Search found 436 matches

Return to advanced search

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

So it would be best to concatenate minetest.get_current_modname() as the prefix to all of the ids in all of the registry function calls.

This is what I meant to suggest, sorry for being vague.
by Byakuren
Mon Oct 31, 2016 09:09
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536951

Re: Wrapping minetest.register_*() Functions w/ other Functi

Wrapping functions is powerful, but this is not a good use-case for it. Wrapping functions that are facing other modules that expect a certain interface should be done only if you keep the interface the same. If you change the interface then you might as well expose a new function for mods to use, b...
by Byakuren
Mon Oct 31, 2016 08:59
 
Forum: Modding Discussion
Topic: Wrapping minetest.register_*() Functions w/ other Functions
Replies: 2
Views: 780

Re: Checking the Type of many Variables/Parameters all at on

You could have some kind of function wrapper, something like local function typechecked(types, f) return function(...) local args = {...} for i, desired_type in ipairs(types) do local actual_type = type(args[i]) if actual_type ~= desired_type then error("Your value makes me mad") end end f...
by Byakuren
Mon Oct 31, 2016 08:52
 
Forum: Modding Discussion
Topic: Checking the Type of many Variables/Parameters all at once
Replies: 5
Views: 1241

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

minetest.get_current_modname is a thing too
by Byakuren
Mon Oct 31, 2016 08:38
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536951

Re: Why client-sided scripting?

I think it could have applications in GUI stuff that doesn't have to go to the server and back for a response. You also wouldn't have to worry about the definition being serializable, so you could have callbacks and things as part of the core GUI API.
by Byakuren
Sun Oct 30, 2016 07:27
 
Forum: Minetest General
Topic: Why client-sided scripting?
Replies: 14
Views: 2994

Re: If not multi-thread, multi-instance? [clustering]

I think currently you would get corruption of your world.
by Byakuren
Fri Oct 28, 2016 17:50
 
Forum: Minetest Problems
Topic: If not multi-thread, multi-instance? [clustering]
Replies: 1
Views: 588

Re: Nether Mod

If you deleted it from a file manager like nautilus it might be in a trash place where you can restore them from. Otherwise I don't know. There are some file recovery tools but I don't know much about them.
by Byakuren
Tue Oct 25, 2016 04:28
 
Forum: Minetest Problems
Topic: Nether Mod(SOLVED)
Replies: 8
Views: 1414

Re: Get the current player name

The chatcommand's callback receives the player name as its first parameter.
by Byakuren
Sun Oct 23, 2016 06:49
 
Forum: Modding Discussion
Topic: Get the current player name
Replies: 2
Views: 606

Re: Delete Directory

You can see in the error message that you are using the variable "cpath", which is nil. Maybe you meant dpath?
by Byakuren
Mon Oct 17, 2016 07:30
 
Forum: Modding Discussion
Topic: Delete Directory
Replies: 3
Views: 492

Re: [mod] witchcraft (v0.3)

Ok, thanks, this has given me a few more ideas. yes it is entirely possible to have changing depth. It would require 61 different nodes though, which seems a bit much to me. You could use an entity to draw the liquid contents, and change the visual_size to make it higher or lower, instead of differ...
by Byakuren
Mon Oct 17, 2016 07:28
 
Forum: WIP Mods
Topic: [mod] witchcraft (v0.3)
Replies: 66
Views: 9182

Re: Large (connected) chest [l_chest}

The README says that MoNTE48 is the author.
by Byakuren
Sat Oct 15, 2016 15:03
 
Forum: WIP Mods
Topic: Large (connected) chest [l_chest}
Replies: 8
Views: 1305

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

Thanks kaeza.
by Byakuren
Fri Oct 14, 2016 08:54
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536951

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

Could someone merge this trivial fix to a node duplication exploit?: https://github.com/minetest-technic/technic/pull/295
by Byakuren
Fri Oct 14, 2016 08:34
 
Forum: Mod Releases
Topic: [Mod] Technic [0.4.16-dev] [technic]
Replies: 1369
Views: 536951

Re: Sandbox Env doesn't Recognize Functions

If the programs your computer runs calls these OS functions, the OS functions need to use things that are going to be in scope when you run the program. Global variables always look at the global environment, so it is going to try to get it from the program's environment. If you have "blah = me...
by Byakuren
Thu Oct 13, 2016 23:19
 
Forum: Modding Discussion
Topic: [solved] Sandbox Env doesn't Recognize Functions
Replies: 4
Views: 588

Re: Minetest latest experimental features [0.4.14+]

You can attach particle spawners to entities now, in case you want to do things like rain or projectiles with trails.
by Byakuren
Thu Oct 13, 2016 23:13
 
Forum: Minetest Features
Topic: Minetest latest experimental features
Replies: 65
Views: 30543

Re: MultiCraft – We hate Mojang :)

Minecraft was popular before it was bought by Microsoft; its success is the reason it was acquired in the first place. There's nothing wrong with Minecraft as a game, though you might have reason to hate Notch for failing to deliver on his promise of eventually releasing Minecraft as "some kind...
by Byakuren
Thu Oct 13, 2016 04:03
 
Forum: Minetest-Related
Topic: MultiCraft – We hate Mojang :)
Replies: 65
Views: 13504

Re: Sandbox Env doesn't Recognize Functions

If your OS is supposed to be sandboxed, don't try to access the environment from it. If you want to provide some limited access to it, then you can put a function for doing that in the environment you pass (you will want to "localize" any global variables you use in the function): local fu...
by Byakuren
Wed Oct 12, 2016 19:07
 
Forum: Modding Discussion
Topic: [solved] Sandbox Env doesn't Recognize Functions
Replies: 4
Views: 588

Re: Post your modding questions here

when it falls, it's an entity. you should override it. check builtin dir. It looks like it uses the same entity for all nodes. I only want to make one node kill you when it falls on your head. The falling node entity carries information about the node, so you can check the node name to make sure yo...
by Byakuren
Thu Oct 06, 2016 21:06
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648425

Re: Post your modding questions here

How do you register a tool (sword) and give it an on_use function without overriding it's original function as a sword? I've been trying to do this too; unfortunately it does not look possible. What are you trying to achieve, maybe we can look into that? If you don't care about digging functionalit...
by Byakuren
Wed Oct 05, 2016 09:34
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648425

Re: Post your modding questions here

Thanks, even though that is sad news. I got 90% of the way through making a sword with dynamic sound effects only to get snagged on the on_use override. Maybe I can have it set_hp() if pointed_thing is an object ... object.is_player() ... ? I really wish the engine had some sort of register-damage ...
by Byakuren
Wed Oct 05, 2016 08:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648425

Re: Display and add varaibles

qwertymine3 I tried this, in anew mod folder called "teaching" minetest.register_craftitem("teaching:conditionals",{ description = "Change dirt to water!", stack_max = 1, inventory_image = "default_water.png", on_place = function(_,_,pointed_thing) local look...
by Byakuren
Tue Oct 04, 2016 17:31
 
Forum: Modding Discussion
Topic: Display and add varaibles
Replies: 16
Views: 2983

Re: Trying to build a Groups Table from multiple Variables

It was a syntax error. I was trying to assign a value to an index that wasn't in a table, something like this: itemtype = {ingot} materialtype = {metal} material = {silver} groups = {itemtype[1] = 1, materialtype[1] = 1, material[1] = 1} minetest.register_craftitem("test:ingot_silver", { ...
by Byakuren
Sun Oct 02, 2016 18:20
 
Forum: Modding Discussion
Topic: Trying to build a Groups Table from multiple Variables
Replies: 5
Views: 659

Re: [Mod] UltimateSword v.0.1

The next "ultimate weapon" mod will need to be an axe or a spear, or else it too will live in the shadow of airsword post.
by Byakuren
Sun Oct 02, 2016 09:42
 
Forum: WIP Mods
Topic: [Mod] UltimateSword v.0.1
Replies: 5
Views: 661

Re: Trying to build a Groups Table from multiple Variables

local tab = { foo = bar, baz = quux, } tab.blah = 1 -- is syntax sugar for local tab = { ["foo"] = bar, ["baz"] = quux, } tab["blah"] = 1 You should post the code that gave you the error. It's a syntax error, so you probably typed something incorrectly. Group table key...
by Byakuren
Sun Oct 02, 2016 09:34
 
Forum: Modding Discussion
Topic: Trying to build a Groups Table from multiple Variables
Replies: 5
Views: 659

Re: [Mod / Library] Multinode Structure Matching [multiblock

Ok, just updated it so that captures include node params (and thus can be used like a node argument). I've tested it and it appears to work with both torches and stairs, which I am pretty sure use param2 for facedir.
by Byakuren
Fri Sep 30, 2016 02:14
 
Forum: Mod Releases
Topic: [Mod / Library] Multinode Structure Matching [multiblock]
Replies: 5
Views: 1678

Re: [Mod / Library] Multinode Structure Matching [multiblock

The crash I would consider a bug with the test script, but it's true that the mod could have better support for facedir. I might as well just make captures be the standard node table format + position field, which would fix this. I won't have time for a few hours, though.
by Byakuren
Thu Sep 29, 2016 20:04
 
Forum: Mod Releases
Topic: [Mod / Library] Multinode Structure Matching [multiblock]
Replies: 5
Views: 1678

Re: [Mod] Sailboat [boats]

There's no reason for it to do it though, since this mod doesn't expose anything. I don't think it uses the same entity names as the minetest_game boats mod either.
by Byakuren
Sun Sep 25, 2016 22:37
 
Forum: Mod Releases
Topic: [Mod] Sailboat [boats]
Replies: 14
Views: 4788

Re: Post your modding questions here

There is no other way. When/if changing the properties of individual nodes becomes possible, one way to do it would be with those parts of the API.
by Byakuren
Sun Sep 25, 2016 22:18
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 648425

Re: Suggestion: X-Ray (Like No-Clip)

I don't think it would be currently possible. There's no way to "disable the textures" of nodes that would result in something like noclip groundvision.
by Byakuren
Thu Sep 22, 2016 19:38
 
Forum: Modding Discussion
Topic: Suggestion: X-Ray (Like No-Clip)
Replies: 12
Views: 1908
PreviousNext

Return to advanced search

cron