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Topywo
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by Topywo » Post

Evergreen wrote:Do I need to get rid of just this part of the code?

Because if the block that it checks is air, it will continue, but if it isn't it won't generate a tree.
No, better not remove it. Otherwise the tree will grow through everything.

I tried the rubber tree out on a world with moretrees on it (with the random set at 1,1). There were rubber trees between the other trees. However I noticed too them preferring the desert. Probably because since a while there's a lot more mixture of desert sand and dirt with grass.

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by Evergreen » Post

Topywo wrote:
Evergreen wrote:Do I need to get rid of just this part of the code?

Because if the block that it checks is air, it will continue, but if it isn't it won't generate a tree.
No, better not remove it. Otherwise the tree will grow through everything.

I tried the rubber tree out on a world with moretrees on it (with the random set at 1,1). There were rubber trees between the other trees. However I noticed too them preferring the desert. Probably because since a while there's a lot more mixture of desert sand and dirt with grass.
Why do they seem to like the desert so much?
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by Evergreen » Post

I did remove that piece of code, and it seemed to help.
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Casimir
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by Casimir » Post

PilzAdam wrote:
pandaro wrote:type:
self:getpos()
Nope, its:

Code: Select all

self.object:getpos()
First thing is what I did. Thank you.

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by VanessaE » Post

Trees grow in biomes, and it probably just happens that the settings I chose for rubber trees cause them to grow near deserts. :-)

Take a look in moretrees/tree_biomes.lua and see if maybe the biome settings need tweaked.
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by Evergreen » Post

VanessaE wrote:Trees grow in biomes, and it probably just happens that the settings I chose for rubber trees cause them to grow near deserts. :-)

Take a look in moretrees/tree_biomes.lua and see if maybe the biome settings need tweaked.
I used the code for rubber trees from PilzAdam's farming mod. Not the moretrees mod.
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by VanessaE » Post

Ah, gotchya.
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by Traxie21 » Post

How exactly would one use minetest.env:find_nodes_in_area()?
I have this on an ABM for sand (testing), but it always prints {}, nothing else.

Code: Select all

    print(dump(minetest.env:find_nodes_in_area({x=pos.x+1, y=pos.y, z=pos.z+1}, {x=pos.x-1, y=0, z=pos.z-1}, {"default:dirt"})))
Heres the setup:
DDD
DSD
DDD

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pandaro
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by pandaro » Post

print(dump(minetest.env:find_nodes_in_area({x=pos.x+1, y=pos.y, z=pos.z+1}, {x=pos.x-1, y=0, z=pos.z-1}, {"default:dirt"})))
sobstitute


print(dump(minetest.env:find_nodes_in_area({x=self.x-1, y=0, z=self.z-1},{x=self.x+1, y=self.y, z=self.z+1}, {"default:dirt"})))

invert the 2 table of coordinate
sorry for bad english
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by Traxie21 » Post

pandaro wrote:
print(dump(minetest.env:find_nodes_in_area({x=pos.x+1, y=pos.y, z=pos.z+1}, {x=pos.x-1, y=0, z=pos.z-1}, {"default:dirt"})))
sobstitute


print(dump(minetest.env:find_nodes_in_area({x=self.x-1, y=0, z=self.z-1},{x=self.x+1, y=self.y, z=self.z+1}, {"default:dirt"})))

invert the 2 table of coordinate
Ty, but thanks to VanessaE, I figured it out :3

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by Traxie21 » Post

DP

Another question:

How does one force a chunk to be generated, and add blocks to that chunk without having the player in them?

I'm trying to make a skyportal mod (kinda like aether) but if the chunk I add the second portal to is not loaded/generated, the second portal is not built and causes the player to FAAAAAAAAALLL.

I have really messy and unoptomised code of this, just started and trying to get the basics down.
http://pastebin.com/bhGXbgTt

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by Blocks » Post

Oh do I make a ore show up, in the map?

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Topywo
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by Topywo » Post

Blocks wrote:Oh do I make a ore show up, in the map?
Take a look at the games/minetest_game/mods/default/mapgen.lua

or for example Calinous moreores mod.

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by prestidigitator » Post

Usually it should suffice to wait until the chunk is loaded. You could even keep some kind of hash of positions for portals and check it when each chunk is loaded. However, if you REALLY need to load the chunks ahead of time, see this discussion on block loading.

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by Casimir » Post

My windows is no more working, so I use Linux Mint at the moment. One simple question: The window where all the serverstuff is shown, how do I get it?

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by VanessaE » Post

Run your minetest instance from a terminal e.g. gnome-terminal, xterm, whatever it's called in Mint.
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Casimir
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by Casimir » Post

Thank you.

A new one:

Code: Select all

if minetest.setting_get("new_style_leaves") == false then

end
I want to check if "fancy trees" is enabled, but it always returns false (or true, depending on the way you read it).

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PilzAdam
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by PilzAdam » Post

Casimir wrote:Thank you.

A new one:

Code: Select all

if minetest.setting_get("new_style_leaves") == false then

end
I want to check if "fancy trees" is enabled, but it always returns false (or true, depending on the way you read it).
Use setting_getbool()

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by deivan » Post

Don't is possible have a little change in the API in the function "get_craft_recipe" to return all recipes don't the last one only?

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by deivan » Post

Another point, if the function will be altered or a second one added (for retro compatibility) then, maybe, is good return all recipes and the dimensions of this, well, if is a torch is a 1x2, if is a door is a 2x3. This make more easier the mod task. Thanks. :)

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by pandaro » Post

how to manipulate images through lua?
sorry for bad english
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by prestidigitator » Post

Actual manipulation of images may not be possible. For example, I don't think you can get a pixel array and set pixels or draw arbitrary shapes. However, in places you are asked for a texture name, you may be able to do some simple manipulations using a custom Minetest texture specification language in place of a simple filename.

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by 1244 » Post

In which way I can add meta float from node to formspec this node? Example:

Code: Select all

x_formspec =
"invsize[8,9;]"..
"label[1,3;Variable_from_node]"

minetest.register_node("X:x", {
local Variable_from_node = 10
})
In which way I can do this?
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by kaeza » Post

1244 wrote:In which way I can add meta float from node to formspec this node? Example:

Code: Select all

x_formspec =
"invsize[8,9;]"..
"label[1,3;Variable_from_node]"

minetest.register_node("X:x", {
local Variable_from_node = 10
})
In which way I can do this?
I think you can do something like this:

Code: Select all

"label[1,3;$(Variable_from_node)]"
Also, the 'local' inside the table is wrong; remove it.
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10twenty4
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by 10twenty4 » Post

I'm trying to remove whatever you're holding onto when you punch a node. I'm not seeing any change occur, however. Should I be using something besides take_item()?

Code: Select all

on_punch = function(pos, node, puncher)
            wield = puncher:get_wielded_item()
            print(wield: get_count())
            wield:take_item()
            print(wield: get_count())
            end
edit: scratch that, I fixed it by adding puncher: set_wielded_item(wield)
Last edited by 10twenty4 on Sun Mar 17, 2013 22:50, edited 1 time in total.

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