12Me21 wrote:It does not work at all. it just sits there and does nothing.
acridstone wrote:12Me21 wrote:It does not work at all. it just sits there and does nothing.
It is the same here. Needs to be updated and maybe put on git?
if current.name ~= "default:cobble" and current.name ~= "default:stone" and current.name ~= "default:sand" and current.name ~= "default:gravel" then
local dropped = ItemStack({name=current.name}):get_definition().drop
local stack = ItemStack(dropped)
local obj = minetest.env:add_entity(bpos, "__builtin:item")
obj:get_luaentity():set_item(stack:to_string())
end
--end
minetest.env:dig_node(bpos)
end
tbillon2003 wrote:building i made with tunnel boring machine :)
Nice Place should have it as map. umm How do I make it work. nvm found out I am doing wrong I put in, stone.
tbillon2003 wrote:
working on a real texture for it, this is just the basic i am gonna jump off the web here at the library for the day wanted to post what i got so far. textures for this cube is harder than spriting. JMHO
12Me21 wrote:It does not work at all. it just sits there and does nothing.
and i know you said you dont want to maintain the mod but it also has some sort of glitch where every few blocks it leavs and arch see attached image.
aldobr wrote:I never found a work around that, maybe the ABM needs an "Before disable" callback. Something like that can only be implemented in the C++ side of things...
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