Tedypig wrote:"Put your messages in (world directory)/random_messages, 1 message per line."
Do I make a new .txt file in the mod folder, or what do I do?
Tedypig wrote:"Put your messages in (world directory)/random_messages, 1 message per line."
Do I make a new .txt file in the mod folder, or what do I do?
Tedypig wrote:"Put your messages in (world directory)/random_messages, 1 message per line."
Do I make a new .txt file in the mod folder, or what do I do?
minetest.register_chatcommand("rm", {
params = "",
description = "Show all random help messages in chat.",
func = function(name)
for key,value in pairs(random_messages.messages) do
local message = key .. ': ' .. value
minetest.chat_send_player(name, message)
end
end
})
xisd wrote:+ Messages are written on signs placed around the world. (if signs mod or signs_lib mods are not used, a new sign_yard node is added)
texmex wrote:I'm not using signs_lib, just regular signs mod.
texmex wrote:• Can you have it not spawn i water and other such strange places?
texmex wrote:• Can I spawn even lesser amount of signs so that they're more rare?
texmex wrote:• It would be nice to have the yardsigns as items too, so that when players break them they are reusable. Or at least dropping as empty regular signs.
texmex wrote:That's so good xisd, thank you for your effort. It works as intended with the sign density. The two bugs I found was that the inventory item has no tooltip title and that signs spawn on treetops. Perhaps it's good to check for underlying node before spawning?
Ideally it would also spawn in already generated areas… :)
texmex wrote:I was wondering. Could it be made possible to update the text of already placed signs? To correct a spelling error in the random_messages file for instance.
xisd wrote:texmex wrote:I was wondering. Could it be made possible to update the text of already placed signs? To correct a spelling error in the random_messages file for instance.
I added a new ABM that acts on already placed signs :
It does not instantaneously take corrections, but every signs placed by the mod will eventually get a new message picked from the (corrected) random_messages file.
They also have a (configurable) chance to be removed
I wasn't sure about that at first but it's turning out to be something quite nice : dynamically placed evolving signs
texmex wrote:This is very useful for having a developing storytelling of a multiplayer world, thank you. One thing I noticed with the ABM switched on is that it slowed down chunk generation drastically. I have noticed some mod developers using some performance tool on their mods. Perhaps it'd be useful.
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