Mod inter-compatibility list - what mods should implement

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orwell
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Mod inter-compatibility list - what mods should implement

by orwell » Thu Oct 06, 2016 09:31

This thread is intended to make all minetest mods better working together. It is thought of as a reference for mod developers on what to do to make his/her mod friend with others. This mainly includes:
- groups
- methods / procedures to call
Developers can look up in this thread what to do to make the mod compatible/better working with other mods.
If advising groups, tell the group name and when it should be set to what value. If advising method calls, tell when and how it should be or should not be called.
Moderators, please pin this post if you find it useful.

minetest_game:
http://dev.minetest.net/Groups/Custom_groups

advtrains:
- Set group not_blocking_trains=1 when a node you defined is walkable and may stand at a place where a train passes by and shouldn't block it. Examples: platforms, signs, signals, carpets (why ever).

tyrant:
When you are writing mob spawning code for hostile mobs, include/adapt this code:
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
if minetest.get_modpath("tyrant") and not tyrant.check_hostile_mobs_allowed(pos) then
  return
end

elevator:
- Set group not_blocking_elevators=1 when a node you defined may be inside an elevator shaft without blocking the elevator (regardless of 'walkable' state). Examples: signs, torches.
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Byakuren
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Re: Mod inter-compatibility list - what mods should implemen

by Byakuren » Thu Oct 06, 2016 21:09

Every time a mod API is left undocumented, a koala dies.
 

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orwell
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Re: Mod inter-compatibility list - what mods should implemen

by orwell » Fri Oct 07, 2016 19:57

This is not exactly what i want to achieve. This is for inter-operatability with not so common mods.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...
 


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