
minetest.item_eat(3)
return ItemStack({name = "vessels:glass_bottle"})
end,
Last edited by Krock on Sun Dec 08, 2013 17:39, edited 1 time in total.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Nightshade
- Member
- Posts: 25
- Joined: Thu Oct 24, 2013 15:25
This worked perfectly, thanks!Krock wrote: EDIT:
you could do it like the bucket mod: (modifed)Code: Select all
on_use = function(itemstack, user, pointed_thing) -- Dig if pointed on node if pointed_thing.type == "node" then return end minetest.item_eat(3) return ItemStack({name = "vessels:glass_bottle"}) end,
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