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I should have set this up years ago. But it's no tale of woe.
Whether the temperature is high or low, regardless of cold winds blow,
away we go like Edgar Allan Poe, on now with the show. BTW rhymes are welcome.
@randomproof: Oops, shut off my brain there. Of course what I wrote won't work, for the reasons you point out. I'll make a patch so minetest.node_dig can be overridden by mods.
This works (after the call to generateTextureFromMesh) // Handle the case where render-to-texture // is not supported if(def->inventory_texture == NULL) { def->inventory_texture = tsrc->getTextureRaw(f.tname_tiles[0]); }
@randomproof Updated the list. About node ownership, the new version allows something like that (it might be a little bit of a hack though). local old_node_dig = minetest.node_dig function minetest.node_dig(pos, node, digger) if (digger is allowed to dig at pos) then old_node_dig(pos, node, digger) ...
I see in the diff that you use dug_item, which doesn't work anymore (I think?). The field is now called drop, e.g. drop = 'mineral_detector:detector 1' and so on.
The mod name is not automatically added. There are four log levels: 'error', 'action', 'info' and 'verbose', if you omit the loglevel, 'info' is used. 'error' logs to debug.txt, stderr and chat. 'action' logs to debug.txt and stderr. 'info' logs to debug.txt and (if minetest was started with --info-...
@redcrab Heh, sorry, I'm responsible for that. It's harmless. craftresult_is_preview was a setting in player files that determined if the craftresult slot contained an actual item or was just a preview. Since the inventory changes this setting doesn't exist anymore (there are separate craftpreview a...
This is a list of mods that have been updated to work with minetest 0.4.dev-20120122-1 (see here for what has been changed). I'll be maintaining this list here, if any mod is missing or has been updated but not marked as such, please post a reply here or send me email. The purpose is to let users kn...
@nekoi259 This might take a while, sorry! First of all, flammability of nodes in the world should be unrelated to how long they burn in the furnace (e.g. mese burns very well in the furnace, but you might not want it to catch fire in the world so easily, that might be devastating). celeron55 and I h...
Also there is still not-so-serious bug: when digging with tool that disappear after digging node my mod will think that you dug this node with bare hand. I think that could be fixed either by using on_punch and saving last wielded item for every player or (preferably) by modifying code that on_dig ...
Not much. In itemdef I added a per-item on_place callback. It's currently nil for nodes, but I'm in the process of moving node placement from C++ to that Lua callback. So, for symmetry, it would be nice if nodes had an on_dig callback that would be called like on_dignode, but would also be responsib...
@Garrosh Yep, this and similar threads were the inspriration for that change. About crafting more than one item at once, have any idea how the GUI interface for that could work? I know in minecraft you can shift + left-click the craft preview to craft as many items as possible, but I find I often ma...
@MarkTraceur I might do it on the weekend if noone else did it by then. @neko259 I don't know. Maybe once the furnace is completely redone in Lua, the cooking and fuel business will be moved again, possibly with registration functions implemented in Lua. Maybe a field material.flammability could ind...
@jn nope, add_to_inventory and add_to_inventory_later have been removed with itemdef, since get_inventory():add_item(...) does the same job and is a more generic interface. Nemo08's code is almost right, but add_item is missing the list argument: placer:get_inventory():add_item("main", "throwing:arr...
Have you tried replacing the block after the paramtype changes?
EDIT: I'm sorry, forgot that allfaces will not work in your case, since it only supports one texture for all sides (it was designed for transparent leaves).
once again it's me ;-) when i register a node (block) for a minetest mod i can set for every side of the cube a image => tiles_images (top ,ground, back,front, right, left) thats easy to find out. is there a source i can read abt the other parameters ? I don't know if it's already documented anywhe...
I don't think it has anything to do with "local". I suspect there are some weird issues with active objects going on here. When a player dies, its m_remove flag is set to true, so the environment might remove it. When respawning, the player gets a new ID but that isn't properly registered on the Lua...
That is possible with item metadata, provided you find some way to generate a sufficiently unique ID. If the player picks the key and lock up via item objects (created with minetest.add_item): Item objects can store item metadata. If you give the key and lock to the player by calling player:get_inve...