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BlockMen
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by BlockMen » Sat May 25, 2013 17:28

Evergreen wrote:I have a problem. I tried to do this:
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
on_punch = function(pos, node, puncher)
        if puncher:get_wielded_item():get_name() == "bucket:bucket_water" then
            minetest.env:set_node(pos, {name="thaumtest:cauldron_full"})
            minetest.env:replace({item="bucket:bucket_empty"})
        end
end,


Just set the wieleded item :

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
on_punch = function(pos, node, puncher)
        if puncher:get_wielded_item():get_name() == "bucket:bucket_water" then
            minetest.env:set_node(pos, {name="thaumtest:cauldron_full"})
            puncher:set_wielded_item({name="bucket:bucket_empty"})
        end
end,

-> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1346

Edit:
kaeza wrote:he was using on_rightclick, not on_punch.

Nope. he changed after the suggestion of Casimir
Last edited by BlockMen on Sat May 25, 2013 17:31, edited 1 time in total.
 

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Evergreen
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by Evergreen » Sat May 25, 2013 17:34

Thanks everyone! It works now. Idk what I would do without this topic. :D
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Evergreen
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by Evergreen » Sat May 25, 2013 21:55

I am running in to a problem. I want to do the same thing as I did before, except it empties the cauldron into the bucket this time. My problem is that you can't punch anything with an empty bucket. The reason you can't punch anything, is that the only thing you can punch with an empty bucket is water. Since I am using "on_punch" to detect when to take the water out of the cauldron, it doesn't work. Can anyone suggest a workaround for this?
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SilverFlame
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by SilverFlame » Sun May 26, 2013 03:44

I need help installing mods..i tried several times and it didnt work. is there a specific way of doing it instead of just downloading and temoving it from the file?
 

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Topywo
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by Topywo » Sun May 26, 2013 22:37

SilverFlame wrote:I need help installing mods..i tried several times and it didnt work. is there a specific way of doing it instead of just downloading and temoving it from the file?


Do you use stable 0.4.6? --> http://forum.minetest.net/viewtopic.php?pid=88510#p88510

If you use the latest github version(s) --> http://forum.minetest.net/viewtopic.php?pid=91221#p91221
--> don't forget to 'activate' them with configure

Some other "Usual suspects" for mods (still) not working:
- A folder needs to be renamed to the (low-case) name, used in the init.lua.
Example: VanessaE-homedecor-e5c99a3 --> rename --> homedecor
- Trying to use an older mod version or a not up to date mod version
- Use of an older version of minetest than the latest, unofficial
- Missing dependencies (look in the 1st post of a mod or check the depends.txt file in the mod folder you installed)
- Bugs in a mod
 

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Evergreen
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by Evergreen » Sun May 26, 2013 22:43

Evergreen wrote:I am running in to a problem. I want to do the same thing as I did before, except it empties the cauldron into the bucket this time. My problem is that you can't punch anything with an empty bucket. The reason you can't punch anything, is that the only thing you can punch with an empty bucket is water. Since I am using "on_punch" to detect when to take the water out of the cauldron, it doesn't work. Can anyone suggest a workaround for this?

Please answer my question.
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wtebmaster
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by wtebmaster » Mon May 27, 2013 17:26

For the life of me I CANNOT MOD.

I am on a 64-bit Windows 7 Toshiba laptop. I use the stable, official 0.4.6 release. I've tried both the installer (in beta) and just extracting it to a folder I named Minetest in WINDOWS (C:).

I know how to install them: it's easy, just extract into the mods folder. But nothing works. The mods simply won't run, even if the game does. Every single time I run a game it's like the mod was never there. I've uninstalled and reinstalled. I even tried PilzAdam's unofficial build. Nothing works.

I'll rename the mods folder like some people say I should with the name consisting only of lowercase letters. That doesn't work either. So what the heck is going on? I even tried to make a simple mod myself, the decowood mod that is used for the creating mods tutorial. That doesn't work either.

I've tried at least two mods, the mob framework and the PilzAdam's Minecraft-like item drop mod. It all refuses to run. Can anyone help? I'll try to give additional information as needed.
 

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by cHyper » Mon May 27, 2013 18:03

wtebmaster wrote:For the life of me I CANNOT MOD.

I am on a 64-bit Windows 7 Toshiba laptop. I use the stable, official 0.4.6 release. I've tried both the installer (in beta) and just extracting it to a folder I named Minetest in WINDOWS (C:).

I know how to install them: it's easy, just extract into the mods folder. But nothing works. The mods simply won't run, even if the game does. Every single time I run a game it's like the mod was never there. I've uninstalled and reinstalled. I even tried PilzAdam's unofficial build. Nothing works.

I'll rename the mods folder like some people say I should with the name consisting only of lowercase letters. That doesn't work either. So what the heck is going on? I even tried to make a simple mod myself, the decowood mod that is used for the creating mods tutorial. That doesn't work either.

I've tried at least two mods, the mob framework and the PilzAdam's Minecraft-like item drop mod. It all refuses to run. Can anyone help? I'll try to give additional information as needed.


http://forum.minetest.net/viewtopic.php?pid=91221#p91221
Last edited by cHyper on Mon May 27, 2013 18:04, edited 1 time in total.
--------------------------------------------------------
 

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by Topywo » Mon May 27, 2013 22:12

wtebmaster wrote: I use the stable, official 0.4.6 release. I've tried both the installer (in beta) and just extracting it to a folder I named Minetest in WINDOWS (C:).

I know how to install them: it's easy, just extract into the mods folder. But nothing works.


I think with the stable 0.4.6 this might be helpfull:

http://forum.minetest.net/viewtopic.php?pid=88500#p88500

If you have (one of the latest) 'unstable' versions, follow the link in the previous post from cHyper.
 

SilverFlame
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by SilverFlame » Tue May 28, 2013 00:02

Topywo wrote:
If you use the latest github version(s) --> http://forum.minetest.net/viewtopic.php?pid=91221#p91221
--> don't forget to 'activate' them with configure

Some other "Usual suspects" for mods (still) not working:
- A folder needs to be renamed to the (low-case) name, used in the init.lua.
Example: VanessaE-homedecor-e5c99a3 --> rename --> homedecor
- Trying to use an older mod version or a not up to date mod version
- Use of an older version of minetest than the latest, unofficial
- Missing dependencies (look in the 1st post of a mod or check the depends.txt file in the mod folder you installed)
- Bugs in a mod



I tried this and it didnt work..do i have to unzip them or no?
 

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by Evergreen » Tue May 28, 2013 00:22

SilverFlame wrote:
Topywo wrote:
If you use the latest github version(s) --> http://forum.minetest.net/viewtopic.php?pid=91221#p91221
--> don't forget to 'activate' them with configure

Some other "Usual suspects" for mods (still) not working:
- A folder needs to be renamed to the (low-case) name, used in the init.lua.
Example: VanessaE-homedecor-e5c99a3 --> rename --> homedecor
- Trying to use an older mod version or a not up to date mod version
- Use of an older version of minetest than the latest, unofficial
- Missing dependencies (look in the 1st post of a mod or check the depends.txt file in the mod folder you installed)
- Bugs in a mod



I tried this and it didnt work..do i have to unzip them or no?

*facepalm* Yes you do.
Last edited by Evergreen on Tue May 28, 2013 00:23, edited 1 time in total.
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SilverFlame
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by SilverFlame » Tue May 28, 2013 03:24

Evergreen wrote:
SilverFlame wrote:
Topywo wrote:
If you use the latest github version(s) --> http://forum.minetest.net/viewtopic.php?pid=91221#p91221
--> don't forget to 'activate' them with configure

Some other "Usual suspects" for mods (still) not working:
- A folder needs to be renamed to the (low-case) name, used in the init.lua.
Example: VanessaE-homedecor-e5c99a3 --> rename --> homedecor
- Trying to use an older mod version or a not up to date mod version
- Use of an older version of minetest than the latest, unofficial
- Missing dependencies (look in the 1st post of a mod or check the depends.txt file in the mod folder you installed)
- Bugs in a mod



I tried this and it didnt work..do i have to unzip them or no?

*facepalm* Yes you do.

i tried unzipping it..it didnt work. i made a folder for it in the mods folder and extracted it all to it...and i have nothing..i tried the simple mobs and the farming mod im not sure what im doing wrong.. -.- knowing me its something simple lol is there a step by step guide to installing mods?
 

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by Topywo » Tue May 28, 2013 10:03

SilverFlame wrote:i tried unzipping it..it didnt work. i made a folder for it in the mods folder and extracted it all to it...and i have nothing..i tried the simple mobs and the farming mod im not sure what im doing wrong.. -.- knowing me its something simple lol is there a step by step guide to installing mods?


Afaik you don't need to create a folder to unzip your mods into (although I heard about that, so not 100% sure). You run the risk creating something like /mobs/mobs, which doesn't work.

If you have the 0.4.6 stable version of minetest extract the mods from your download folder by right-clicking and then selecting extract to (maybe unzip to) and then selecting with your file manager that should have popped up one of the following folders:

1. minetest/mods/minetest folder
2.a. minetest/games/build/mods folder.
2.b. minetest/games/survival/mods folder.

1. When you put the mods into the /mods/minetest folder, you need to create a game in the menu choosing Minetest (minetest_game).
2.a. When you put the mods in the /games/build/mods folder, you need to create a game in the menu choosing Build.
2.b. When you put the mods in the /games/survival/mods folder, you need to create a game in the menu choosing Survival.



I you have (one of the) latest 0.4.6 versions (unstable), read this:

http://forum.minetest.net/viewtopic.php?pid=91221#p91221

but first you can try to put the mods in a place that looks like this:
minetest/mods/minetest folder
(like option 1 for the stable version / works at least for a run in place version of minetest) EDIT: or, if that doesn't work move them to the higher minetest/mods folder


If this doesn't help you'll at least need (to try) to specify in a post:
- What operating system you're using (Windows, Linux, ...)
- What version of minetest you've installed (0.4.5, 0.4.6 stable, latest Github version, one of the builds from the forum)
- and if you installed it local or system wide
- exit minetest, delete your debug.txt file, restart minetest, start a game, exit minetest, copy the content of the debug.txt file and paste it in a post.

Sometimes minetest versions and mod versions conflict with each other. It think at least this mod works fine for more versions: http://forum.minetest.net/viewtopic.php?id=5571 (rename it to lavalamp) . It's easier to try out installing with this one (and it's a good looking mod).
Last edited by Topywo on Tue May 28, 2013 20:09, edited 1 time in total.
 

paramat
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by paramat » Wed May 29, 2013 01:39

How would i access the world seed from within a lua mod?

I want to use the world specific world seed number to define some world specific features generated by mods.
The on generated function has 'seed' but this is the blockseed it seems ...
Many thanks if anyone can help ;)
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by kaeza » Wed May 29, 2013 01:49

you could load that yourself:

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
local path = minetest.get_worldpath().."/world.mt"
local f = io.open(path)
if (not f) then error("wut") end

local prefix = "seed ="
local prefixlen = prefix:len()

local seed

for line in f:lines() do
  if (line:len() > prefixlen) and (line:sub(1, prefixlen) == prefix) then
    seed = tonumber(line:sub(prefixlen+1):trim())
    break
  end
end
f:close()

if seed == nil then
  error("couldn't find seed")
end


Untested code.
Last edited by kaeza on Wed May 29, 2013 01:50, edited 1 time in total.
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by Evergreen » Wed May 29, 2013 16:08

I was making a better skyblock map, and it seems default does not allow for cobblestone generators. Can anyone link me to a mod that allows for cobblestone generators?
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by Topywo » Wed May 29, 2013 16:45

Evergreen wrote:I was making a better skyblock map, and it seems default does not allow for cobblestone generators. Can anyone link me to a mod that allows for cobblestone generators?


Not a cobblestone generator but obsidian :-)
I took a quick look, seems obsidian generates with source-source and flowing-flowing. I hope it helps you.

http://forum.minetest.net/viewtopic.php?pid=11546#p11546
 

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by Evergreen » Wed May 29, 2013 17:49

Topywo wrote:
Evergreen wrote:I was making a better skyblock map, and it seems default does not allow for cobblestone generators. Can anyone link me to a mod that allows for cobblestone generators?


Not a cobblestone generator but obsidian :-)
I took a quick look, seems obsidian generates with source-source and flowing-flowing. I hope it helps you.

http://forum.minetest.net/viewtopic.php?pid=11546#p11546

No, obsidian doesn't work. I need cobblestone, obsidian is in default.
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by kaeza » Wed May 29, 2013 17:53

I believe glooptest has some form of lava+some form of water -> cobblestone
See here: http://forum.minetest.net/viewtopic.php?id=4345
Last edited by kaeza on Wed May 29, 2013 17:54, edited 1 time in total.
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by Nore » Wed May 29, 2013 17:55

Looking in the code of default, I reckon that lava_flowing and water (flowing or not) will create default:stone. Is it what you need?
 

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by Evergreen » Wed May 29, 2013 18:00

Nore wrote:Looking in the code of default, I reckon that lava_flowing and water (flowing or not) will create default:stone. Is it what you need?

Ah thanks. :D
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by kutkuhunter98 » Thu May 30, 2013 13:44

Hey, I am working on a mod and I need to know if there is a way to make a furnace not need to use fuel. I am very new to modding, so could you please help?
 

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by Zeg9 » Thu May 30, 2013 14:08

kutkuhunter98 wrote:Hey, I am working on a mod and I need to know if there is a way to make a furnace not need to use fuel. I am very new to modding, so could you please help?

Yes, this is possible. Just copy the furnace code from default and remove the parts where it takes fuel.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by 12Me21 » Thu May 30, 2013 15:21

Is there a mod that makes items that are dropped on the ground (like the saplings from leaves decaying) automatically go into your inventory when you walk close to them?
Last edited by 12Me21 on Thu May 30, 2013 15:21, edited 1 time in total.
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by Topywo » Thu May 30, 2013 15:30

12Me21 wrote:Is there a mod that makes items that are dropped on the ground (like the saplings from leaves decaying) automatically go into your inventory when you walk close to them?


See the next post from Kaeza :-)

Or maybe something like this?
http://forum.minetest.net/viewtopic.php?id=5541

Edit: my edit also got ninja'd
Last edited by Topywo on Thu May 30, 2013 15:33, edited 1 time in total.
 

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by kaeza » Thu May 30, 2013 15:30

Last edited by kaeza on Thu May 30, 2013 15:31, edited 1 time in total.
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by paramat » Fri May 31, 2013 20:20

kaeza wrote:you could load that yourself:
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
local path = minetest.get_worldpath().."/world.mt"

Thanks this now works with a small change:
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
local path = minetest.get_worldpath().."/map_meta.txt"
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by 12Me21 » Fri May 31, 2013 20:38

How do you make textures work on nodes that have nodeboxes bigger than a node? The only example I could find is the hydro turbine in mesecons, and I don't see anything special in the code.
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by Mossmanikin » Fri May 31, 2013 23:47

12Me21 wrote:How do you make textures work on nodes that have nodeboxes bigger than a node? The only example I could find is the hydro turbine in mesecons, and I don't see anything special in the code.


I don't know how to do it. But here's some other examples: the big pumpkin and the scarecrows of farming_plus.

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by Mossmanikin » Sat Jun 01, 2013 00:15

How do I overwrite a node like trees:tree_conifer from Tiny Trees?

I want to do this in my mod Alternative Trunks.

Here's an example of something I tried:

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
local cube =    {-0.5   ,  -0.5   ,  -0.5   ,  0.5   ,  0.5   ,  0.5   }

local cylinder = {
                {-0.1875,  -0.5   ,  -0.5   ,  0.1875,  0.5   ,  0.5   },
                {-0.5   ,  -0.5   ,  -0.1875,  0.5   ,  0.5   ,  0.1875},   
                {-0.3125,  -0.5   ,  -0.4375,  0.3125,  0.5   ,  0.4375},
                {-0.4375,  -0.5   ,  -0.3125,  0.4375,  0.5   ,  0.3125},   
                {-0.375 ,  -0.5   ,  -0.375 ,  0.375 ,  0.5   ,  0.375 },
}

if minetest.get_modpath("trees") ~= nil then
minetest.register_node(":trees:tree_conifer", {
    description = "Conifer trunk",
    paramtype = "light",
    tiles = {
        "trees_tree_top_conifer.png",
        "trees_tree_top_conifer.png",
        "trees_tree_conifer.png"},
    drawtype = "nodebox",
    selection_box = {
        type = "fixed",
        fixed = cube,
    },
    node_box = {
        type = "fixed",
        fixed = cylinder,
    },
    groups = {tree=1,choppy=2,oddly_breakable_by_hand=1,flammable=2},
    sounds = default.node_sound_wood_defaults(),
})
end


This doesn't work.
What did I do wrong?

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