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0gb.us
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by 0gb.us » Fri Mar 22, 2013 05:46

jojoa1997 wrote:
MT (^_^)/ wrote:two ideas :( won't happen:

The Last Stand(Minetest The End)

I really like a end like for MT, but the portal making system and place won't work *SIGH* but if someone can get it work Cool!

Void(Name says it all when dig pass, -31001 you enter it. but we should have a bedrock at -31001.
With lua everything is possible. Anything can be coded in any language you just have to devote time to it.


No, not everything is posible using the Lua API. Some things need C++ instead.

Also, why have a barrier only at the bottom of the world? The world is cubic, there are six edges. If any are blocked off, all six should be blocked off.
Last edited by 0gb.us on Fri Mar 22, 2013 05:46, edited 1 time in total.
 

oxenfreedan
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by oxenfreedan » Sat Mar 23, 2013 00:54

oxenfreedan wrote:No but I posted it in bugs and problems.

OK so I posted on realbadangel's forum but no one is really helping me!!!
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by oxenfreedan » Wed Mar 27, 2013 00:56

O.K. guys the technic mod doesn't have a chest items transporter! So would anyone be interested in making this mod?
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http://forum.minetest.net/viewtopic.php?id=5028
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Traxie21
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by Traxie21 » Wed Mar 27, 2013 00:57

Pipeworks has it, and technic depends on Pipeworks.
 

oxenfreedan
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by oxenfreedan » Wed Mar 27, 2013 01:37

Yea but still they cant transport stuff from chest to chest!!!!!
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
Mostly when on forums I'm using a uniden tablet!
 

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by kaeza » Wed Mar 27, 2013 01:47

oxenfreedan wrote:Yea but still they cant transport stuff from chest to chest!!!!!

Yes, it can.
You must use a "Filter" to extract the items from a container (chest) and put them in the tube network.
Last edited by kaeza on Wed Mar 27, 2013 01:48, edited 1 time in total.
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by Tedypig » Wed Mar 27, 2013 13:49

01010100 01100101 01100100 01111001 01110000 01101001 01100111
 

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Likwid H-Craft
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by Likwid H-Craft » Wed Mar 27, 2013 13:53



If like that to happen we need to program it in C++ Since you can't program in .lua I know of to make players eye view level, lower or higher.
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by Zedm0n » Fri Mar 29, 2013 17:16

Is it possible to make a moon phase mod in lua, or would it have to be c++?


Zedm0n
 

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Likwid H-Craft
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by Likwid H-Craft » Fri Mar 29, 2013 17:31

Zedm0n wrote:Is it possible to make a moon phase mod in lua, or would it have to be c++?


Zedm0n


C++ Hardcore in game unless someone can find a way, to push the moon sun etc, out of the hardcore code.
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Mito551
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by Mito551 » Sat Mar 30, 2013 14:24

how about porting this thing? it's way beyond my power, but if somebody...
http://www.youtube.com/watch?v=-jbCAe2cAA0
 

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Likwid H-Craft
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by Likwid H-Craft » Sat Mar 30, 2013 18:31

I look into it :)
Mito551 wrote:how about porting this thing? it's way beyond my power, but if somebody...
http://www.youtube.com/watch?v=-jbCAe2cAA0
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dj22
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markveidemanis
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by markveidemanis » Tue Apr 02, 2013 10:22

A mod that allows Admins to edit the inventory of other people with a GUI.

A mod that shows a speech bubble containing a message above the head of a player that said the message. Person says message, bubble pops up.

An edited stationary_npc mod that only has 1 skin and 1 lua file and is lighter overall.

A mod that allows a function to disable a command for a specified player like disabling the /spawn command in the jail mod.
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jojoa1997
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by jojoa1997 » Tue Apr 02, 2013 10:55

markveidemanis wrote:A mod that allows Admins to edit the inventory of other people with a GUI.

A mod that shows a speech bubble containing a message above the head of a player that said the message. Person says message, bubble pops up.

An edited stationary_npc mod that only has 1 skin and 1 lua file and is lighter overall.

A mod that allows a function to disable a command for a specified player like disabling the /spawn command in the jail mod.
the jail mod warps the person every 30 seconds. the speech bubble looks stupid unless it is squary. i dont think admins should have that power. and finally you can edit stationary npc.
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Likwid H-Craft
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by Likwid H-Craft » Tue Apr 02, 2013 12:52

markveidemanis wrote:A mod that allows Admins to edit the inventory of other people with a GUI.

A mod that shows a speech bubble containing a message above the head of a player that said the message. Person says message, bubble pops up.

An edited stationary_npc mod that only has 1 skin and 1 lua file and is lighter overall.

A mod that allows a function to disable a command for a specified player like disabling the /spawn command in the jail mod.

And Last One a mod that allows Mics be use, to talk.


Edit Quote :) really that was kind of my, idea to allow mic be use to talk, like other games and the speech cube tells, who using there mic, like Tf2 :)
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Likwid H-Craft
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by Likwid H-Craft » Tue Apr 02, 2013 22:12

[Idea]Water and Lava Sounds!
I have a cool idea!

How about we have sound for lava and water make them more life like :)
Like how fire has sound when it is around.

And Notch didn't even had the idea for minecraft yet, so what you say Minetest Players?

Code: Select all
function water.update_sounds_around(pos)
    local p0, p1 = water.get_area_p0p1(pos)
    local cp = {x=(p0.x+p1.x)/2, y=(p0.y+p1.y)/2, z=(p0.z+p1.z)/2}
    local flames_p = minetest.env:find_nodes_in_area(p0, p1, {"group:water"})
    --print("number of flames at "..minetest.pos_to_string(p0).."/"
    --        ..minetest.pos_to_string(p1)..": "..#flames_p)
    local should_have_sound = (#flames_p > 0)
    local wanted_sound = nil
    if #flames_p >= 9 then
        wanted_sound = {name="water_flow_loop1", gain=1.5}
    elseif #flames_p > 0 then
        wanted_sound = {name="water_flow_loop1", gain=1.5}
    end
    local p0_hash = minetest.hash_node_position(p0)
    local sound = water.sounds[p0_hash]
    if not sound then
        if should_have_sound then
            water.sounds[p0_hash] = {
                handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}),
                name = wanted_sound.name,
            }
        end
    else
        if not wanted_sound then
            minetest.sound_stop(sound.handle)
            water.sounds[p0_hash] = nil
        elseif sound.name ~= wanted_sound.name then
            minetest.sound_stop(sound.handle)
            water.sounds[p0_hash] = {
                handle = minetest.sound_play(wanted_sound, {pos=cp, loop=true}),
                name = wanted_sound.name,
            }
        end
    end
end


The code Based off of Fire Mod.

I tryed it out but didn't work so how do I make it work.

If anyone can get this work make sure you make a new lava and water without sound so, ppl don't have sound.
Last edited by Likwid H-Craft on Tue Apr 02, 2013 23:23, edited 1 time in total.
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Likwid H-Craft
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by Likwid H-Craft » Wed Apr 03, 2013 20:11

A elevator A real one like we see, in Real Life since I am making a City Map I like to see real elevators for some buildings I am making, since I think no will walk up 83742857825 Sairs to get to there room and back down.
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clarksallador
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by clarksallador » Thu Apr 04, 2013 06:22

[Mod Request]
Making the pistons push you ... so we could have like an elevator
 

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by PilzAdam » Thu Apr 04, 2013 10:56

clarksallador wrote:[Mod Request]
Making the pistons push you ... so we could have like an elevator

This is not a mod request. Its just an enhancement to the mesecons mod.
Btw, I think the latest mesecons version has it already.
 

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by pandaro » Thu Apr 04, 2013 16:05

carnivorous plants?
sorry for bad english
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jojoa1997
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by jojoa1997 » Sat Apr 06, 2013 02:58

could someone male a mob spawning api mod. it would have no dependencies and you would have spawn on mapgen and abm spawner.
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dj22
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by dj22 » Sat Apr 06, 2013 14:22

how do u make a chest suck in items
 

dj22
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by dj22 » Sat Apr 06, 2013 14:39

heres some code that makes an elivator just punch it


Code: Select all
minetest.register_node("blocks:elivator1", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, -0.3, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, -0.3, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator2"})
               
end,

     
})









minetest.register_node("blocks:elivator2", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, -0.2, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator3"})
               
end,

     
})








minetest.register_node("blocks:elivator3", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, -0.1, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, -0.1, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator9"})
               
end,

     
})



minetest.register_node("blocks:elivator9", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator10"})
               
end,

     
})

minetest.register_node("blocks:elivator10", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.05, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.05, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator4"})
               
end,

     
})

minetest.register_node("blocks:elivator4", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.1, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.1, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator5"})
               
end,

     
})







minetest.register_node("blocks:elivator5", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.2, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.2, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator6"})
               
end,

     
})










minetest.register_node("blocks:elivator6", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.3, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.3, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator7"})
               
end,

     
})






minetest.register_node("blocks:elivator7", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.4, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.4, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator8"})
               
end,

     
})





minetest.register_node("blocks:elivator8", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator11"})
               
end,

     
})



minetest.register_node("blocks:elivator11", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.6, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.6, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator12"})
               
end,

     
})






minetest.register_node("blocks:elivator12", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.7, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.7, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator13"})
               
end,

     
})






minetest.register_node("blocks:elivator13", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.8, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.8, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator14"})
               
end,

     
})





minetest.register_node("blocks:elivator14", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.9, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 0.9, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator15"})
               
end,

     
})











minetest.register_node("blocks:elivator15", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator16"})
               
end,

     
})







minetest.register_node("blocks:elivator16", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.1, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.1, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator17"})
               
end,

     
})




minetest.register_node("blocks:elivator17", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.2, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.2, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator18"})
               
end,

     
})





minetest.register_node("blocks:elivator18", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.3, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.3, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator19"})
               
end,

     
})






minetest.register_node("blocks:elivator19", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.4, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.4, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
minetest.env:add_node(pos, {name="blocks:elivator20"})
               
end,

     
})







minetest.register_node("blocks:elivator20", {
    drawtype = "nodebox",
    tiles = {"default_stone.png"},
    paramtype = "light",
    paramtype2 = "wallmounted",
    sunlight_propagates = true,
      light_source = 20,
    walkable = true,
      selection_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5}
    },
node_box = {
        type = "fixed",
        fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5}
    },

    groups = {cracky=3},
      description="elivator",
on_punch = function(pos,node)
               
end,

     
})
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Sat Apr 06, 2013 22:11

for elevators you could have walkthrough items that change the player gravity to a negative number. also can anyone make a gravity changing mod
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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