ABJ wrote:However, the ":" prefix is only for replacing existing nodes, not using other mods to register a non-present node as present in the mod. You can only use this prefix if you are already replacing an existing "default:stone_with_gold".
"list[current_player;main;9,1.08;8,3;8]" ..
BrunoMine wrote:Is there any software that helps assemble formspec? (Similar to NodeBoxEditor)
Hybrid Dog wrote:BrunoMine, maybe this could give the path of debug.txt:
local path = io.popen"pwd":read"*all".."/debug.txt"
Hybrid Dog wrote:btw, try following command:
$ locate debug.txt
local debug_path = io.popen"pwd":read"*all"
debug_path = string.split(debug_path, "\n")
debug_path = debug_path[1]
Hybrid Dog wrote:local path = io.popen"pwd":read"*all".."/debug.txt"
ABJ wrote:Now, I have this idea. The idea is to, in the TNT mod code, to move the particlespawner in add_effects function behind the timer on tnt_boom registering. The effect I desire to achieve is to have the TNT fireball only visible for the first half second and then delete it and generate the smoke cloud. With all the variables that are used in the main add_effects function, would this even be a good idea? If not, how can this be done?
RHR wrote:Is there a way to change the default stack size from 99 to another value in general, or do I have to add stack_max to each item and block?
minetest.nodedef_default.stack_max = 123
minetest.craftitemdef_default.stack_max = 123
Pyros wrote:How hard would it be to create an Internet mod?
I mean, would you use node metadata (like shared chests)
to create a sort of "wireless channel?" not unlike a digiline's wired version?
Also, could this be used to interface to Mesecons to create a switch that can
be controlled from afar?
pithy wrote:@KCoombes:
Meshes can be made as large as you want and will extend past one node.
It could be an issue with the mesh file.
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