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Re: Error Building Latest stable-0.4

Problem solved!
by false_chicken
Sat Feb 21, 2015 06:55
 
Forum: Minetest Problems
Topic: Error Building Latest stable-0.4
Replies: 1
Views: 406

Error Building Latest stable-0.4

I posted this as an issue on Github but I have not received much help thus far which is understandable. It doesn't seem to be a Minetest issue but an issue with my distribution. I am using Linux Mint Xfce 17.1 64bit and GCC 4.8.2. When I try and build I get this: [ 92%] Building CXX object src/CMake...
by false_chicken
Sat Feb 21, 2015 06:03
 
Forum: Minetest Problems
Topic: Error Building Latest stable-0.4
Replies: 1
Views: 406

Re: Too many mods destroy “indescructible” nodes

Nice PSA Wuzzy. Noted for any future projects.
by false_chicken
Sat Feb 21, 2015 03:43
 
Forum: Modding Discussion
Topic: Too many mods destroy “indescructible” nodes
Replies: 8
Views: 1784

Re: Modding Tutorial Book - Creating Better Documentation

It would be awesome if this could be exported to EPUB. Probably not worth the work but I would enjoy it xD.
by false_chicken
Sat Feb 21, 2015 01:50
 
Forum: Minetest-Related
Topic: Modding Tutorial Book (new: Privileges)
Replies: 117
Views: 20658

Re: Punch node, spawn monster

If you're adding a tool, you will want to use the on_use callback of the tool. minetest.register_craftitem("asasas:asasas", { on_use = function(itemstack, user, pointed_thing) if pointed_thing.type == "node" then local pos = pointed_thing.above -- spawn the monster at 'pos' end ...
by false_chicken
Sat Feb 21, 2015 01:46
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Post your modding questions here

how to make a function happen on punching a node I am making a mod where when you punch a node, it spawns a monster on it with add_entity(pos, "monster") , changes the time to midnight through set_timeofday(0000) and becomes a different node using set_node(pos, "traps:used_monster_po...
by false_chicken
Fri Feb 20, 2015 20:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Post your modding questions here

How do you use pointed_thing? My goal is to get the player hit with a tool. I know how to find a node using the position returned with the pointed_thing but how do I get the player/entity at that location using the same idea? EDIT: It doesn't seem to return any sort of actual 'object' you are pointi...
by false_chicken
Thu Feb 19, 2015 05:16
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Post your modding questions here

I cannot seem to get tool callbacks working. They never seem to get called. Here is what I have: minetest.register_tool("testhammer:testhammer", { -- Register the hammer. description = "The Hammer", inventory_image = "hammer.png", tool_capabilities = { full_punch_interv...
by false_chicken
Thu Feb 19, 2015 04:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: [Mod] fc_protect [fc_protect] [0.4.11]

Yeah lol. Its more designed to be a survival thing. And it is useless for teams right now since you cannot copy them yet. I plan on having the protections cost a rental fee as well that scales with the number of protections you have. So inactive players lose their land over time.
by false_chicken
Sat Feb 14, 2015 04:16
 
Forum: WIP Mods
Topic: [Mod] fc_protect [fc_protect] [0.4.11]
Replies: 4
Views: 900

Re: Post your modding questions here

Ah lol. I thought you must have been some sort of wizard to do all that and only have one error.
by false_chicken
Thu Feb 12, 2015 22:06
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Post your modding questions here

Yeah that looks like the problem. Also indentation is a must for readability. Of course it is your code so do what you wish but I would suggest applying some. Example: int main(int argc, char *argv[]) { ... while (x == y) { something(); somethingelse(); if (some_error) { do_correct(); } else { conti...
by false_chicken
Thu Feb 12, 2015 21:04
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: How do you use lua libraries?

Ah. Thank you. I was thinking dofile was more like actually executing it like a script. Not like 'including' the file as in other languages.
by false_chicken
Thu Feb 12, 2015 20:36
 
Forum: Modding Discussion
Topic: How do you use lua libraries?
Replies: 2
Views: 499

How do you use lua libraries?

I have created a custom library consisting of only helper functions. I have tried to 'include' the file using 'require "libname" ' but I get the error below: 10:53:00: ERROR[main]: ...jects/Repos/minetest/bin/../mods/modname/init.lua:35: module 'libname' not found: 10:53:00: ERROR[main]: n...
by false_chicken
Thu Feb 12, 2015 20:33
 
Forum: Modding Discussion
Topic: How do you use lua libraries?
Replies: 2
Views: 499

Re: Post your modding questions here

How do you use a library in the context of Minetest? I have created one and tried putting 'require "libname"' into into my init.lua but I get: 10:53:00: ERROR[main]: ...jects/Repos/minetest/bin/../mods/modname/init.lua:35: module 'libname' not found: 10:53:00: ERROR[main]: no field package...
by false_chicken
Thu Feb 12, 2015 15:57
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Linux newbie, how to install on ARM / Raspberry Pi?

When I built the server for my Pi B I just used the same Debian/Ubuntu instructions on the Github page. Works fine assuming you are using Rasbian.
by false_chicken
Thu Feb 12, 2015 07:39
 
Forum: Minetest General
Topic: Linux newbie, how to install on ARM / Raspberry Pi?
Replies: 5
Views: 1286

Re: Modding Tutorial Book - Creating Better Documentation

This played an essential role in teaching me to mod Minetest. Thanks rubenwardy! Great stuff here.
by false_chicken
Thu Feb 12, 2015 07:36
 
Forum: Minetest-Related
Topic: Modding Tutorial Book (new: Privileges)
Replies: 117
Views: 20658

Re: Post your modding questions here

How do you manually call a callback? I have modified on_place and have found that after_place_node never fires and the wiki says: Rather than being used by the core game engine itself the following callbacks are called indirectly by the default implementations of the above primary callbacks, so inst...
by false_chicken
Thu Feb 12, 2015 05:36
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Starting a function 1 second after the start of server?

Starting a function 1 second after the start of server? Example: minetest.chat_send_all("Server started!") I know it's ridiculous, but tell me how to do this? I am not sure the proper way to do that. But what I would do just based on what little knowledge I have now would be to register a...
by false_chicken
Thu Feb 12, 2015 00:53
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

[Mod] fc_protect [fc_protect] [0.4.11]

This is my first mod release and my first real attempt at using LUA and Github as a code host. This is a fork of TenPlus1's protector.... fork. A link to his forum topic is below. New Features: - KEYS - Keys are now required to protect locked doors and chests from being entered/used. Please view the...
by false_chicken
Wed Feb 11, 2015 23:21
 
Forum: WIP Mods
Topic: [Mod] fc_protect [fc_protect] [0.4.11]
Replies: 4
Views: 900

Re: Post your modding questions here

That won't work as the default mod declares the recipe before you add the check to stop it being declared. You could try: minetest.registered_nodes["default:locked_chest_or_whatever"] = nil minetest.registered_items["default:locked_chest_or_whatever"] = nil That did the trick! I...
by false_chicken
Wed Feb 11, 2015 20:53
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Post your modding questions here

One more question. Can one disable an item from a base game/mod via lua? Like cleanly removing the Locked Chest from minetest_game or disabling the crafting recipe without editing the base game itself. you could write default? in depends.txt and local craft = minetest.register_craft function minete...
by false_chicken
Wed Feb 11, 2015 20:31
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: Post your modding questions here

One more question. Can one disable an item from a base game/mod via lua? Like cleanly removing the Locked Chest from minetest_game or disabling the crafting recipe without editing the base game itself. you could write default? in depends.txt and local craft = minetest.register_craft function minete...
by false_chicken
Wed Feb 11, 2015 20:12
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 625348

Re: [Mod] Technic [0.4.11] [technic]

First, remove the filter (I assume that's what you meant by "injector", as in "filter-injector" as it's called in Pipeworks). Don't use filters to take materials out of a machine, as there is a better way. Inside, right click on the Grinder. In the dialog that pops up, there are...
by false_chicken
Wed Feb 11, 2015 07:02
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053

Re: [Mod] Technic [0.4.10] [technic]

Marshall_maz wrote:@false_chicken: See this qoute [...]


Thanks! That is defiantly useful. Do you happen to have a solution to my latest question above?
by false_chicken
Wed Feb 11, 2015 06:48
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053

Re: [Mod] Technic [0.4.11] [technic]

Man I just keep thinking up new questions. Sorry! This is more of a mechanics question. When I played Minecraft I built machines using a Hopper to prevent Buildcraft item overflow. Is there something equivalent in Pipeworks? Or something I can rig up to do the same thing? I would like to prevent my ...
by false_chicken
Wed Feb 11, 2015 03:06
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053

Re: [Mod] Technic [0.4.11] [technic]

First, remove the filter (I assume that's what you meant by "injector", as in "filter-injector" as it's called in Pipeworks). Don't use filters to take materials out of a machine, as there is a better way. Inside, right click on the Grinder. In the dialog that pops up, there are...
by false_chicken
Wed Feb 11, 2015 02:39
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053

Re: File IO Help

Hello! I messed around with file IO in my ranks and kits mod. I load information from a text file that lists one item (and optionally an amount) on each line. Here is the lua file (link goes to the relevant line) https://github.com/DomtronVox/minetest-RanksNKits/blob/master/init.lua#L96 I know it w...
by false_chicken
Wed Feb 11, 2015 01:18
 
Forum: Modding Discussion
Topic: File IO Help
Replies: 4
Views: 659

Re: [Mod] Technic [0.4.11] [technic]

Hmmm... I've updated both Technic and Pipeworks (From the latest master branch) and I seem to be having a problem getting grinded ores out of the MV Grinder. I place an Injector on the right side of the grinder, attach some pipe to it and flip a lever I put on the injector but it doesn't take out an...
by false_chicken
Tue Feb 10, 2015 23:36
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053

Re: [Mod] Technic [0.4.11] [technic]

Update your technic - there was a sort-of-API-change to pipeworks that caused machines to not connect, but I've already fixed that in technic and the other places I have access to. That said, LV machines aren't supposed to connect to tubes if I remember correctly. If those machines have textures th...
by false_chicken
Tue Feb 10, 2015 23:05
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053

Re: [Mod] Technic [0.4.11] [technic]

Technic machines are compatible with pipeworks right? If so for some reason the pipes will not connect to Technic machines. The LV Furnace seems to have holes in it but will not connect. Is there something I am missing? EDIT: The MV Furnace seems to work alright. Is this intentional? If so as a sugg...
by false_chicken
Tue Feb 10, 2015 22:27
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 530053
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