hajo wrote:With entries in depends.txt it is possible for a mod to check if other needed mods are installed.
hajo wrote:Is it possible to check for a minimum version of the minetest-engine (e.g."needs 0.4.16-dev") ?
wrcwpk wrote:Topic: How to handle a block being right clicked
wrcwpk wrote:How can I get the formatted item name? when using itemstack:get_name()?
Right now it prints table: 0x<Some hex code> where what I want is "default:dirt"
John_Constructor wrote:Title: Is there a way to mass-override crafts as well as create the ability to use two of the same item to somewhat carve them into things such as AxeHeads?
Reason: I want to make a Crafting Realism mod that rather than allowing to start off with wood, needing to start off with collecting stones to create tools, or at the least, the heads for the tools.
cx384 wrote:John_Constructor wrote:Title: Is there a way to mass-override crafts as well as create the ability to use two of the same item to somewhat carve them into things such as AxeHeads?
Reason: I want to make a Crafting Realism mod that rather than allowing to start off with wood, needing to start off with collecting stones to create tools, or at the least, the heads for the tools.
Yeah minetest.clear_craft(recipe).
https://github.com/minetest/minetest/bl ... .txt#L2339
Do you want to do something like the realtest game?
viewtopic.php?t=13624
John_Constructor wrote:cx384 wrote:John_Constructor wrote:Title: Is there a way to mass-override crafts as well as create the ability to use two of the same item to somewhat carve them into things such as AxeHeads?
Reason: I want to make a Crafting Realism mod that rather than allowing to start off with wood, needing to start off with collecting stones to create tools, or at the least, the heads for the tools.
Yeah minetest.clear_craft(recipe).
https://github.com/minetest/minetest/bl ... .txt#L2339
Do you want to do something like the realtest game?
viewtopic.php?t=13624
Potentially so, I'll need to look into that.
John_Constructor wrote:I looked into Realtest's description... Exactly my idea for the early game, yet rather than breaking the dirt below the trees- the player needs to start by collecting stones/rocks to make the head of the tool, honestly it would complicate it a little yet it's for the sake of realism; you can't really cut logs apart using your bare hands after digging the soil under it, you need- at the least- some kind of axe head or a saw, the concept came about quite a while before I published my first mod.
minetest.register_tool("default:pick_diamond", {
description = "Diamond Pickaxe",
inventory_image = "default_tool_diamondpick.png",
tool_capabilities = {
full_punch_interval = 0.9,
max_drop_level=3,
groupcaps={
cracky = {times={[1]=2.0, [2]=1.0, [3]=0.50}, uses=30, maxlevel=3},
},
damage_groups = {fleshy=5},
},
sound = {breaks = "default_tool_breaks"},
})
John_Constructor wrote:Title: How do I create a setting that toggles the existence of certain nodes?
<snip>
#<more_info>
<setting_name>(<description>) <type> <default>
# example_setting
mymod_disable_node_mynode(disables mynode) bool true
if not minetest.settings:get_bool("mymod_disable_node_mynode") then
minetest.register_node("mymod:mynode", <node definition>)
end
DagonX wrote:Voxel Editor Questions
I ran into some interesting programs that are called Voxel Editors.
Most were geared towards Minecraft though.
My question is there any possible use for them in Minetest?
I was thinking of experimenting with them to do new furniture and plant/tree textures.
I have lot of hand drawn textures I have made but not whole lot of skills with blender or how to put them in Voxel related worlds.
I thought(maybe wrongly) that maybe I could find a easy to use one to work.
I really like to use my tulip tree texture somewhere and some of my silk textures on lounge chairs and chaises.
Sergey wrote:Here is what is unclear yet for me?
1. How to know what tool was used inside node's on_* methods?
Sergey wrote:2. How to manipulate durability/wear bar of this tool correctly (e.g. pickaxe)?
Sergey wrote:3. How wear range 0–65535 of tools related to info in /usr/share/minetest/games/minetest/mods/default
Sergey wrote:4. (from above) How I can manually increase wear state of some tool by 10 (for example) uses?
Sergey wrote:5. Is there event like register_on_toolwearout that run when active tool completely wear out?
DagonX wrote:Voxel Editor Questions
I ran into some interesting programs that are called Voxel Editors.
Most were geared towards Minecraft though.
My question is there any possible use for them in Minetest?
I was thinking of experimenting with them to do new furniture and plant/tree textures.
I have lot of hand drawn textures I have made but not whole lot of skills with blender or how to put them in Voxel related worlds.
I thought(maybe wrongly) that maybe I could find a easy to use one to work.
I really like to use my tulip tree texture somewhere and some of my silk textures on lounge chairs and chaises.
cx384 wrote:... [Answers to Sergey] ...
Sergey wrote:Why minetest.register_on_dignode is not recommended?
Are you going to remove that method in future?
As for me, I find it quite useful.
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