Post your modding questions here
- Likwid H-Craft
- Member
- Posts: 1113
- Joined: Sun Jan 06, 2013 14:20
- Location: Lost in Crypt
is it possible to have a modpack within a modpack?
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
- Likwid H-Craft
- Member
- Posts: 1113
- Joined: Sun Jan 06, 2013 14:20
- Location: Lost in Crypt
I think so...
Btw I found out what Likwid Stands for!
Likwid: Like I know what I doing
Btw I found out what Likwid Stands for!
Likwid: Like I know what I doing
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
http://likwidtest.hj.cx/ (Not Done)
Is it also possible to make player glow? It might work that way.PilzAdam wrote:Neither of your questions is possible.Likwid H-Craft wrote:Ok I am making somewhat a useful Mod but I don't know if possible do some stuff.
1.Is it possible make a item glow when holding it, like give off light?
2.How do change the light it give off something else? E.g. Blue Green...
Ok it a Official I tell you my mod I am making a Glow Stick It texture and most of it finish but the craft and such...
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
- PilzAdam
- Member
- Posts: 4026
- Joined: Fri Jul 20, 2012 16:19
- GitHub: PilzAdam
- IRC: PilzAdam
- Location: Germany
No.ch98 wrote:is it possible to have a modpack within a modpack?
No.ch98 wrote:Is it also possible to make player glow? It might work that way.PilzAdam wrote:Neither of your questions is possible.Likwid H-Craft wrote:Ok I am making somewhat a useful Mod but I don't know if possible do some stuff.
1.Is it possible make a item glow when holding it, like give off light?
2.How do change the light it give off something else? E.g. Blue Green...
Ok it a Official I tell you my mod I am making a Glow Stick It texture and most of it finish but the craft and such...
It is indeed possible. Take a look at the technic mod and add my chainsaw modifications to it.Franz wrote:Can anyone make a treeassist mod?
describtion: when you chop down a woodblock from a tree it will kill the complete tree and you get his items.
is it possible?
http://forum.minetest.net/viewtopic.php ... 747#p86747
Likwid H-Craft, The walking light mod have a code similar of this description, but cause some delay when is operating...
-*-
Franz, the timber mod is doing it, and now the technic to.
-*-
Franz, the timber mod is doing it, and now the technic to.
Last edited by deivan on Tue Apr 30, 2013 22:11, edited 1 time in total.
- ShadowNinja
- Developer
- Posts: 200
- Joined: Tue Jan 22, 2013 22:35
- GitHub: ShadowNinja
- IRC: ShadowNinja
- In-game: ShadowNinja
It is also possible to have a mod turn into a modpack. That is how my AutoUpdater mod works.
My Essential Server Modpack: ServerExtended
Maintainer of the Minitest Game
[0.4.6-git] SunriseTest Minecraft-Like Hardcore Server
My Kindle broke... Online time will drop significantly.
Maintainer of the Minitest Game
[0.4.6-git] SunriseTest Minecraft-Like Hardcore Server
My Kindle broke... Online time will drop significantly.
I tried to do something with minetest.register_on_joinplayer:
What's wrong?
is correctly printed "hello",but the node is not placedminetest.register_on_joinplayer(function(player)
print("hello")
minetest.env:place_node(player:getpos(),{name="default:stone"})
end)
What's wrong?
Last edited by pandaro on Thu May 02, 2013 17:11, edited 1 time in total.
sorry for bad english
Linux debian 7 wheezy 64
kde
Linux debian 7 wheezy 64
kde
- kaeza
- Moderator
- Posts: 2162
- Joined: Thu Oct 18, 2012 05:00
- GitHub: kaeza
- IRC: kaeza diemartin blaaaaargh
- In-game: kaeza
- Location: Montevideo, Uruguay
- Contact:
For some reason, there are some things you can't do from this callback (at least when playing singleplayer).pandaro wrote:I tried to do something with minetest.register_on_joinplayer:
is correctly printed "hello",but the node is not placedminetest.register_on_joinplayer(function(player)
print("hello")
minetest.env:place_node(player:getpos(),{name="default:stone"})
end)
What's wrong?
A quick workaround would be:
Code: Select all
minetest.register_on_joinplayer(function(player)
print("hello")
minetest.after(0.1, function()
minetest.env:place_node(player:getpos(),{name="default:stone"})
end)
end)
Last edited by kaeza on Thu May 02, 2013 18:28, edited 1 time in total.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
Check out my stuff! | Donations greatly appreciated! PayPal
Check out my stuff! | Donations greatly appreciated! PayPal
I dont know why, but it works if you use "set_node()" instead of "place_node()"pandaro wrote:kaeza thanks for your interest, I tried to call "player: GetPos ()" and the output is correct;
I tried, like you said, to call "place_node" after a bit of time but it still does not work.
Does anyone else have any ideas?
Code: Select all
minetest.register_on_joinplayer(function(player)
print("hello")
minetest.after(0.1, function()
minetest.env:set_node(player:getpos(),{name="default:stone"})
end)
end)
Use that:
Code: Select all
function copy_meta(pos1,pos2)
local meta1 = minetest.env:get_meta(pos1)
local meta = meta:to_table()
local meta2 = minetest.env:get_meta(pos2)
meta2:from_table(meta)
end
- Excalibur Zero
- Member
- Posts: 142
- Joined: Tue Apr 02, 2013 19:45
- GitHub: ExcaliburZero
- Location: United States
- Contact:
jojoa1997 wrote:How would I make a tool do two functions using on_place
Code: Select all
on_place = function(ARGS)
function1()
function2()
end
Also, nice of you to read the first post and use correct formatting :3
My Essential Server Modpack: ServerExtended
Maintainer of the Minitest Game
[0.4.6-git] SunriseTest Minecraft-Like Hardcore Server
My Kindle broke... Online time will drop significantly.
Maintainer of the Minitest Game
[0.4.6-git] SunriseTest Minecraft-Like Hardcore Server
My Kindle broke... Online time will drop significantly.
- Casimir
- Member
- Posts: 1206
- Joined: Fri Aug 03, 2012 16:59
- GitHub: CasimirKaPazi
That's what I came up with. The chanse to generate the node is very high, so it will be generated at the start of the world (that's what I want in this case).Casimir wrote:Look at the spawn of Minetest-Black.12Me21 wrote:no I mean like only generating one mese block in the entire map
There is the problem that the node can be removed by cavegen. I might have to use minetest.after, but that seems ugly to me.
Code: Select all
minetest.register_on_generated(function(minp, maxp, seed)
local file = io.open(minetest.get_worldpath().."/wcc.txt", "r")
if file then
return
end
if maxp.y >= 2 and minp.y <= 0 then
local pr = PseudoRandom(seed+1)
local x = pr:next(minp.x, maxp.x)
local z = pr:next(minp.z, maxp.z)
-- Find ground level (0...15)
local ground_y = nil
for y=30,0,-1 do
if minetest.env:get_node({x=x,y=y,z=z}).name ~= "air"
and minetest.env:get_node({x=x,y=y,z=z}).name ~= "default:leaves"
and minetest.env:get_node({x=x,y=y,z=z}).name ~= "default:jungleleaves" then
ground_y = y
break
end
end
if ground_y then
local p = {x=x,y=ground_y+1,z=z}
local nn = minetest.env:get_node(p).name
local nn_ground = minetest.env:get_node({x=x,y=ground_y,z=z}).name
-- Check if the node can be replaced
if minetest.registered_nodes[nn] and
minetest.registered_nodes[nn].buildable_to and
minetest.registered_nodes[nn_ground].walkable and
nn_ground ~= "ignore" then
minetest.env:set_node(p,{name="wcc:wcc"})
local file = io.open(minetest.get_worldpath().."/wcc.txt", "w")
file:write(minetest.pos_to_string(p))
file:close()
print("[wcc] !")
end
end
end
end)
Last edited by Casimir on Sat May 04, 2013 21:25, edited 1 time in total.
- Excalibur Zero
- Member
- Posts: 142
- Joined: Tue Apr 02, 2013 19:45
- GitHub: ExcaliburZero
- Location: United States
- Contact:
I figured out how to do something like I wanted, where it creates an item which creates an enemy where it would be placed. I found the code in PilzAdam's mob mod. I'll add it here so that others can find it.Excalibur Zero wrote:Topic: How to create mob member at block?
Reason: I want to make a mod with a block that can be used to summon an enemy, and once it does so the block destroys its self.
More Info: I've tried to do it, but I couldn't figure it out.
Code: Select all
minetest.register_craftitem("mobs:rat", {
description = "Rat",
inventory_image = "mobs_rat_inventory.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.above then
minetest.env:add_entity(pointed_thing.above, "mobs:rat")
itemstack:take_item()
end
return itemstack
end,
})
- ShadowNinja
- Developer
- Posts: 200
- Joined: Tue Jan 22, 2013 22:35
- GitHub: ShadowNinja
- IRC: ShadowNinja
- In-game: ShadowNinja
Use find_nodes_in_area() and check the result.12Me21 wrote:This seems like a stupid question with an obvious answer, but how do you make it so an abm will happen if a node is next to one type of node AND another type, like having an abm happen when a dirt block is next to a stone block AND a water source?
some questions about armor_groups:
as always I have some difficulty ...
I try to fully understand the damage system.
I tried to give a armor_groups like this:
"player: set_armor_groups ({fleshy = 1})"
this does not return any errors, GOOD, but...
if I hit the player with any sword, the player receives no damage: for the sword of wood, stone, iron, diamond. NO damage.
Then try to return the player to a level of 0 armor:
"player: set_armor_groups ({fleshy = 0})"
trying to hit him with a sword sword of wood, stone, iron, diamond get NO damage.
So I try to figure out what the armor level through:
"print (dump (player: get_armor_groups ()))"
But Minetest crashes and returns:
attempt to call method 'get_armor_groups' (a nil value)
The main question is:
how to handle armor_groups?
secondary question:
you can create alternative groups of damage? for example: phisical damage or elemental damage?
Thanks to anyone who can answer me
as always I have some difficulty ...
I try to fully understand the damage system.
I tried to give a armor_groups like this:
"player: set_armor_groups ({fleshy = 1})"
this does not return any errors, GOOD, but...
if I hit the player with any sword, the player receives no damage: for the sword of wood, stone, iron, diamond. NO damage.
Then try to return the player to a level of 0 armor:
"player: set_armor_groups ({fleshy = 0})"
trying to hit him with a sword sword of wood, stone, iron, diamond get NO damage.
So I try to figure out what the armor level through:
"print (dump (player: get_armor_groups ()))"
But Minetest crashes and returns:
attempt to call method 'get_armor_groups' (a nil value)
The main question is:
how to handle armor_groups?
secondary question:
you can create alternative groups of damage? for example: phisical damage or elemental damage?
Thanks to anyone who can answer me
sorry for bad english
Linux debian 7 wheezy 64
kde
Linux debian 7 wheezy 64
kde
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