[Mod] Map Tools [maptools]

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ak399g
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by ak399g » Wed Aug 21, 2013 21:53

Is it possible to give the pushers a texture?
aka SAFR
 

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by PenguinDad » Thu Aug 22, 2013 11:03

ak399g wrote:Is it possible to give the pushers a texture?

Only change the part for the pushers in init.lua.
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by Ender_Foo » Sat Oct 26, 2013 17:08

Anyone know the itemstrings?
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by PilzAdam » Sat Oct 26, 2013 17:20

Ender_Foo wrote:Anyone know the itemstrings?

I guess this could help: https://github.com/Calinou/maptools/blob/master/aliases.lua
 

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by addi » Sat Nov 30, 2013 16:57

i have 2 suggestions of things missing in this mod

add a soil wich never gets dry (maybe undiggable)
a endless usable screwdriver wich dose work even more longer

it would be great if you can add this
 

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Re: [Mod] Map Tools [maptools]

by crazyginger72 » Sat Aug 02, 2014 17:08

ok i love the mod but have a major issue with one thing!!! ( 2 really 2nd being you dont have a normal github lol XD )
my issue is that the tools dont log digs like other tools and WHEN some non-admin on my server gets one i cand track it!

I added a few lines to the on_punchnode i think will be very usefull to all server owners :)

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_on_punchnode(function(pos, node, puncher)
   if puncher:get_wielded_item():get_name() == "default:pick_admin" or puncher:get_wielded_item():get_name() == "default:pick_admin_with_drops"
   and minetest.env: get_node(pos).name ~= "air" then
      if puncher:get_wielded_item():get_name() == "default:pick_admin" then
         minetest.env:remove_node(pos)
         minetest.log("action", puncher:get_player_name().." used admin-pick to dig block @"..minetest.pos_to_string(pos))
      else
      minetest.log("action", puncher:get_player_name().." used admin-pick to dig block @"..minetest.pos_to_string(pos))
      end
   end
end)
 

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Calinou
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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Aug 02, 2014 17:17

Done, looks like this in the console:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
19:16:38: ACTION[ServerThread]: singleplayer digs default:dirt at (814,19,-20) using an Admin Pickaxe.
19:16:38: ACTION[ServerThread]: singleplayer digs default:cobble at (815,19,-20) using an Admin Pickaxe.
19:16:39: ACTION[ServerThread]: singleplayer digs default:cobble at (816,19,-20) using an Admin Pickaxe.


Also, I do have a Gitorious page, with merge requests and an issue tracker. The Admin Pickaxe with Drops is already logged, since it works like a normal tool.
 

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Re: [Mod] Map Tools [maptools]

by crazyginger72 » Sat Aug 02, 2014 20:20

Thank you :)

i never use the with_drops so i didnt know but i do perfer for my use it to be logged as "admin" for issues with lost picks and 'rouge admin' ( yes we had one) grieffing lol!

gitorious im not fimilar with as i use git hub sorry.
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Sun Aug 03, 2014 09:28

crazyginger72 wrote:Thank you :)

i never use the with_drops so i didnt know but i do perfer for my use it to be logged as "admin" for issues with lost picks and 'rouge admin' ( yes we had one) grieffing lol!

gitorious im not fimilar with as i use git hub sorry.


Admin Pickaxe has a new texture now, Admin Pickaxe with Drops has a slightly different texture too.
 

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Re:

by addi » Sun Aug 03, 2014 09:31

addi wrote:i have 2 suggestions of things missing in this mod

add a soil wich never gets dry (maybe undiggable)
a endless usable screwdriver wich dose work even more longer

it would be great if you can add this
 

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Re: Re:

by Calinou » Sun Aug 03, 2014 09:51

addi wrote:
addi wrote:i have 2 suggestions of things missing in this mod

add a soil wich never gets dry (maybe undiggable)
a endless usable screwdriver wich dose work even more longer

it would be great if you can add this


In order to add this, I either need to modify the farming and screwdriver mods, or to duplicate tons of code…
 

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Re: Re:

by addi » Sun Aug 03, 2014 10:59

ok for screwdriver but what about wet soil?
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Sun Aug 03, 2014 17:08

Added, thanks.
 

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Re: [Mod] Map Tools [maptools]

by SuperCode » Mon Aug 04, 2014 20:40

Looks great, guess I will have to give it a try.
 

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Re: [Mod] Map Tools [maptools]

by Napiophelios » Fri Oct 10, 2014 22:09

I am trying to add a less powerful version of the lightbulb to my copy of maptools;

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node("maptools:tunnel_light", {
   description = "Temporary Tunnel Lights",
   range = 12,
   stack_max = 1000,
   inventory_image = inventory_image = "maptools_tunnel_light.png",
   drawtype = "airlike",
   buildable_to = true,
   walkable = false,
   pointable = false,
   light_source = 14,
   paramtype = "light",
   sunlight_propagates = true,
   drop = "",
   groups = {not_in_creative_inventory = MAPTOOLS_CREATIVE},
})


As it is with the above edited code, the lights can be extinguished by building on top of them but,
I want the lights to only be temporary,either
after a certain amount of time they just die,
or when player gets a certain distance away from the lights.

But I dont know how to implement either.
Does the leafdecay in groups apply to any node or just leaves?

Is this something you could implement into maptools?


edit:I found this but I gotta study it to see if it even applies;
I am so confused by this stuff

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.get_node_timer(pos)
on_timer = function(pos, elapsed)
start= (timeout)
set= (timeout, elapsed)
is_started= true
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Oct 11, 2014 17:20

Napiophelios wrote:Does the leafdecay in groups apply to any node or just leaves?


You can use it on any node, even stone or obsidian if you wanted. The “leafdecay” nodes will not decay when they are near nodes of a “tree” group.

Napiophelios wrote:Is this something you could implement into maptools?


Probably not, I try to implement the stuff that will be the most useful to people first.
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Dec 13, 2014 18:55

I made a Debian/Ubuntu/Mint package, please test: https://dl.dropboxusercontent.com/u/823 ... ptools.deb

This will work only when a packaged Minetest is installed (from a PPA or official repositories).
 

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Re: [Mod] Map Tools [maptools]

by Danfun64 » Mon Jul 06, 2015 17:30

gitorious is dead. You need to update the github repo.
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Mon Jul 06, 2015 19:46

Danfun64 wrote:gitorious is dead. You need to update the github repo.


The link in the topic is up-to-date.
 

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Re: [Mod] Map Tools [maptools]

by Minetest Sam » Thu Dec 03, 2015 10:44

Calinou, when I try to use the command /give no_interact it doesn't work.It says name and itemstring required
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Thu Dec 03, 2015 12:15

Minetest Sam wrote:Calinou, when I try to use the command /give no_interact it doesn't work.It says name and itemstring required


/giveme maptools:nointeract 99 as seen here.

To give it to another player, it's /give <name> maptools:nointeract 99 where <name> is the player name (case sensitive).
 

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Re: [Mod] Map Tools [maptools]

by Minetest Sam » Thu Dec 03, 2015 13:59

Thanks! Nice mod too
 

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Re: [Mod] Map Tools [maptools]

by benrob0329 » Thu Dec 03, 2015 15:41

You have to use this syntax:

give <playername> <mod>:<item>
 

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Re: [Mod] Map Tools [maptools]

by Nathan.S » Fri Dec 04, 2015 00:41

Sam, you probably want to use the grant command in place of give.
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Re: [Mod] Map Tools [maptools]

by Minetest Sam » Thu Jan 21, 2016 15:20

And Can you tell me what is the command for the bouncy block
 

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Re: [Mod] Map Tools [maptools]

by Calinou » Fri Jan 22, 2016 19:39

Map Tools is now in the minetest-mods organization. Here's the new GitHub link: https://github.com/minetest-mods/maptools

Note that existing clones and URLs will continue to work, as the repository was transferred.
 

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Re: [Mod] Map Tools [maptools]

by HeavyTruth » Sat Jan 23, 2016 05:37

whats the invisible block itemstring?
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Re: [Mod] Map Tools [maptools]

by Calinou » Sat Jan 23, 2016 08:02

HeavyTruth wrote:whats the invisible block itemstring?


There are many of them, it depends on what you want to do.

If you want to both block interaction and movement (a pointable and walkable node), it's maptools:fullclip. If you want to block only movement, but let players interact through it, use maptools:playerclip.
 

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Re: [Mod] Map Tools [maptools]

by basil60 » Fri Jun 17, 2016 22:55

I installed the Maptools mod. Thanks
This forum suggests the readme has all the info needed. I can only find info about the mod and installing it.

I installed it to use indestructible blocks.
 

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Re: [Mod] Map Tools [maptools]

by bigfoot547 » Wed Nov 16, 2016 20:09

I think the blocks should be put into specific groups. I submitted an issue here.
I hope this is implimented! :-D
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