need help with a mod

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jordan4ibanez
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need help with a mod

by jordan4ibanez » Sun Jan 01, 2012 00:58

okay so here is my acid mod



--ACID FLOW

minetest.register_node("acid:acid_flow", {

drawtype = "flowingliquid",

tile_images = {'acid.png'},

inventory_image = 'acid.png',

alpha = 20,

paramtype = 'light',

walkable = false,

diggable = false,

liquid_viscosity = 6,

liquidtype = "flowing",

liquid_alternative_flowing = "acid_flow",

liquid_alternative_source = "acid_source",

special_materials = {

{image="acid.png", backface_culling=false},

{image="acid.png", backface_culling=true},

},

})





--ACID SOURCE

minetest.register_node('acid:acid_source', {

drawtype = 'liquid',

tile_images = {'acid.png'},

inventory_image = 'acid.png',

alpha = 20,

paramtype = 'light',

walkable = false,

pointable = false,

diggable = false,

buildable_to = false,

damage_per_second = 5,

liquid_viscosity = 6,

liquidtype = "source",

liquid_alternative_flowing = "acid_flow",

liquid_alternative_source = "acid_source",

special_materials = {

{image="acid.png", backface_culling=false},

},

})







minetest.register_craft({

output = 'NodeItem "acid:acid_source" 10',

recipe = {

{'', 'node "default:brick" 1', ''},

{'', 'node "default:brick" 1', ''},

},

})


but when i place the acid down it says
ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to place "air" at (quards) (block (way diferent quards))


HELPPP
Last edited by jordan4ibanez on Sun Jan 01, 2012 00:58, edited 1 time in total.
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Jordach
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by Jordach » Sun Jan 01, 2012 01:42

Instead of acid you are placing, its air. You need to define it as a liquid. Not O2.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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jordan4ibanez
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by jordan4ibanez » Sun Jan 01, 2012 01:54

how would i do that? i thought i already told it its a liquid
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Jordach
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by Jordach » Sun Jan 01, 2012 03:13

Liquids are nodes, is that set?
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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jordan4ibanez
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by jordan4ibanez » Sun Jan 01, 2012 03:38

yes that is
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Daraku
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by Daraku » Sun Jan 01, 2012 07:13

Check water implementation in default/init.lua:
Code: Select all
minetest.register_node("default:water_flowing", {
    drawtype = "flowingliquid",
    tile_images = {"default_water.png"},
    alpha = WATER_ALPHA,
    inventory_image = minetest.inventorycube("default_water.png"),
    paramtype = "light",
    walkable = false,
    pointable = false,
    diggable = false,
    buildable_to = true,
    liquidtype = "flowing",
    liquid_alternative_flowing = "water_flowing",
    liquid_alternative_source = "water_source",
    liquid_viscosity = WATER_VISC,
    post_effect_color = {a=64, r=100, g=100, b=200},
    special_materials = {
        {image="default_water.png", backface_culling=false},
        {image="default_water.png", backface_culling=true},
    },
})

minetest.register_node("default:water_source", {
    drawtype = "liquid",
    tile_images = {"default_water.png"},
    alpha = WATER_ALPHA,
    inventory_image = minetest.inventorycube("default_water.png"),
    paramtype = "light",
    walkable = false,
    pointable = false,
    diggable = false,
    buildable_to = true,
    liquidtype = "source",
    liquid_alternative_flowing = "water_flowing",
    liquid_alternative_source = "water_source",
    liquid_viscosity = WATER_VISC,
    post_effect_color = {a=64, r=100, g=100, b=200},
    special_materials = {
        -- New-style water source material (mostly unused)
        {image="default_water.png", backface_culling=false},
    },
})

minetest.register_node("default:lava_flowing", {
    drawtype = "flowingliquid",
    tile_images = {"default_lava.png"},
    inventory_image = minetest.inventorycube("default_lava.png"),
    paramtype = "light",
    light_source = LIGHT_MAX - 1,
    walkable = false,
    pointable = false,
    diggable = false,
    buildable_to = true,
    liquidtype = "flowing",
    liquid_alternative_flowing = "lava_flowing",
    liquid_alternative_source = "lava_source",
    liquid_viscosity = LAVA_VISC,
    damage_per_second = 4*2,
    post_effect_color = {a=192, r=255, g=64, b=0},
    special_materials = {
        {image="default_lava.png", backface_culling=false},
        {image="default_lava.png", backface_culling=true},
    },
})

minetest.register_node("default:lava_source", {
    drawtype = "liquid",
    tile_images = {"default_lava.png"},
    inventory_image = minetest.inventorycube("default_lava.png"),
    paramtype = "light",
    light_source = LIGHT_MAX - 1,
    walkable = false,
    pointable = false,
    diggable = false,
    buildable_to = true,
    liquidtype = "source",
    liquid_alternative_flowing = "lava_flowing",
    liquid_alternative_source = "lava_source",
    liquid_viscosity = LAVA_VISC,
    damage_per_second = 4*2,
    post_effect_color = {a=192, r=255, g=64, b=0},
    special_materials = {
        -- New-style lava source material (mostly unused)
        {image="default_lava.png", backface_culling=false},
    },
    furnace_burntime = 60,
})
 

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by sfan5 » Sun Jan 01, 2012 08:29

minetest.register_node('acid:acid_source', {
..
buildable_to = false
..
})


You can't place your liquid, because your code doesn't allow it.
Replace false with true and it should work.
Last edited by sfan5 on Sun Jan 01, 2012 08:33, edited 1 time in total.
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by IPushButton2653 » Sun Jan 01, 2012 08:56

Tried that, I placed the acid_flow block, and it came up with CONTENT_IGNORE error thingey, I don't know why, I shall look into it.......
 

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by IPushButton2653 » Sun Jan 01, 2012 09:18

Just try using the code for water or lava, but just set it to refer to the acid textures, not lava or water.........
 

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by sfan5 » Sun Jan 01, 2012 09:21

IPushButton2653 wrote:Tried that, I placed the acid_flow block, and it came up with CONTENT_IGNORE error thingey, I don't know why, I shall look into it.......

jordan4ibanez wants to place the acid_source block not the acid_flow block
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by IPushButton2653 » Sun Jan 01, 2012 19:06

I tried everything, it won't allow the acid to flow. Someone needs to attempt to use the code for lava and adjust it for use with the acid mod, and try that. I'm too busy with helping someone with a parkour map to help with this.
 

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by celeron55 » Sun Jan 01, 2012 19:10

The problem is in
Code: Select all
    liquid_alternative_flowing = "acid_flow",

    liquid_alternative_source = "acid_source",


The default mod makes this a bit hard to see because it uses the legacy aliases of water nodes, which are "water_flowing" and "water_source" while their real names are "default:water_flowing" and "default:water_source". I'll change those to make it more clear.

Your mod fixed:
Code: Select all
    liquid_alternative_flowing = "acid:acid_flow",

    liquid_alternative_source = "acid:acid_source",
 

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by IPushButton2653 » Sun Jan 01, 2012 19:15

Dang, why do the admins always know everything???
 

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by sfan5 » Sun Jan 01, 2012 19:17

idk :D
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by IPushButton2653 » Sun Jan 01, 2012 19:27

Well, of to work on the parkour map ^^
 

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by MarkTraceur » Sun Jan 01, 2012 20:05

IPushButton2653 wrote:Dang, why do the admins always know everything???


He's not just the admin, he's the developer of the game. He'd know best the quirks of his own system!
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by IPushButton2653 » Sun Jan 01, 2012 20:26

I guess that no one gets that I know that, and I point out stuff like that, the forums need at least one idiot.........
 

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by jordan4ibanez » Sun Jan 01, 2012 20:57

celeron55 wrote:The problem is in
Code: Select all
    liquid_alternative_flowing = "acid_flow",

    liquid_alternative_source = "acid_source",


The default mod makes this a bit hard to see because it uses the legacy aliases of water nodes, which are "water_flowing" and "water_source" while their real names are "default:water_flowing" and "default:water_source". I'll change those to make it more clear.

Your mod fixed:
Code: Select all
    liquid_alternative_flowing = "acid:acid_flow",

    liquid_alternative_source = "acid:acid_source",

thank you sir!
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