[Mod] Timber [0.1] [timber]
[Mod] Timber [0.1] [timber]
This is the equivalent to the minecraft timber mod.
An easy 2-minute-coding mod.
YouTube (of Minecraft Version)
Works with
- Jungletree
- Tree
- Papyrus
- Cactus
Download
V 0.1 as .zip
License: GPLv3
Dependencies: none
An easy 2-minute-coding mod.
YouTube (of Minecraft Version)
Works with
- Jungletree
- Tree
- Papyrus
- Cactus
Download
V 0.1 as .zip
License: GPLv3
Dependencies: none
Last edited by Jeija on Sat Jan 26, 2013 21:56, edited 1 time in total.
- Death Dealer
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- LolManKuba
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- LolManKuba
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- Death Dealer
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- Death Dealer
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i dont think he converted it, he just coded it with lua (the idea), minecraft is java. do you think celeron asked notch if he could make minetest no.
Last edited by Death Dealer on Sun Apr 08, 2012 22:50, edited 1 time in total.
Keep calm and code python^_^
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- jordan4ibanez
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I thought this made trees fall when you removed the base. Sorry this isn't for me.bgsmithjr wrote:Great mod!!
It only made the middle trunk fall as an item, is it supposed to be like that?
Last edited by bgsmithjr on Mon Apr 09, 2012 03:11, edited 1 time in total.
Yes. Also works with cactus, papyrus and jungletrees.
That's the whole thing the mod does.
- Just watch the YouTube video -
That's the whole thing the mod does.
- Just watch the YouTube video -
Last edited by Jeija on Mon Apr 09, 2012 05:48, edited 1 time in total.
- kddekadenz
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I changed the mod, so you get the items initially (no drops)
Code: Select all
timber_nodenames={"default:jungletree", "default:papyrus", "default:cactus", "default:tree"}
minetest.register_on_dignode(function(pos, node, digger)
local i=1
while timber_nodenames[i]~=nil do
if node.name==timber_nodenames[i] then
np={x=pos.x, y=pos.y+1, z=pos.z}
while minetest.env:get_node(np).name==timber_nodenames[i] do
minetest.env:remove_node(np)
digger:get_inventory():add_item('main', timber_nodenames[i])
np={x=np.x, y=np.y+1, z=np.z}
end
end
i=i+1
end
end)
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- kddekadenz
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If I add default:stone and change y+1 to y-1 I'm able to dig down. I'm wondering why sometimes it goes 26 down, other times 120 or so, so basically it digs down until a random amount. The total amount of collected stone is already displayed in my inventory after the first digging. So I know how far down I'll go.There was still stone to dig, so changing nodes didn't cause it.kddekadenz wrote:I changed the mod, so you get the items initially (no drops)
Code: Select all
timber_nodenames={"default:jungletree", "default:papyrus", "default:cactus", "default:tree"} minetest.register_on_dignode(function(pos, node, digger) local i=1 while timber_nodenames[i]~=nil do if node.name==timber_nodenames[i] then np={x=pos.x, y=pos.y+1, z=pos.z} while minetest.env:get_node(np).name==timber_nodenames[i] do minetest.env:remove_node(np) digger:get_inventory():add_item('main', timber_nodenames[i]) np={x=np.x, y=np.y+1, z=np.z} end end i=i+1 end end)
Anyone?
Topywo, I think that is caused by a "bug" in minetest, to be more precise:
Minetest only loads some chunks around you.
If a mod tries to acces a node that is too far away, in an unloaded chunk, minetest simply ignores that. That happens in this mod, as the stone below you seems to be unloaded as well as in the mesecons mod where too big structures don`t work.
Minetest only loads some chunks around you.
If a mod tries to acces a node that is too far away, in an unloaded chunk, minetest simply ignores that. That happens in this mod, as the stone below you seems to be unloaded as well as in the mesecons mod where too big structures don`t work.
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