Post your mod requests/ideas here

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: Post your mod requests/ideas here

by DS-minetest » Sun Aug 14, 2016 11:31

oops, i thought i had edited my post, i had tested it and saw, that pipeworks adds a digiline filter if digiline is activated
ah, now i know what you have meant with digiline controlled sorting pipe, i thought you mean: dont make a normal lua pipe, only sorting
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
D00Med
Member
 
Posts: 712
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med

Re: Post your mod requests/ideas here

by D00Med » Thu Aug 18, 2016 06:52

ph8jPf9M wrote:Wings that work kinda like in minecraft this would make traveling easier.

Is this what you had in mind? https://forum.minetest.net/viewtopic.php?f=11&t=11257
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
GreenDimond
Member
 
Posts: 460
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Post your mod requests/ideas here

by GreenDimond » Thu Aug 18, 2016 23:43

D00Med wrote:
ph8jPf9M wrote:Wings that work kinda like in minecraft this would make traveling easier.

Is this what you had in mind? https://forum.minetest.net/viewtopic.php?f=11&t=11257


I think a legit Elytra style wings would be better. It would be cool to be able to glide, and in other view modes have the player actually be horizontal with 3D wings.
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

User avatar
D00Med
Member
 
Posts: 712
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med

Re: Post your mod requests/ideas here

by D00Med » Fri Aug 19, 2016 00:49

GreenDimond wrote:
D00Med wrote:
ph8jPf9M wrote:Wings that work kinda like in minecraft this would make traveling easier.

Is this what you had in mind? https://forum.minetest.net/viewtopic.php?f=11&t=11257


I think a legit Elytra style wings would be better. It would be cool to be able to glide, and in other view modes have the player actually be horizontal with 3D wings.

The gliding bit I can do, but making the player horizontal would be hard.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: Post your mod requests/ideas here

by DS-minetest » Fri Aug 19, 2016 09:29

D00Med wrote:making the player horizontal would be hard.

hm, set the lay animation(x=162,y=167) and set the properties scale to y= -1, so that the player looks down
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
GreenDimond
Member
 
Posts: 460
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Post your mod requests/ideas here

by GreenDimond » Fri Aug 19, 2016 16:22

D00Med wrote:The gliding bit I can do


Make sure physics work. If player looks down more, then they go down more. If they look up, then up more (etc...). The player is always going down though, because gravity. Going straight up causes a "stall" and then they fall down. Also, hitting something causes the player to fall slightly with the ability to recover (going down to pick up speed and then back up again) or if they cant recover then they fall at a slightly slower rate than with no elytra. I am sure you can figure it out xD
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: Post your mod requests/ideas here

by ABJ » Fri Aug 19, 2016 18:13

How about just simulating a force that acts on the -y direction relative to the wing as speed increases? It should do all the above without the long explanation. Since, that's what all real wings do anyway.
And IIRC forces to slow the glider down can be implemented with just a wee few of code.
 

User avatar
D00Med
Member
 
Posts: 712
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med

Re: Post your mod requests/ideas here

by D00Med » Fri Aug 19, 2016 22:54

DS-minetest wrote:
D00Med wrote:making the player horizontal would be hard.

hm, set the lay animation(x=162,y=167) and set the properties scale to y= -1, so that the player looks down

O.o would that actually work?

edit:
I just had a good idea, what if the texture of a craftitem or tool could be used to generate a nodebox drawtype node(maybe 1/16th of the height of a normal node), so that the item/tool could be placed? Then the on_rightclick or on_use function of the item could be changed to place the node.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
SegFault22
Member
 
Posts: 870
Joined: Mon May 21, 2012 03:17

Re: Post your mod requests/ideas here

by SegFault22 » Thu Aug 25, 2016 11:51

I want a chunk-based land protection mod, where all "areas" are exactly 16^3 nodes (one chunk) and aligned perfectly with the world chunk system. The only mod that does this, 0gb_us Land Claim (the original one), is no longer available at the website 0gb.us, because it's gone, so I can't use it unless someone happens to have an archive/"saved" copy, and I have not had much luck finding someone who has a copy.

So a new one will have to be made. I am considering modifying the mod landclaim_0gb_us which is part of 0gb.us_game subgame, but that will be complex since the claim-block has been replaced with a command, and the mod depends on the mod points_0gb_us to cost the player something in order to claim an area. Also, since it is so old, the builtin minetest system has likely changed a lot, and several functions would probably be deprecated and need to be rewritten entirely, even in the original 0gb_us Land Claim mod - so it would most likely be better if someone makes a whole new one "from scratch", which I don't yet have the experience to do. Maybe someday I will be capable, but that's not yet. If I went ahead and tried to make it now, it wouldn't work well, and it would probably have some nasty exploits.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: Post your mod requests/ideas here

by ABJ » Thu Aug 25, 2016 14:22

Such a mod maybe good in MC, with it's pathetic world height, but seriously, how many people care about 60 whole km of vertical space?

A cubic protection system would appear to be more appropriate IMHO.
 

Byakuren
Member
 
Posts: 441
Joined: Tue Apr 14, 2015 01:59
GitHub: raymoo
IRC: Hijiri

Re: Post your mod requests/ideas here

by Byakuren » Fri Aug 26, 2016 04:48

Factions mod does this, but it often has bugs and probably adds more stuff than you want.
Every time a mod API is left undocumented, a koala dies.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: Post your mod requests/ideas here

by ABJ » Fri Aug 26, 2016 17:17

Factions? You mean cubic or chunk?
 

User avatar
GreenDimond
Member
 
Posts: 460
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Post your mod requests/ideas here

by GreenDimond » Fri Aug 26, 2016 22:35

ABJ wrote:Factions? You mean cubic or chunk?


No no no no no! lol. Factions is a mod that adds sort of "groups", "clubs", or "clans" to the game. Flags and stuff.
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: Post your mod requests/ideas here

by ABJ » Sat Aug 27, 2016 16:09

No I mean cubic or chunk protection. R E A D T H E P R E V I O U S P A G E
 

User avatar
GreenDimond
Member
 
Posts: 460
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Post your mod requests/ideas here

by GreenDimond » Sat Aug 27, 2016 21:01

ABJ wrote:No I mean cubic or chunk protection. R E A D T H E P R E V I O U S P A G E


I did lol xD The FACTIONS MOD has CHUNK PROTECTION. All I was saying was that the factions mod is well, what I already said previously. The factions mod was what I said (clans and such) that has PROTECTION in it. And other things most likely. What you said before, sounded like you thought that "factions" meant cubic/chunk protections. Its just a mod name that includes that feature in it.
Here is factions:https://forum.minetest.net/viewtopic.php?id=3294
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

TheStoneMason
New member
 
Posts: 1
Joined: Fri Sep 02, 2016 13:50

Stone mason suggest

by TheStoneMason » Fri Sep 02, 2016 14:38

Hello,
I feel it curious : in game, we need to extract cobblestone and cooking it in a furnace, to get stone and to cut it in stone brick.

In real world, from middle age, we extracted directly stone block from stratum with tool called "taillant" or "laye" (i don't know english word, sorry), it's look like an axe. www.pierres-info.fr/taillant_a_pierre. This tool used to extract soft or hard stone : basalt, limestone, desert stone, etc.

I suggest to made a little mod with new tool to extract stone block. How can i do it ?
It would be a little more realistic.

Thank every body.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: Post your mod requests/ideas here

by ABJ » Fri Sep 02, 2016 14:44

Yeah. I've been thinking of such a thing for a time. I'll have to take a look in the code(s).
 

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: Post your mod requests/ideas here

by DS-minetest » Sun Sep 04, 2016 20:36

D00Med wrote:
DS-minetest wrote:
D00Med wrote:making the player horizontal would be hard.

hm, set the lay animation(x=162,y=167) and set the properties scale to y= -1, so that the player looks down

O.o would that actually work?

hihi it did work:
Image
code of node i punched:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node("parachute:testnode", {
   description = "parachute test",
   tiles = {"default_wood.png"},
   groups = {choppy = 2, oddly_breakable_by_hand = 2},
   sounds = default.node_sound_wood_defaults(),

   on_punch = function(pos, node, puncher, pointed_thing)
      puncher:set_properties({visual_size = {x=-1, y=-1}})   --x=-1 because else the player would point towards the 3rd person camera and not the 2nd person camera
      puncher:set_animation({x=162, y=167}, 0, 0)
   end,
})
Attachments
screenshot_20160904_222327.png
screenshot_20160904_222327.png (448.65 KiB) Viewed 6233 times
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
D00Med
Member
 
Posts: 712
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med

Re: Post your mod requests/ideas here

by D00Med » Sun Sep 04, 2016 20:39

Thanks, I couldn't get that to happen!
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: Post your mod requests/ideas here

by DS-minetest » Sun Sep 04, 2016 20:44

D00Med wrote:Thanks, I couldn't get that to happen!

it took me only ~10 minutes... (maybe the bit experience with entities i have helped)
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
GreenDimond
Member
 
Posts: 460
Joined: Wed Oct 28, 2015 01:26
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Post your mod requests/ideas here

by GreenDimond » Tue Sep 06, 2016 02:43

For the "Elytra" I am assuming a 3D model will be used on the player, so maybe you can allow customizable textures? Such as: texture is mirrored on top and bottom, and maybe on both sides (on both sides if you are doing MC style). The side texture (1pixel tall prob) could be used from furthest most pixel(s) of the top texture, so the player only has to make one texture, and not 3-4. Have like an outline of how to make the texture or something. IDK if that makes any sense to you, but im sure you can figure it out. I am not that good at modding yet, so I will let you do the mod stuffs for this. :)
I am Green. I tend to binge-post. "All of this over a 16x16 representation of a cartoon cat ?!?! what has this world come to..." -TenPlus1, 2017.
Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
Sand Plus - Tac Nayn - Waffles - Coming Soon: Caverealms Plus
 

User avatar
zm78
Member
 
Posts: 50
Joined: Thu Dec 17, 2015 22:34
GitHub: zander999
IRC: [none]
In-game: zm78

Re: Stone mason suggest

by zm78 » Sun Sep 25, 2016 22:45

TheStoneMason wrote:Hello,
I feel it curious : in game, we need to extract cobblestone and cooking it in a furnace, to get stone and to cut it in stone brick.

In real world, from middle age, we extracted directly stone block from stratum with tool called "taillant" or "laye" (i don't know english word, sorry), it's look like an axe. www.pierres-info.fr/taillant_a_pierre. This tool used to extract soft or hard stone : basalt, limestone, desert stone, etc.

I suggest to made a little mod with new tool to extract stone block. How can i do it ?
It would be a little more realistic.

Thank every body.


done

download: https://github.com/zander999/Taillant

the english word is Brette carving
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: Post your mod requests/ideas here

by amadin » Wed Sep 28, 2016 15:36

Hi all. I have working and tested code for Large chest (like in mc). Can somebody add protection to it for using with protection mod?
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--
-- Tools / "Advanced" crafting / Non-"natural"
--

local function get_chest_neighborpos(pos, param2, side)
   if side == "right" then
      if param2 == 0 then
         return {x=pos.x-1, y=pos.y, z=pos.z}
      elseif param2 == 1 then
         return {x=pos.x, y=pos.y, z=pos.z+1}
      elseif param2 == 2 then
         return {x=pos.x+1, y=pos.y, z=pos.z}
      elseif param2 == 3 then
         return {x=pos.x, y=pos.y, z=pos.z-1}
      end
   else
      if param2 == 0 then
         return {x=pos.x+1, y=pos.y, z=pos.z}
      elseif param2 == 1 then
         return {x=pos.x, y=pos.y, z=pos.z-1}
      elseif param2 == 2 then
         return {x=pos.x-1, y=pos.y, z=pos.z}
      elseif param2 == 3 then
         return {x=pos.x, y=pos.y, z=pos.z+1}
      end
   end
end

local function hacky_swap_node(pos,name, param2)
   local node = minetest.env:get_node(pos)
   local meta = minetest.env:get_meta(pos)
   if node.name == name then
      return
   end
   node.name = name
   node.param2 = param2 or node.param2
   local meta0 = meta:to_table()
   minetest.env:set_node(pos,node)
   meta = minetest.env:get_meta(pos)
   meta:from_table(meta0)
end

minetest.register_node("default:chest", {
   description = "Chest",
   tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
      "default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
   paramtype2 = "facedir",
   groups = {choppy = 2, oddly_breakable_by_hand = 2},
   legacy_facedir_simple = true,
   is_ground_content = false,
   sounds = default.node_sound_wood_defaults(),
   on_construct = function(pos)
      local param2 = minetest.env:get_node(pos).param2
      local meta = minetest.env:get_meta(pos)
      if minetest.env:get_node(get_chest_neighborpos(pos, param2, "right")).name == "default:chest" then
         minetest.env:set_node(pos, {name="default:chest_right",param2=param2})
         local p = get_chest_neighborpos(pos, param2, "right")
         meta:set_string("formspec",
               "size[8,11.5]"..
               "background[-0.19,-0.25;9.41,12.2;large_chest_formspec.png]"..
               "bgcolor[#080808BB;true]"..
               "listcolors[#9990;#FFF7;#FFF0;#160816;#D4D2FF]"..
               "image_button_exit[9,0;1,1;;exit;X;true;true;]"..
               "list[nodemeta:"..p.x..","..p.y..","..p.z..";main;0,0;8,3;]"..
               "list[current_name;main;0,3;8,3;]"..
               "list[current_player;main;0,7.4;8,3;8]"..
               "list[current_player;main;0,10.6;8,1;]")
         meta:set_string("infotext", "Large Chest")
         hacky_swap_node(p, "default:chest_left", param2)
         local m = minetest.env:get_meta(p)
         m:set_string("formspec",
               "size[8,11.5]"..
               "background[-0.19,-0.25;9.41,12.2;large_chest_formspec.png]"..
               "bgcolor[#080808BB;true]"..
               "listcolors[#9990;#FFF7;#FFF0;#160816;#D4D2FF]"..
               "image_button_exit[9,0;1,1;;exit;X;true;true;]"..
               "list[current_name;main;0,0;8,3;]"..
               "list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,3;8,3;]"..
               "list[current_player;main;0,7.4;8,3;8]"..
               "list[current_player;main;0,10.6;8,1;]")
         m:set_string("infotext", "Large Chest")
      elseif minetest.env:get_node(get_chest_neighborpos(pos, param2, "left")).name == "default:chest" then
         minetest.env:set_node(pos, {name="default:chest_left",param2=param2})
         local p = get_chest_neighborpos(pos, param2, "left")
         meta:set_string("formspec",
               "size[8,11.5]"..
               "background[-0.19,-0.25;9.41,12.2;large_chest_formspec.png]"..
               "bgcolor[#080808BB;true]"..
               "listcolors[#9990;#FFF7;#FFF0;#160816;#D4D2FF]"..
               "image_button_exit[9,0;1,1;;exit;X;true;true;]"..
               "list[current_name;main;0,0;8,3;]"..
               "list[nodemeta:"..p.x..","..p.y..","..p.z..";main;0,3;8,3;]"..
               "list[current_player;main;0,7.4;8,3;8]"..
               "list[current_player;main;0,10.6;8,1;]")
         meta:set_string("infotext", "Large Chest")
         hacky_swap_node(p, "default:chest_right", param2)
         local m = minetest.env:get_meta(p)
         m:set_string("formspec",
               "size[8,11.5]"..
               "background[-0.19,-0.25;9.41,12.2;large_chest_formspec.png]"..
               "bgcolor[#080808BB;true]"..
               "listcolors[#9990;#FFF7;#FFF0;#160816;#D4D2FF]"..
               "image_button_exit[9,0;1,1;;exit;X;true;true;]"..
               "list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,0;8,3;]"..
               "list[current_name;main;0,3;8,3;]"..
               "list[current_player;main;0,7.4;8,3;8]"..
               "list[current_player;main;0,10.6;8,1;]")
         m:set_string("infotext", "Large Chest")
      else
         meta:set_string("formspec",
               "size[8,8.3]"..
               "background[-0.19,-0.25;9.41,9.2;chest_formspec.png]"..
               "bgcolor[#080808BB;true]"..
               "listcolors[#9990;#FFF7;#FFF0;#160816;#D4D2FF]"..
               "image_button_exit[8.1,0;1,1;;exit;X;true;true;]"..
               "list[current_name;main;0,0;8,3;]"..
               "list[current_player;main;0,4.31;8,3;8]"..
               "list[current_player;main;0,7.5;8,1;]")
         meta:set_string("infotext", "Chest")
      end
      local inv = meta:get_inventory()
      inv:set_size("main", 8*3)
   end,
   after_dig_node = function(pos, oldnode, oldmetadata, digger)
      local meta = minetest.env:get_meta(pos)
      local meta2 = meta
      meta:from_table(oldmetadata)
      local inv = meta:get_inventory()
      for i=1,inv:get_size("main") do
         local stack = inv:get_stack("main", i)
         if not stack:is_empty() then
            local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
            minetest.env:add_item(p, stack)
         end
      end
      meta:from_table(meta2:to_table())
   end,
   on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
      minetest.log("action", player:get_player_name()..
            " moves stuff in chest at "..minetest.pos_to_string(pos))
   end,
   on_metadata_inventory_put = function(pos, listname, index, stack, player)
      minetest.log("action", player:get_player_name()..
            " moves stuff to chest at "..minetest.pos_to_string(pos))
   end,
   on_metadata_inventory_take = function(pos, listname, index, stack, player)
      minetest.log("action", player:get_player_name()..
            " takes stuff from chest at "..minetest.pos_to_string(pos))
   end,
   on_receive_fields = function(pos, formname, fields, sender)    
      if fields.exit then
        print('test')
        fields.quit = true
      end
   end
})

minetest.register_node("default:chest_left", {
   tiles = {"default_chest_top_big.png", "default_chest_top_big.png", "default_chest_side.png",
      "default_chest_side.png", "default_chest_side_big.png^[transformFX", "default_chest_front_big.png"},
   paramtype2 = "facedir",
   groups = {choppy=2, oddly_breakable_by_hand=2,not_in_creative_inventory=1},
   drop = "default:chest",
   is_ground_content = false,
   sounds = default.node_sound_wood_defaults(),
   on_destruct = function(pos)
      local m = minetest.env:get_meta(pos)
      if m:get_string("infotext") == "Chest" then
         return
      end
      local param2 = minetest.env:get_node(pos).param2
      local p = get_chest_neighborpos(pos, param2, "left")
      if not p or minetest.env:get_node(p).name ~= "default:chest_right" then
         return
      end
      local meta = minetest.env:get_meta(p)
      meta:set_string("formspec",
            "size[9,8.5]"..
            "image_button_exit[9,0;1,1;;exit;X;true;true;]"..
            "list[current_name;main;0,0;9,3;]"..
            "list[current_player;main;0,4;9,3;9]"..
            "list[current_player;main;0,7.5.5;9,1;]")
      meta:set_string("infotext", "Coffre")
      hacky_swap_node(p, "default:chest")
   end,
   after_dig_node = function(pos, oldnode, oldmetadata, digger)
      local meta = minetest.env:get_meta(pos)
      local meta2 = meta
      meta:from_table(oldmetadata)
      local inv = meta:get_inventory()
      for i=1,inv:get_size("main") do
         local stack = inv:get_stack("main", i)
         if not stack:is_empty() then
            local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
            minetest.env:add_item(p, stack)
         end
      end
      meta:from_table(meta2:to_table())
   end,
   on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
      minetest.log("action", player:get_player_name()..
            " moves stuff in chest at "..minetest.pos_to_string(pos))
   end,
   on_metadata_inventory_put = function(pos, listname, index, stack, player)
      minetest.log("action", player:get_player_name()..
            " moves stuff to chest at "..minetest.pos_to_string(pos))
   end,
   on_metadata_inventory_take = function(pos, listname, index, stack, player)
      minetest.log("action", player:get_player_name()..
            " takes stuff from chest at "..minetest.pos_to_string(pos))
   end,
})

minetest.register_node("default:chest_right", {
   tiles = {"default_chest_top_big.png^[transformFX", "default_chest_top_big.png^[transformFX", "default_chest_side.png",
      "default_chest_side.png", "default_chest_side_big.png", "default_chest_front_big.png^[transformFX"},
   paramtype2 = "facedir",
   groups = {choppy=2, oddly_breakable_by_hand=2,not_in_creative_inventory=1},
   drop = "default:chest",
   sounds = default.node_sound_wood_defaults(),
   on_destruct = function(pos)
      local m = minetest.env:get_meta(pos)
      if m:get_string("infotext") == "Chest" then
         return
      end
      local param2 = minetest.env:get_node(pos).param2
      local p = get_chest_neighborpos(pos, param2, "right")
      if not p or minetest.env:get_node(p).name ~= "default:chest_left" then
         return

      end
      local meta = minetest.env:get_meta(p)
      meta:set_string("formspec",
            "size[9,8.5]"..
            "image_button_exit[9,0;1,1;;exit;X;true;true;]"..
            "list[current_name;main;0,0;9,3;]"..
            "list[current_player;main;0,4;9,3;9]"..
            "list[current_player;main;0,7.5.5;9,1;]")
      meta:set_string("infotext", "Chest")
      hacky_swap_node(p, "default:chest")
   end,
   after_dig_node = function(pos, oldnode, oldmetadata, digger)
      local meta = minetest.env:get_meta(pos)
      local meta2 = meta
      meta:from_table(oldmetadata)
      local inv = meta:get_inventory()
      for i=1,inv:get_size("main") do
         local stack = inv:get_stack("main", i)
         if not stack:is_empty() then
            local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
            minetest.env:add_item(p, stack)
         end
      end
      meta:from_table(meta2:to_table())
   end,
   on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
      minetest.log("action", player:get_player_name()..
            " moves stuff in chest at "..minetest.pos_to_string(pos))
   end,
   on_metadata_inventory_put = function(pos, listname, index, stack, player)
      minetest.log("action", player:get_player_name()..
            " moves stuff to chest at "..minetest.pos_to_string(pos))
   end,
   on_metadata_inventory_take = function(pos, listname, index, stack, player)
      minetest.log("action", player:get_player_name()..
            " takes stuff from chest at "..minetest.pos_to_string(pos))
   end,
})
Attachments
screenshot_20160928_183632.png
screenshot_20160928_183632.png (526.98 KiB) Viewed 6233 times
 

User avatar
cx384
Member
 
Posts: 249
Joined: Wed Apr 23, 2014 09:38
GitHub: cx384
IRC: cx384

Re: Post your mod requests/ideas here

by cx384 » Wed Sep 28, 2016 17:28

amadin wrote:I have working and tested code for Large chest (like in mc).


You mean something like this ?
viewtopic.php?t=10264
Hybrid Dog wrote:it also works for default locked chests
Can your read this?
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: Post your mod requests/ideas here

by amadin » Thu Sep 29, 2016 06:24

cx384 wrote:
amadin wrote:I have working and tested code for Large chest (like in mc).


You mean something like this ?
viewtopic.php?t=10264
Hybrid Dog wrote:it also works for default locked chests

No, this is not MC chest because "Just hold shift and place a chest onto another one's side." Large chest posted here by me not need to hold button or something else, just put 2 small chest near (left or right) and will be created Large chest automatically. This forum don't have that Large chest.
 

ManElevation
Member
 
Posts: 213
Joined: Tue Aug 02, 2016 22:04
GitHub: ManElevation
IRC: ManElevation
In-game: ManElevation

Re:

by ManElevation » Thu Sep 29, 2016 13:53

mauvebic wrote:if someones willing to make the 3D models (nodebox) for new trees ill write the code. Im sick of square trees and trying to make em look different lol

dude i can make 3d models if you want
Hey there im going to be off minetest for a while because my company has been deleloping a game called Ground Conflict, if you wish to see some screenshots or have some info, than please join our discord server https://discord.gg/C9ygXJn
 

casio33
Member
 
Posts: 38
Joined: Sun Jan 17, 2016 08:36

Re: Post your mod requests/ideas here

by casio33 » Thu Sep 29, 2016 14:50

Can anyone make a cross? I'm building a church and it would be nice to have one at the top of the tower.
 

User avatar
pithy
Member
 
Posts: 252
Joined: Wed Apr 13, 2016 17:34
GitHub: pithydon

Re: Re:

by pithy » Fri Sep 30, 2016 00:03

ManElevation wrote:
mauvebic wrote:if someones willing to make the 3D models (nodebox) for new trees ill write the code. Im sick of square trees and trying to make em look different lol

dude i can make 3d models if you want

You could steal some models from my mod: https://forum.minetest.net/viewtopic.php?f=11&t=15399
They are .obj not nodebox though.
 

User avatar
SegFault22
Member
 
Posts: 870
Joined: Mon May 21, 2012 03:17

Re: Post your mod requests/ideas here

by SegFault22 » Sat Oct 01, 2016 14:20

That old factions mod is pretty lacking. It was nice for the features it includes, but it hasn't been updated since 2013 and there is actually not any chunk claim feature. It would make sense that claimed chunks are exactly 16^3 nodes in size, and aligned with the world chunk system - however, there is not even an area protection mod available which does this, except for that old 0gb.us land claim mod (the original one, not the subgame!) that can't be downloaded because the website is gone.

In order to help others develop a better factions mod, and enable others to use cubic chunk protection for other purposes, I suggest that someone make a mod for cubic chunk protection. You could probably use some code from the 0gb.us subgame on github, but it will need to be modified heavily in order to get it to work as a stand-alone mod (it depends on some other mod, a points system, which hinders its usage especially since the points system is designed to work with the subgame and doesn't really make any sense outside of it)... We just need a simple function to change ownership of the chunk at some position, then others can make a tool or node that executes the function when it is used or placed. It would be nice if the resulting code does not have to be modified in order to work with a factions mod, but that will be complex because ownership of a chunk by a single player is a lot simpler than ownership of a chunk by an entire faction, and it is a lot simpler to keep up with a single player than it is to keep up with a faction that may have any number of different players at any time.
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: Post your mod requests/ideas here

by ABJ » Sat Oct 01, 2016 15:34

casio33 wrote:Can anyone make a cross? I'm building a church and it would be nice to have one at the top of the tower.

That's a whole symbols mod.
Better if you learn about nodeboxes.
 

PreviousNext

Return to Modding Discussion

Who is online

Users browsing this forum: No registered users and 74 guests

cron