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how to disable common stuff?

PostPosted: Thu Apr 04, 2013 09:47
by Mito551
basically that's the question. i want use a game and everything in it without addition or overwriting.

PostPosted: Thu Apr 04, 2013 10:50
by PilzAdam
By default no mods from common are loaded. Games can load mods from common by adding this to their game.conf
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
common_mods = default, bucket

PostPosted: Thu Apr 04, 2013 13:00
by Mito551
PilzAdam wrote:By default no mods from common are loaded. Games can load mods from common by adding this to their game.conf
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
common_mods = default, bucket


Thanks!

PostPosted: Thu Apr 04, 2013 14:09
by Likwid H-Craft
Can we make up, ours own Common and add:

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
#_mods = default, bucket

Or it won't work?

#: Whatever you like.

PostPosted: Thu Apr 04, 2013 15:19
by PilzAdam
Likwid H-Craft wrote:Can we make up, ours own Common and add:

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
#_mods = default, bucket

Or it won't work?

#: Whatever you like.

No, that wouldnt work. You need to patch the engine for that.

PostPosted: Thu Apr 04, 2013 15:36
by Likwid H-Craft
Thanks telling me since I was going do it some, time.
Then how do ours own game modes work if we add, mods into them?

PostPosted: Fri Apr 05, 2013 01:42
by hdastwb
PilzAdam wrote:
Likwid H-Craft wrote:Can we make up, ours own Common and add:

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
#_mods = default, bucket

Or it won't work?

#: Whatever you like.

No, that wouldnt work. You need to patch the engine for that.


challenge accepted

https://github.com/minetest/minetest/pull/599

This might be useful if we have different sets of games that rely on different sets of common mods; say, a couple classic Minetest variations and a couple Minecraft clones.

PostPosted: Fri Apr 05, 2013 05:29
by 0gb.us
hdastwb wrote:challenge accepted

https://github.com/minetest/minetest/pull/599

This might be useful if we have different sets of games that rely on different sets of common mods; say, a couple classic Minetest variations and a couple Minecraft clones.


...

That would be just too awesome for words. You could, for example, use any arbitrary game as a common set. So you could take definitions that are specific to build, survival, minetest_game, and minamal to use in your own custom games.

PostPosted: Sat Apr 06, 2013 07:46
by prestidigitator
Or dependencies between games, or...wait, a little while ago someone somewhere suggested ALL mods be "common" and each game.conf file just list the ones it wants to include (or exclude?).

PostPosted: Sat Apr 06, 2013 17:10
by Likwid H-Craft
To bad can't have mods can, be turn on/off in Minetest it self...Though you don't have it downloaded but I think That need alot of coding make it link to, the game.

PostPosted: Sat Apr 06, 2013 17:16
by hdastwb
Likwid H-Craft wrote:To bad can't have mods can, be turn on/off in Minetest it self...Though you don't have it downloaded but I think That need alot of coding make it link to, the game.


select a world in the singleplayer tab > configure > proceed

though it would be neat to be able to load and unload mods while the game is running; that way servers could keep going while someone updates the mods running on it…