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LionsDen
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by LionsDen » Post

Krock wrote:Topic: Are things like this here possible? (A scrollbar in chests)
http://i.imgur.com/ohpm62H.png
Reason: Mods
More Info: Could be interesting to work with that
An actual scroll bar that works, maybe but I think it would be very difficult to do. You could however have an up arrow button and a down arrow button and use them to scroll through different inventories. To do something like that I would suggest you study the code for unified inventory which is part of the technic mod.

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Krock
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by Krock » Post

Nightshade wrote:This worked perfectly, thanks!
Wow, and I didn't even test it :3
LionsDen wrote:To do something like that I would suggest you study the code for unified inventory which is part of the [unified infentory mod]
Okay thanks, maybe are scrollbars needed somewhen :)
Last edited by Krock on Sun Dec 08, 2013 19:08, edited 1 time in total.
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LionsDen
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by LionsDen » Post

I believe that the unified inventory mod is no longer being developed at that thread and is now a part of technic. A sub-mod if you will. At least I remember hearing about that at one point months ago.

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Nightshade
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by Nightshade » Post

Nightshade wrote: This worked perfectly, thanks!
Ok, so maybe it didn't work as perfectly as I thought. First what I did was take out my "on_use" then put in yours. that didn't allow the soda to heal. Then I combined the two, but if you tried to drink one from a whole stack, the whole stack was taken. SO, I added a stack limit of 1, and that fixed it. I ended up with this:

Code: Select all

minetest.register_craftitem("morestuff:apple_soda", {
    description = "Apple Soda",
    inventory_image = "apple_soda.png",
    stack_max = 1,
    on_use = minetest.item_eat(4),
    on_use = function(itemstack, user, pointed_thing)
        -- Dig if pointed on node
        if pointed_thing.type == "node" then
            return
        end
        minetest.item_eat(4)
        return ItemStack({name = "vessels:glass_bottle"})
    end,
})
I may look into the code of the farming:bread and change some stuff around later though. :)
Last edited by Nightshade on Mon Dec 09, 2013 03:18, edited 1 time in total.

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D0431791
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by D0431791 » Post

Topic: [0.4.8]How to get the seed string?
Reason: I want to make a mod that generates pseudo random number based on kikito/md5.lua .
More Info(optional): The seed string, which is available in 0.4.8 but not in 0.4.7 .
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

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Krock
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by Krock » Post

+ Spoiler
solved myself with listname = "nodemeta:"..pos.x..","..pos.y..","..pos.z
Last edited by Krock on Tue Dec 10, 2013 16:33, edited 1 time in total.
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BrunoMine
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by BrunoMine » Post

I do not know how to skip lines.

Code: Select all

  meta:set_string("formspec",
            "size[8,9]"..
            "textarea[0,0;8,8;Texto;Aventura de Minerador (O Troféu);Para conseguir o troféu de minerador você deverá encontrar o livro de receiras 'Corpo de Troféo' e 'Base de Troféu', depois faça os itens e unaos para obter o belo troféu]"
            )
        return formspec
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com

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BrunoMine
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by BrunoMine » Post

brunob.santos wrote:I do not know how to skip lines.

Code: Select all

  meta:set_string("formspec",
            "size[8,9]"..
            "textarea[0,0;8,8;Texto;Book of bla;Bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla]"
            )
        return formspec
HELP!
:(
Last edited by BrunoMine on Wed Dec 11, 2013 00:27, edited 1 time in total.
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www.minetestbrasil.com

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Krock
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by Krock » Post

skip lines? how do you mean that?
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PilzAdam
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by PilzAdam » Post

brunob.santos wrote:
brunob.santos wrote:I do not know how to skip lines.

Code: Select all

  meta:set_string("formspec",
            "size[8,9]"..
            "textarea[0,0;8,8;Texto;Book of bla;Bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla]"
            )
        return formspec
HELP!
:(

Code: Select all

  meta:set_string("formspec",
            "size[8,9]"..
            "textarea[0,0;8,8;Texto;Book of bla;Bla bla bla bla bla bla bla bla bla bla"..
            " bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla"..
            " bla bla bla bla bla bla bla]"
            )
return formspec

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BrunoMine
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by BrunoMine » Post

PilzAdam wrote:

Code: Select all

  meta:set_string("formspec",
            "size[8,9]"..
            "textarea[0,0;8,8;Texto;Book of bla;Bla bla bla bla bla bla bla bla bla bla"..
            " bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla"..
            " bla bla bla bla bla bla bla]"
            )
return formspec
Does not work!
+ Spoiler
My small square universe under construction ... Minemacro
Comunidade Minetest Brasil
www.minetestbrasil.com

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PilzAdam
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by PilzAdam » Post

brunob.santos wrote:
PilzAdam wrote:

Code: Select all

  meta:set_string("formspec",
            "size[8,9]"..
            "textarea[0,0;8,8;Texto;Book of bla;Bla bla bla bla bla bla bla bla bla bla"..
            " bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla"..
            " bla bla bla bla bla bla bla]"
            )
return formspec
Does not work!
Oh, you want the newlines in-game. Use \n for that.

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AMMOnym
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by AMMOnym » Post

i need only one thing: i making on my mod from simple mobs but i dont know how i can set jumping to any lenght , high and speed. Please help me

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pandaro
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by pandaro » Post

'm sorry but I have tried in several ways. I'm not able to change the position of a HUD through "hud_change ()"

EXAMPLE of not working test:
minetest.register_tool("player_radar:radar_hud",{
description="radar hud",
inventory_image = ("portable_receiver.png"),
tool_capabilities = {
groupcaps={
snappy = {times={[2]=0.95}, uses=20, maxlevel=1},
--fleshy = {times={[3]=1.6}, uses=10, maxlevel=1}
}
},
on_use=function(itemstack,user)
player_radar_hud[user:get_player_name()] = user:hud_add({
hud_elem_type = "image",
position = {x=0.5,y=0.5},
scale = {x=0.1, y=0.1},
text = "radar13cmp2.png",
number = 1,
alignment = {x=0,y=0},
offset = {
x = 0;
y = 0;
},
})
end,
on_place=function(itemstack,placer)
placer:hud_change(player_radar_hud[placer:get_player_name()],"position",{x=0.1,y=0.1})
print(dump(placer:hud_get(player_radar_hud[placer:get_player_name()])))
end,
})
someone could pass me an example?
sorry for bad english
Linux debian 7 wheezy 64
kde

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kaeza
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by kaeza » Post

Pandaro: seems like a typo in the Lua HUD. I have submitted a patch for it.

For now, you can use "pos" instead of "position".
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AMMOnym
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by AMMOnym » Post

It is possible that it can be from one combination to produce more things as output?
minetest.register_craft({
output = 'poke:magicarp', 'poke:psyduck',->?
recipe = {
{'poke:randomwater'},
{'poke:awakening'},
}

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AMMOnym
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by AMMOnym » Post

thx

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pandaro
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by pandaro » Post

kaeza wrote:Pandaro: seems like a typo in the Lua HUD. I have submitted a patch for it.

For now, you can use "pos" instead of "position".
kaeza thanks, it works!
I hope that your patch is accepted.
sorry for bad english
Linux debian 7 wheezy 64
kde

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Casimir
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by Casimir » Post

About the hud; No matter what I set "direction" to, it always looks the same. Could it be that this is not implemented yet?

Code: Select all

player_bubbles[name] = player:hud_add({
    hud_elem_type = "statbar",
    text = "bubble.png",
    number = 20,
    direction = 1,
    position = {x=0.5,y=0.9},
    offset = {x=0, y=19},
})
Last edited by Casimir on Fri Dec 20, 2013 20:12, edited 1 time in total.

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wcwyes
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by wcwyes » Post

Is there a way to connect two worlds? Has anyone done it? Is it in the realm of possibilities thru lua or is it something I would have to get into the hard coding for?

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Casimir
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by Casimir » Post

Depending on what you want, there are two things I can think of. Both would be possible in Lua.
1. With some portal thing when entered the player file is copied to the second world, in one file there is saved that the player left the world. Then the player is kicked out of the server and can not connect until the "player is not in this world" file is changed from an other world. You would have to manually connect to the new server.
2. A shared build area. When ever a node is altered in the defined area, it is saved in a worldedit file and sent to the second server/world together with a timestamp and then loaded into the second world.
Last edited by Casimir on Sun Dec 22, 2013 14:15, edited 1 time in total.

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wcwyes
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by wcwyes » Post

Casimir wrote:Depending on what you want, there are two things I can think of. Both would be possible in Lua.
1. With some portal thing when entered the player file is copied to the second world, in one file there is saved that the player left the world. Then the player is kicked out of the server and can not connect until the "player is not in this world" file is changed from an other world. You would have to manually connect to the new server.
2. A shared build area. When ever a node is altered in the defined area, it is saved in a worldedit file and sent to the second server/world together with a timestamp and then loaded into the second world.
couldn't I make a .js file to use theplayer profile to automatically log the player into the new server?

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fairiestoy
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by fairiestoy » Post

Question is: What are you exactly aiming at? Do you want to cross-connect several servers by portals? If you just want to give the player the imagination that hes wandering between different worlds, you could create a mod which adds unpassable borders at specific heights and generate new land above this borders. If a player gets ported to the destination, he cannot get back to the original level without the portals. Thats at least the most useable solution ( imo ) when you don't want to kick out the user from his server and force him to reconnect somewhere else ( where he might run into problems when not finding it in the server list for example ).

If you want the crossconnect stuff ( which is interesting ), you have to suggest a API facility to the devs ( like minetest.client_connect_to( <connection parameters> ) ) which holds the current connection but tries to get the user into the other server. On success, he gives free the original connection. Should be a client-only thing.
Last edited by fairiestoy on Mon Dec 23, 2013 05:30, edited 1 time in total.
Interesting about new things is, to figure out how it works ...

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Krock
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by Krock » Post

Topic: Can someone put this C# code into LUA?
Reason: Mods
More Info: This here is the code:

Code: Select all

//for the 3D-coords
struct Position {
     public int x, y, z;
}
//node
struct Node {
     public int param2;
}
//nplayer
class Player {
     //just pointing to the existence of this
}

//now the codes
void testing(Position pos, Node node, Player player) {
     for(int x = pos.x - 1, x <= pos.x + 1, x++) {
     for(int y = pos.y - 1, y <= pos.y + 1, y++) {
     for(int z = pos.z - 1, z <= pos.z + 1, z++) {
          Position xpos = new Position();
          xpos.x = x;
          xpos.y = y;
          xpos.z = z;
          minetest.env:remove_node(xpos);
     }
     }
     }
}
In short: it should dig a 3*3*3 block, without changing the "pos" variable.
Last edited by Krock on Mon Dec 23, 2013 19:47, edited 1 time in total.
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Krock
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by Krock » Post

Hybrid Dog wrote:function dig3(pos)
for i = -1,1 do
for j = -1,1 do
for k = -1,1 do
minetest.remove_node({x=pos.x+i, y=pos.y+j, z=pos.z+k})
end
end
end
end
Oh thanks, I simply thought too much.
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