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[Mod] doorbell [doorbell]

PostPosted: Fri May 03, 2019 09:39
by Miniontoby
"Doorbell" created by "Miniontoby"

I have made a doorbell mod with a doorbell and a delete tool.


When you push the doorbell there is coming a doorbell_sound only at the person who's hosting the server or only singleplayer.


- = none,
| = delete_tool,
\ = doorbell,
/ = wood,
m_s = mesecons_button:button_off,
w_b = wool:black,
w_w = wool:white,
m_m = group:mesecon_conductor_craftable
d_l = digilines:wire_std_00000000,

Doorbell_locked {

\ | -


Doorbell {

w_b w_b w_b

w_b w_w w_b

w_b w_b w_b


Delete tool {



Doorbell 3D {

\ m_s -


Doorbell mesecons {

\ m_m -


Doorbell digilines{

\ d_l -



I have made It when I was just 10 years, and 3 years later and I made the delete tool
I made the delete tool because I couldn't delete the doorbell.

You can use the delete tool for every node and it look like as the nodebreaker in the mod "Pipeworks".

download mod (older releases and newest release check ... /doorbell/)
doorbell 1.4
(1016.45 KiB) Downloaded 25 times
doorbell 1.3
(1013.27 KiB) Downloaded 19 times
doorbell 1.2
(1013.04 KiB) Downloaded 16 times

Re: [Mod] doorbell [doorbell]

PostPosted: Fri May 17, 2019 10:54
by Miniontoby
Can anyone test my mod and give feedback or tips??

Re: [Mod] doorbell [doorbell]

PostPosted: Sat May 18, 2019 05:35
by DrFrankenstone
You got something working inside Minetest, now its time to polish it.

One approach if you don't know how to do something, is to find a node that behaves similarly to the behaviour you want and see how it works.

In this case, creating a new tool that removes doorbell blocks because they ring on left-click and thus do not break, seems like sidestepping a problem instead of figuring it out. You could look at how the button in mesecons works (like doors, cupboards, chests etc, it activates on a right click), or you could keep it ringing on left-click while also having it breakable with existing tools, by removing the set_node() call and setting groups = {cracky=1}. Ringing on right-click in addition to the left click probably wouldn't be a bad thing either - right click is more conventional, and you could even look into that mesecon button code to see how to make the doorbell button 3D if you wanted.

Note that in creative mode it will still break immediately on a left-click (once you've removed the set_node() call), but when used in a normal game it will behave the way you want - e.g. not breaking on left-click unless you use a pickaxe and even then taking a long time with a pickaxe. Perhaps 10-year old you was testing it in creative mode, and so was unable to stop it breaking on a left-click without adding that call to set_node().

Re: [Mod] doorbell [doorbell]

PostPosted: Mon May 20, 2019 15:33
by Miniontoby

I have made 2 more doorbells.

One looks as the mesecons doorbell and the other one is the doorbell with right click.

The doorbell that already was there is now renamed to "doorbell_lock" because you can't delete them by hand (only by the delete tool) and that can you see as 'locked' and it has a lock drawing in the center.
Doorbell 1.1
(452.68 KiB) Downloaded 23 times

P.S. Thanks "DrFrankenstone" for the idea

Re: [Mod] doorbell [doorbell]

PostPosted: Tue May 21, 2019 16:42
by Miniontoby
The mod is now ready to download it from Minetest > content > browse online content > find "doorbell" (> = goto) or "minetest mods" app or from

Re: [Mod] doorbell [doorbell]

PostPosted: Thu May 23, 2019 13:59
by Miniontoby

I have made a new doorbell.

The newest doorbell is named "doorbell_mesecons" and you need to have "mesecons". It does the doorbell sound when mesecons (that connected is) on is.
Doorbell 1.2
(1013.04 KiB) Downloaded 17 times

Re: [Mod] doorbell [doorbell]

PostPosted: Mon May 27, 2019 15:53
by Miniontoby
How can I make the mod so that he can skip some doorbells to load (when you hasn't got (exemple: ) "Mesecons" )

Re: [Mod] doorbell [doorbell]

PostPosted: Tue May 28, 2019 13:24
by Joseph16
make it so the mesecon doorbell is its own mod, contained inside the main mod as a modpack. Then, set the mesecons mod as a dependency in the mesecon doorbell.

your file folder will be like:

Re: [Mod] doorbell [doorbell]

PostPosted: Tue May 28, 2019 13:28
by Miniontoby
I mean that the script can search that there is the mesecons mod

But your option is for this time a good option

Re: [Mod] doorbell [doorbell]

PostPosted: Wed Jun 12, 2019 15:53
by Miniontoby

I have made a change.

The mod is now looking of there is the mod "mesecons" and when that mod is on, it load the "doorbell_mesecons" and the "3D doorbell"

And the receipes are changed
doorbell 1.3
(1013.27 KiB) Downloaded 19 times

Re: [Mod] doorbell [doorbell]

PostPosted: Sat Jun 15, 2019 09:24
by Miniontoby
Does anyone has got a idea how to make a doorbell so that when you right click them (theres is also coming a doorbell sound) there comes a waypoint with the distance from the doorbell until the player who's run the server (I mean the "name = <your name>" name in the "minetest.conf")

Re: [Mod] doorbell [doorbell]

PostPosted: Tue Jul 02, 2019 08:22
by Miniontoby

I have made a new Doorbell.

The newest doorbell is named "doorbell_digiline" and you need to have "digilines" for it. When you do make a lua controller with button you can do:
"if pin.c == true then

You need for this code the button at port "c" and change the "channel" to the channel you have chosen (when you right click on the doorbell).
doorbell 1.4
(1016.45 KiB) Downloaded 19 times

Re: [Mod] doorbell [doorbell]

PostPosted: Sun Jul 28, 2019 13:03
by BuckarooBanzay
Any chance you could put that on github/gitlab or another git/vcs service?
Code is much more maintainable if it is properly versioned...

Re: [Mod] doorbell [doorbell]

PostPosted: Sun Jul 28, 2019 15:08
by Miniontoby
I don't have github and you can download it on

Re: [Mod] doorbell [doorbell]

PostPosted: Fri Aug 30, 2019 18:31
by Miniontoby
My mod have now more than 400 downloads on

Re: [Mod] doorbell [doorbell]

PostPosted: Sun Sep 29, 2019 11:20
by Miniontoby
We hit the 500 downloads on