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Topywo
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by Topywo » Post

wcwyes wrote:where is the register chat command spawn?
Under:
minetest/builtin/chatcommands.lua

(search for spawn)

Code: Select all

minetest.register_chatcommand("spawnentity", {
    params = "<entityname>",
    description = "spawn entity at your position",
    privs = {give=true, interact=true},
    func = function(name, param)
        local entityname = string.match(param, "(.+)$")
        if not entityname then
            minetest.chat_send_player(name, "entityname required")
            return
        end
        print('/spawnentity invoked, entityname="'..entityname..'"')
        local player = minetest.get_player_by_name(name)
        if player == nil then
            print("Unable to spawn entity, player is nil")
            return true -- Handled chat message
        end
        local p = player:getpos()
        p.y = p.y + 1
        minetest.add_entity(p, entityname)
        minetest.chat_send_player(name, '"'..entityname
                ..'" spawned.');
    end,
})

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Element
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by Element » Post

how do i put a folder in a reply box
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Chinchow
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by Chinchow » Post

Does anyone know how to set up schematics?
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wcwyes
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by wcwyes » Post

It appears that chatcommands.lua only has /spawnentity, I'm looking for /spawn it should look like

Code: Select all

minetest.register_chatcommand("spawn"
Topywo wrote:
wcwyes wrote:where is the register chat command spawn?
Under:
minetest/builtin/chatcommands.lua

(search for spawn)

Code: Select all

minetest.register_chatcommand("spawnentity", {
    params = "<entityname>",
    description = "spawn entity at your position",
    privs = {give=true, interact=true},
    func = function(name, param)
        local entityname = string.match(param, "(.+)$")
        if not entityname then
            minetest.chat_send_player(name, "entityname required")
            return
        end
        print('/spawnentity invoked, entityname="'..entityname..'"')
        local player = minetest.get_player_by_name(name)
        if player == nil then
            print("Unable to spawn entity, player is nil")
            return true -- Handled chat message
        end
        local p = player:getpos()
        p.y = p.y + 1
        minetest.add_entity(p, entityname)
        minetest.chat_send_player(name, '"'..entityname
                ..'" spawned.');
    end,
})

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fairiestoy
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by fairiestoy » Post

Spawn is afaik a self-written mod. if you just start a singleplayer world, /spawn shouldn't be available ( at least on my 0.4.7+ versions ). If you want some spawn commands, search the forum by using the search tool respectively.
Here is an example i know from BrandonReese: Custom Spawn points. It works different, but should give you a good feeling. And next time:
Hell use the search tool in the top bar(!)
Last edited by fairiestoy on Fri Oct 25, 2013 16:45, edited 1 time in total.
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by BrunoMine » Post

Someone could show me a tutorial for creating mods
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by kaeza » Post

brunob.santos wrote:Someone could show me a tutorial for creating mods
Read the code for other (simple) mods, and learn how they do stuff. That's the best way to learn.
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Chinchow
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by Chinchow » Post

Chinchow wrote:Does anyone know how to set up schematics?
Sorry about this just bumping the question in case someone that does know didn't see it.
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Ikishida
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by Ikishida » Post

Aqua wrote:
Likwid H-Craft wrote:Title:How do I upload a Model?

You see I made a model and I like to, inport it on, Minetest but how do I?

And is there a way have the textures to work to like the player.
What did you make the model on? Blender? I think you have to import it to a .X file using DirectX or something.
where can I download DirectX or Blender?
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Dan Duncombe
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by Dan Duncombe » Post

Ikishida wrote:
Aqua wrote:
Likwid H-Craft wrote:Title:How do I upload a Model?

You see I made a model and I like to, inport it on, Minetest but how do I?

And is there a way have the textures to work to like the player.
What did you make the model on? Blender? I think you have to import it to a .X file using DirectX or something.
where can I download DirectX or Blender?
Download blender from it's website- just search Blender 3d modelling.

It has a built-in DirectX exporter to export the models.
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fairiestoy
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by fairiestoy » Post

Chinchow wrote:
Chinchow wrote:Does anyone know how to set up schematics?
Sorry about this just bumping the question in case someone that does know didn't see it.
Question would be what exactly you want to know. Docs says this:
Lua Docs wrote: Schematics:
minetest.create_schematic(p1, p2, probability_list, filename)
^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
^ Apply the specified probability values to the specified nodes in probability_list.
^ probability_list is an array of tables containing two fields, pos and prob.
^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
^ If there are two or more entries with the same pos value, the last occuring in the array is used.
^ If pos is not inside the box formed by p1 and p2, it is ignored.
^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.
That would lead ( to me ) to a example call like this:

minetest.create_schematic( {x=1,y=1,z=0}, {x=10,y=10,z=5}, nil, 'test_schematic' )

Which would lead to a box with a x_length = 10 , y_length = 10, height = 6, didn't test it though. Was how i understood the explanation. Otherwise did you took a look at the City generator of MKitsune? Its using schematics iirc.
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Chinchow
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by Chinchow » Post

fairiestoy wrote:
Chinchow wrote:
Chinchow wrote:Does anyone know how to set up schematics?
Sorry about this just bumping the question in case someone that does know didn't see it.
Question would be what exactly you want to know. Docs says this:
Lua Docs wrote: Schematics:
minetest.create_schematic(p1, p2, probability_list, filename)
^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
^ Apply the specified probability values to the specified nodes in probability_list.
^ probability_list is an array of tables containing two fields, pos and prob.
^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
^ If there are two or more entries with the same pos value, the last occuring in the array is used.
^ If pos is not inside the box formed by p1 and p2, it is ignored.
^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.
That would lead ( to me ) to a example call like this:

minetest.create_schematic( {x=1,y=1,z=0}, {x=10,y=10,z=5}, nil, 'test_schematic' )

Which would lead to a box with a x_length = 10 , y_length = 10, height = 6, didn't test it though. Was how i understood the explanation. Otherwise did you took a look at the City generator of MKitsune? Its using schematics iirc.
I will look into what you showed me but MirceaKitsune's files are all in .mts and I can't open those or edit them so they just look like mush.
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Sokomine
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by Sokomine » Post

Chinchow wrote: I will look into what you showed me but MirceaKitsune's files are all in .mts and I can't open those or edit them so they just look like mush.
Those .mts files are in a binary format and not intended to be edited with a normal editor.

The best way to create your own schematics is to use Worldedit:

Code: Select all

//mtschemcreate your_file_name
ought to do it.
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Chinchow
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by Chinchow » Post

Thanks for the help Sokomine a sneak peek of things to come:
Image
Cheers!
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durtective6
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by durtective6 » Post

Hi, im just wondering, for my mod i'd like to make a alchemy furnace like thing. It would be like the alloy furnaces from things like technic, however i do not know how to add in the second slot for things to smelt like what the alloy furnaces have. Would someone be able to help? and also how would you make a new crafting type like what the furnace has (cooking) as i would like to make alchemy as a type. thanks for any help
Last edited by durtective6 on Sat Nov 02, 2013 20:21, edited 1 time in total.
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LionsDen
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by LionsDen » Post

durtective6 wrote:Hi, im just wondering, for my mod i'd like to make a alchemy furnace like thing. It would be like the alloy furnaces from things like technic, however i do not know how to add in the second slot for things to smelt like what the alloy furnaces have. Would someone be able to help? and also how would you make a new crafting type like what the furnace has (cooking) as i would like to make alchemy as a type. thanks for any help
About the best thing I can tell you is to examine the code for technic, both for the alloy furnace and the alloy furnace recipes.

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durtective6
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by durtective6 » Post

i have but have had no luck, ive also looked at this viewtopic.php?id=3546 with only little success plus i dont like editing other peoples code and posting it because it doesnt look like i made the mod, i only look at other code to see if im doing stuff right
Last edited by durtective6 on Sat Nov 02, 2013 20:46, edited 1 time in total.
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wcwyes
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by wcwyes » Post

If you want to use your own code take their code and use your own words to describe it like writing a book, besides we're all in this together.
durtective6 wrote:i have but have had no luck, ive also looked at this viewtopic.php?id=3546 with only little success plus i dont like editing other peoples code and posting it because it doesnt look like i made the mod, i only look at other code to see if im doing stuff right

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LionsDen
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by LionsDen » Post

And you will be learning how other people do it and possibly improving your own code in the process. Plus sometimes you will find errors in their code that you can tell them about. I have done that once or twice with some stuff in minetest. :)

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durtective6
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by durtective6 » Post

Also if i have a dependency which is someone elses mod, am i allowed to include it as a component of a mod pack
also does wtfpl cover code like code editing?
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LionsDen
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by LionsDen » Post

If it says the code is WTFPL then it means that anyone can do anything that they want to the code and the author doesn't care. You don't even have to credit them but it is always nice anyway to do so. Textures and sounds may or may not be WTFPL but usually the mod will tell you whatever license they have. Basically WTFPL means public domain.

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by leetelate » Post

exactily - all my stuff is wtfpl and you can use it however you want, but some other modders use different licenses that require notification that you are using it - just read the readme on their mod to know what to do

oh and if you use a texture from somewhere (like the web), be sure you trace it yourself and not just drop it in as there are 'programmed pixels' that report use back to the owner - weird but true - just trace it out yourself (edge-detect,fill, tweak) and don't just drop it in

worlds made from a mod have to have the default and any dependencies included with them in the game, and that requires the license for those mods be included - i just put in a disclaimer saying it is in there because it has to be in there since it is a world and reference the default's readme (slacking, yes)
Last edited by leetelate on Sun Nov 03, 2013 17:44, edited 1 time in total.
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paramat
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by paramat » Post

Once i get my mits on 0.4.8 stable how do i make "air" nodes drownable, for my space mods, is it even possible?

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paramat
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by paramat » Post

Chinchow wrote:Thanks for the help Sokomine a sneak peek of things to come:
https://pbs.twimg.com/media/BYEzucBCAAAx3TW.png
Cheers!
Wow is that MGV7? that red terrain look very interesting.

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Chinchow
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by Chinchow » Post

paramat wrote:
Chinchow wrote:Thanks for the help Sokomine a sneak peek of things to come:
https://pbs.twimg.com/media/BYEzucBCAAAx3TW.png
Cheers!
Wow is that MGV7? that red terrain look very interesting.
Yes it is MGV7
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