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I should have set this up years ago. But it's no tale of woe.
Whether the temperature is high or low, regardless of cold winds blow,
away we go like Edgar Allan Poe, on now with the show. BTW rhymes are welcome.
After doing more testing I guess Minetest only likes .obj files created in Blender. Might just find a way to convert them to the right format without needing Blender.
I would have thought that the object file isn't associated with a texture. How does the stair model work with all the different textures that get specified? Isn't the object file just the shape and then Minetest can take a texture and wrap it around it?
Has anyone else used Art of Illusion to make 3D shapes/meshes for Minetest? I really like the simplicity of it, but all the .obj files that I'm exporting show up as a flat color in Minetest. For example I make any kind of shape such as a cube, circle, etc and then in Minetest instead of the texture ...
I've been messing around some with the mapgen and understand how to change most things for both V6 and other mapgen versions, but I can't figure out how to edit the trees in V6. The only thing I could find was the trees.lua file in default folder. That doesn't seem to affect mapgen though. I'm guess...
Edit: Better workaround thanks to Void7. If you use: minetest.after(0, function() inv:add_item("main", itemdrop) end) then the item will be added as you would expect. It has to do with how the game is checking things with on_rightclick. So not technically a bug. The only workaround I know ...
Using add_item with on_rightclick seems to have different behavior than if add_item is used with lets say on_punch. With on_rightclick the player will not receive the item if the slot the item is meant to go into (the first open slot) is the wielded/active slot. So if the first slot in the hotbar is...
Ok something else that is interesting to note. Adding an item to the inventory with on_punch makes the item go into the open slot even if it is the wielded slot. On_rightclick does not have the item go there. This works: on_punch = function(pos, node, player, pointed_thing) local inv = player:get_in...
Here's a rather useless video demonstrating what I mean, but probably failing to illustrate my thought. Basically, normally, if there's not room and inv:add_item() was unable to find room in the player's inventory, it would return the leftover as an ItemStack. Here, when the wieldhand is empty, the...
I'm making a berry bush that when you right click on it you get a berry in your inventory. I'm running into odd behavior when using clicker:get_inventory():add_item("main", "farming:blueberrybush"). This does not add an item to the inventory if the spot where the item would be ad...
Topic: Is it possible to change the font color in a textarea in a formspec? Reason: I'm trying to change how the default formspec looks for a book and I wanted the font color to be something other than white to make it easier to read.
There's no reason you can't use a variable for the time argument. Mind posting your error (including stack trace) and the relevant mod code? (In a spoiler, or a paste site like lpaste.net) I got it figured out now! What was happening is that when I changed my code over from using global step timers...
I have a question about using minetest.after to call a function. Is it possible to use a variable time for minetest.after or does it have to be a static time? I wanted to try and use minetest.after vs a global step timer but I'm getting errors when using variables for the time. I wasn't sure if ther...