How can mods be executed?

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

How can mods be executed?

by burli » Sun Apr 17, 2016 06:34

Hi,
I know that mods are executed when loading.
They can be registered for events with register_on_xxxx methods
They can be called in the main loop with register_globalstep()

Are there any other ways to call mods functions? I miss for example something like register_on_entity_move
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: How can mods be executed?

by Krock » Sun Apr 17, 2016 10:46

There are ABMs, functions in node/item and entity definitions and overwritten functions like minetest.is_protected() where that function is called to check if the area is protected.

What else would you need? register_on_globalstep does it completely.
I think the Minetest IRC channel on freenode is something you should visit to get instant answers for your questions.
Post #3200
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: How can mods be executed?

by burli » Sun Apr 17, 2016 12:37

I forgot the ABMs, right. Entities also have methods like on_punch.

I want a list of existing method calls from the system. I don't have the time to wait for answers in IRC, sorry. Asking in the forum is the better way for me to ask questions.

I know that I can implement everything in Lua, but some functions would be better implemented in C++
 


Return to Modding Discussion

Who is online

Users browsing this forum: No registered users and 7 guests

cron