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Nore wrote:You can't do "if old_craft_grid = ", it will never work. What you need to do is to test each of the items in the craft grid to check it has the correct name. See an example about how to use it here: https://gist.github.com/Novatux/7179966


Ah, okays. Thanks :D that helps a lot.
by Gatharoth
Sun Feb 23, 2014 17:51
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624177

Topic: Do not fully understand how to use a built-in method/function Reason: From the name, it seems to be the method/function I require for what I am trying to do in a mod I am working on. More Info: The method/function is "minetest.register_on_craft". However I cannot find any good information on...
by Gatharoth
Sun Feb 23, 2014 04:42
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 624177

> Power system(alpha) Technic and Mesecons mods already have this sort of thing well covered. > Pipes/item transport(beta) Pipeworks. > SecretPassages! migration(beta) There are a number of mods such as moreblocks and camo modpack that supply 'fake' or 'trap' blocks that make for very effective sec...
by Gatharoth
Fri Feb 21, 2014 16:20
 
Forum: WIP Mods
Topic: [WIP] Powered Machines!
Replies: 4
Views: 1351

[WIP] Powered Machines!

Hello all! I am back, after a long inactivity due to having forgotten minetest. Anyway enough about that! Onto the mod! As the name states, Powered Machines! I'm working on adding some basic machines, generator, smelter(furnace), OreProcesser, ect. In the future I hope to have an automated way to mi...
by Gatharoth
Fri Feb 21, 2014 15:43
 
Forum: WIP Mods
Topic: [WIP] Powered Machines!
Replies: 4
Views: 1351

Anyone know anything about it?
by Gatharoth
Tue Jul 10, 2012 01:44
 
Forum: WIP Mods
Topic: Question regarding glass
Replies: 4
Views: 1439

I didnt know this existed when i added holostone and holocobble to madblocks. One thing i wanted to do which you might be interested in doing instead is adding a switch to make the fake nodes appear/disappear, w/ a sound effect (like that 'whoosh' sound from star trek lol) haha. Well, adding a swit...
by Gatharoth
Fri Jul 06, 2012 18:04
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16483

Topywo wrote:Nice mod!

p.s. It looks like the false blocks keep also animals and vombies in/out :-)


Thanks :3

I do not know if it does that. Since I haven't tested that.
by Gatharoth
Wed Jul 04, 2012 21:31
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16483

By default there is something known as ''backface culling'' that doesn't show faces of nodes that are against faces of other nodes. Anything with the ''glasslike'' drawtype should work like normal glass - take a look at the default glass and see the settings like ''sunlight_propagates'' and ''drawt...
by Gatharoth
Wed Jul 04, 2012 21:29
 
Forum: WIP Mods
Topic: Question regarding glass
Replies: 4
Views: 1439

Ideas:

1. For the fridge, along with LandMine's suggestion about storing water it in, turn the water into ice "cubes". Which with 9 of them you can make an "ice" block.

2. One word, Pipes.

3. Cabinets.
by Gatharoth
Wed Jul 04, 2012 04:48
 
Forum: WIP Mods
Topic: [Mod] Utility [v0.1]
Replies: 7
Views: 2658

Question regarding glass

Okay, so you know how glass removes/makes transparent sides that are connected to other glass? Is there a force an update on a custom glass node to mimic that behavior to work with a normal glass node? So in a sense, when the custom glass is placed it will check for non-custom glass nodes around it ...
by Gatharoth
Wed Jul 04, 2012 04:41
 
Forum: WIP Mods
Topic: Question regarding glass
Replies: 4
Views: 1439

2012/7/3: Mod updated.

Added desert stone and sand.

Fixed code so it works on the newer version.

False blocks are now instantly destructible. (Other words, one click and you have it back)
by Gatharoth
Wed Jul 04, 2012 04:28
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16483

Oh right, I saw one of your posts... You're a modder, right? Kind of. I dabbled in it a bit. yay your back! now update secret passages so I don't have to! hahaha. Alright alright. It might take me awhile to get it updated. Since its been awhile and I'm not even sure if the custom function still wor...
by Gatharoth
Wed Jul 04, 2012 02:39
 
Forum: Minetest General
Topic: I have returned!
Replies: 6
Views: 1612

Of course you two don't. You don't even know me. Plus I've been with minetest a month or two before you registered. Which is also probably the same time a left.
by Gatharoth
Mon Jul 02, 2012 17:11
 
Forum: Minetest General
Topic: I have returned!
Replies: 6
Views: 1612

I have returned!

Well, I have finally returned to minetest! And boy has it changed! Well, looks like I got my work cut out for me with my new ideas, and getting used to what has changed!

Little hint as to what it is I'm working on, it has a story line to it, and it will divert from the normal minetest ways.
by Gatharoth
Sun Jul 01, 2012 22:59
 
Forum: Minetest General
Topic: I have returned!
Replies: 6
Views: 1612

I still wait for the final answer: when will I be able to get rid of manual chance checks? Now if I remove them, on the server start I get huge lags and ABM working for EVERY block and ruining all it's work. You should post a snippet of your code so people can actually look at it and tell you. Beca...
by Gatharoth
Fri Apr 06, 2012 08:22
 
Forum: WIP Mods
Topic: Understanding ABM chance
Replies: 21
Views: 4215

TO ALL MODDERS AND FUTURE MODDERS

Because of Celeon's request for a Public license for your mods. And after reading about minecraft using Jejia's mesecon in minecraft. I implore you! Use the GNU(GPL) Licensing, or any other CopyLeft licenses! As this will stop others from profiting off your work, but allow you to keep it public. Now...
by Gatharoth
Wed Apr 04, 2012 04:05
 
Forum: Minetest General
Topic: TO ALL MODDERS AND FUTURE MODDERS
Replies: 12
Views: 2344

18:58:19: ERROR[main]: [LUA] 18:58:19: ERROR[main]: [LUA] ...netest-0.4.dev-20120122-1-win32\bin\..\data\mods\secret_passage\init.lua:64: ')' expected near 'typename' 18:58:19: ERROR[main]: [LUA] Is this right? I believe there's typo problems currently. So with your problem, just open up the init.l...
by Gatharoth
Sun Apr 01, 2012 05:01
 
Forum: WIP Mods
Topic: Secret Passages! :D
Replies: 43
Views: 16483

Here's a bug I noticed while playing in singleplayer (not advanced!). For what ever reason, I cannot dig any of the mesecons' nodes. Tried all tools in default, as well as barehanded. Cannot dig them up.
by Gatharoth
Tue Mar 20, 2012 22:57
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535088

Idea for wireless. Have a number on the inverter, transmitter, or receiver. Every time you punch the block it increases by one; this is it's channel. A transmitter on channel 1, is received by inverters and receivers on channel 1. We already have channels; if you place a transmitter on glass, only ...
by Gatharoth
Tue Mar 20, 2012 22:27
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535088

Here look at this code: minetest.register_on_generated( function(minp, maxp) max_add = 20 for x = minp.x,maxp.x do for y = minp.y,maxp.y do for z = minp.z,maxp.z do pos = {x=x, y=y, z=z} if minetest.env:get_node(pos).name == "default:stone_with_iron" then max_check = 5 while max_check do pos_i = {x...
by Gatharoth
Tue Mar 20, 2012 22:19
 
Forum: WIP Mods
Topic: Register_on_generated?
Replies: 2
Views: 1187

Register_on_generated?

Okay, so I'm trying to make a flat land for creative mode; So that way I don't have to clear out a bunch of blocks in order to get my base-area. But the things I've tried have resulted in a crash. I've looked at both gemstones and moreores to see how they did it, but I have no idea where their first...
by Gatharoth
Tue Mar 20, 2012 18:28
 
Forum: WIP Mods
Topic: Register_on_generated?
Replies: 2
Views: 1187

It's possible to output more than one item. Although in minetest, one would need to somehow register every crafting, output and input. Using that table of registered crafting, you would just have to have check what was put in, then add items to corresponding slots, then when a player takes the craft...
by Gatharoth
Tue Mar 20, 2012 18:06
 
Forum: WIP Mods
Topic: Previous Post(Craft Table)
Replies: 3
Views: 1567

RAPHAEL wrote:Devs have to become aware of new version, figure out how to update their mods, then update and test em. Cuss some, fix them again, test again, curse some more. then release. So.. give it up to a week or so for devs to get caught up.


Sad part is, this is all true. XD
by Gatharoth
Tue Mar 20, 2012 04:33
 
Forum: Minetest Servers
Topic: move people move!
Replies: 5
Views: 1658

Could you do something like cycling the number each time it is punched? minetest.register_on_punchnode(function(pos, node, puncher) if node.name == "node_name" then -- Check to see if hit by hand (not sure if this works) if puncher:get_wielded_item():get_tool_capabilities().groupcaps[oddly_breakabl...
by Gatharoth
Mon Mar 19, 2012 23:10
 
Forum: WIP Mods
Topic: Sign questions
Replies: 4
Views: 1399

Hmm... So no way to make it a one time usage?
by Gatharoth
Mon Mar 19, 2012 22:34
 
Forum: WIP Mods
Topic: Sign questions
Replies: 4
Views: 1399

Sign questions

Alright, so I'm trying to update my AND gate for mesecon, to allow the player to set the amount of connections needed to power it. So in order to do this, I was thinking about adding in that text input window you get when you rightclick a sign, and use that for playing to input a number. Alright so ...
by Gatharoth
Mon Mar 19, 2012 20:33
 
Forum: WIP Mods
Topic: Sign questions
Replies: 4
Views: 1399

Temperest wrote:
Gatharoth wrote:EDIT: Alright, for what every reason its all working now. Everything!! :D


Must be the magical code gremlins again.


IKR!? Scary little bastards. lol
by Gatharoth
Fri Mar 16, 2012 19:43
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535088

Weird! Could it be that I'm calling it, after it's already called? I'm adding to temperest's code; just something that will strickly be used for things like in his OGAM. And it's called there once already. But then again, it was working fine until I tried to set the mesecon_on to a local and see if...
by Gatharoth
Fri Mar 16, 2012 18:37
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535088

Alright, I'm to my wits end. Why aren't the "if"s running?? Its only the "if"s for a-dnode that aren't running. Both the "if i >=2.." and "if i < 2.." both work fine. Edit: Okay, so they are running, but are failing. Why?!?! It's not like the nodes changed! Well if you are using a more recent versi...
by Gatharoth
Fri Mar 16, 2012 18:17
 
Forum: WIP Mods
Topic: [Addon] Mesecon "and" gate
Replies: 3
Views: 1771

The Function just don't exist. Something must be wrong with the Mesecons init.lua The problem is, it does exist; And it works. If I take out my code, and let it load, calling that function works. I mean, if you want proof, here it is in the movesontes. mesecon:register_on_signal_on(function (pos, n...
by Gatharoth
Fri Mar 16, 2012 18:14
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 535088
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