local function hash(n1,n2)
local prng = PseudoRandom(n1)
local n3 = prng.next() + n2
prng = PseudoRandom(n3)
return prng.next()
end
rubenwardy wrote:Isn't Minetest. Serialise position for this purpose?
rubenwardy wrote:wrong name, it's minetest.hash_node_position({x=,y=,z=})
http://rubenwardy.com/minetest_modding_ ... .html#misc
Sane wrote:Hi there,
the minetest.find_path() function has an parameter to set the searching algorithm ("A*_noprefetch", "A*", "Dijkstra"),
I am wondeing what the differences are. Is there a documentation on them somewhere?
Joz wrote:With what NodeID are nodes initialised in singlenode?
local chis1 = stuff
local chis2 = stuff
local hori1 = stuff
local hori2 = stuff
local vert1 = stuff
local vert2 = stuff
etc
local modes = {
{"chiseled", "Chiseled", chis},
{"horizontal", "Horizontal", hori},
{"vertical", "Vertical", vert},
{"cross", "Cross", cross},
}
for i in ipairs (modes) do
local mode = modes [i][1]
local mdesc = modes [i][2]
local typ = modes [i][3]
node_box = typ.."1",
node_box = typ.."2"
swordpaint12 wrote:I remember reading somewhere that a special file was required to make something a modpack. I think was modpack.txt, but I'm not sure. What is the title supposed to be?
I am trying to bundle a couple of the mods I have downloaded together so they are easier to enable. It's just for some worlds I'm working on.
ArguablySane wrote:Oh, and I have a question of my own. If I'm writing a mapgen, is there a way to make sure the mapgen runs before any other mods? I know depends.txt lets me specify other mods which have to run before mine, but I'd like to make sure that my mod has a chance to actually create the terrain before other mods add things to it.
Sokomine wrote:ArguablySane wrote:Oh, and I have a question of my own. If I'm writing a mapgen, is there a way to make sure the mapgen runs before any other mods? I know depends.txt lets me specify other mods which have to run before mine, but I'd like to make sure that my mod has a chance to actually create the terrain before other mods add things to it.
There's no such option. At least I don't know of any other than the depends.txt approach.
Hybrid Dog wrote:you could try table.insert(minetest.registered_on_generateds, 1, function(minp,maxp,seed)
[…]
end)
swordpaint12 wrote:Is there any way to create a block that is basically a vertical slab? If so, how do I do that?
swordpaint12 wrote:Is there any way to create a block that is basically a vertical slab? If so, how do I do that?
TenPlus1 wrote:Slabs *can* be placed on the side of a node so that it stands UP...
TenPlus1 wrote:Apologies, I use a different version of Stairs mod that allows for on_rotate functions so that you can place slabs on floor or wall and have a different rotation with both (or hold shift and place on wall to place flat/normal)...
I've attached it here if you wish to use it:
Don wrote:Slabs made from the saw in moreblocks rotate on place.
viewtopic.php?id=509
Hybrid Dog wrote:Don wrote:Slabs made from the saw in moreblocks rotate on place.
viewtopic.php?id=509
l know, that's extremely annoying in my opinion.
Hybrid Dog wrote: If they did, building roofs with slabs would become far more annoying.
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