Post your modding questions here

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stu
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Re: Post your modding questions here

by stu » Wed Jul 13, 2016 16:44

This should do it
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
minetest.register_entity("modname:cube_entity", {
   physical = false,
   visual = "cube",
})

You will probably want to include some textures too.
 

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burli
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Re: Post your modding questions here

by burli » Wed Jul 13, 2016 17:35

stu wrote:This should do it
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
minetest.register_entity("modname:cube_entity", {
   physical = false,
   visual = "cube",
})

You will probably want to include some textures too.


Thx, that is enough. But to be honest I had another problem that I solve now
 

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Re: Post your modding questions here

by ABJ » Thu Jul 14, 2016 14:11

How do I enlarge and increase duration of the fireball in TNT mod?
 

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Re: Post your modding questions here

by D00Med » Thu Jul 14, 2016 20:54

Line 199 and 200 of the TNT mod should let you change the fireball particle, or line 386 for the expiration time of the fireball node. To increase the size of the fireball node you would need to add "visual_scale = newsize," to the node definition, but replace newsize with a number. And this is assuming that you are calling the explosion center the fireball, and not the fire after the explosion xD
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Re: Post your modding questions here

by BrunoMine » Sat Jul 16, 2016 00:39

I use the function below to remove a given amount of a player's items
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
inv:remove_item("main", "default:dirt 99")

But I have noticed that it can remove more than expected.
Is there a more correct command?
 

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Re: Post your modding questions here

by ABJ » Sat Jul 16, 2016 04:24

Thank you for helping me; now I have figured out a solution to the problem of inadequate flash illumination on blast. I want to replace all air nodes within the radius with fireball blocks until the timer expires. So, how do I do this?

Edit: Or does visual_scale make the node do this?
 

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Re: Post your modding questions here

by D00Med » Sat Jul 16, 2016 06:46

visual_scale would increase the size of the single fireball block so that it takes up more than the space of a normal node, but it wouldn't make a sphere of fireball nodes.
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Re: Post your modding questions here

by ABJ » Sat Jul 16, 2016 07:17

But does it make it emit light on the extra occupied nodes?
 

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Re: Post your modding questions here

by D00Med » Sat Jul 16, 2016 08:07

No, the best you could do for that would be to make the light_source value higher.
You could make a new light or fireball node that is removed by an abm, and then that could be placed within the explosion radius instead of air.
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Re: Post your modding questions here

by ABJ » Sat Jul 16, 2016 08:26

Well, that's it! I'm going straight to the features section to suggest increase in max light to 1000 :D
 

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Re: Post your modding questions here

by Killerz » Sat Jul 16, 2016 08:48

A nooby question,but im trying to learn how to code

Where do i get textures i want from?Do i have to use paint or is there a online site?

Also,how many groups are there?And is there a wiki page or something that lists all of them and they're functions?

Thanks
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Re: Post your modding questions here

by D00Med » Sat Jul 16, 2016 09:07

@ABJ: That would really be great :D
@Killerz: You can use textures from other peoples mods, as long as you include the license and give credit, (and anything else specified by the license). For example, if I was to use the default_stone.png texture from minetest_game you would have to include this in the license.txt or readme: "default_stone.png from Cisoun's WTFPL texture pack", and also include a copy of the WTFPL license .
You can also make them yourself. Paint is ok, but it's a lot easier with more advanced programs like GIMP or GFIE.

There is a list of groups here: http://dev.minetest.net/Groups
And you can make your own groups, just by adding them to the list of groups for a node. For example, in my witchcraft mod, I added the potions group just by making potions belong to the group potions=1
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Re: Post your modding questions here

by Killerz » Sat Jul 16, 2016 11:20

D00Med wrote:@ABJ: That would really be great :D
@Killerz: You can use textures from other peoples mods, as long as you include the license and give credit, (and anything else specified by the license). For example, if I was to use the default_stone.png texture from minetest_game you would have to include this in the license.txt or readme: "default_stone.png from Cisoun's WTFPL texture pack", and also include a copy of the WTFPL license .
You can also make them yourself. Paint is ok, but it's a lot easier with more advanced programs like GIMP or GFIE.

There is a list of groups here: http://dev.minetest.net/Groups
And you can make your own groups, just by adding them to the list of groups for a node. For example, in my witchcraft mod, I added the potions group just by making potions belong to the group potions=1


Thanks alot,i will take a look at the groups now....
EDM For the win!

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Re: Post your modding questions here

by Killerz » Sat Jul 16, 2016 11:20

D00Med wrote:@ABJ: That would really be great :D
@Killerz: You can use textures from other peoples mods, as long as you include the license and give credit, (and anything else specified by the license). For example, if I was to use the default_stone.png texture from minetest_game you would have to include this in the license.txt or readme: "default_stone.png from Cisoun's WTFPL texture pack", and also include a copy of the WTFPL license .
You can also make them yourself. Paint is ok, but it's a lot easier with more advanced programs like GIMP or GFIE.

There is a list of groups here: http://dev.minetest.net/Groups
And you can make your own groups, just by adding them to the list of groups for a node. For example, in my witchcraft mod, I added the potions group just by making potions belong to the group potions=1


Thanks alot,i will take a look at the groups now....
EDM For the win!

Vassy - Secrets = LIFE
 

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Re: Post your modding questions here

by BrunoMine » Sat Jul 16, 2016 20:20

Is there any way to modify the sky minetest?
I want to start a project to create rain, snow, etc. I know mo weather but I want to create a lighter mod to a server.
If they know mods that change the appearance of the sky, let me know.
 

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Re: Post your modding questions here

by D00Med » Sat Jul 16, 2016 20:36

You can use "player:set_sky({color}, "plain", {})" to change the color, or "player:set_sky({}, "skybox", {textures})" to make the sky out of textures, and finally you can use "player:set_sky({}, "regular", {})" to return the sky to normal.
mods that change the sky:
Xerenas'(hope that's spelt right) weather_pack changes the sky during rain and storms.
skybox extended by emperor_genshin changes the sky when the player is in "space"(really high).
glaxybox(don't know the author) changes the sky to stars and galaxies.
marssurvive by UjEdwin also changes the sky when the player is in space.
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Re: Post your modding questions here

by BrunoMine » Sat Jul 16, 2016 20:44

Thanks. This will help a lot. (I have difficulties to find this forum because I do not speak in English)
 

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Re: Post your modding questions here

by D00Med » Sat Jul 16, 2016 20:48

you're welcome
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Re: Post your modding questions here

by ynong123 » Sun Jul 17, 2016 00:39

How to read password that hashed with minetest.get_password_hash() ?
Take a look of my mods:
Password Chest
Color Decoration Block

Forgive me if my English is bad.
 

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Re: Post your modding questions here

by Byakuren » Sun Jul 17, 2016 00:59

ynong123 wrote:How to read password that hashed with minetest.get_password_hash() ?

You can't, hashes are one-way
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Re: Post your modding questions here

by Killerz » Sun Jul 17, 2016 06:29

Another nooby question but......How do licences work?
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Re: Post your modding questions here

by ABJ » Sun Jul 17, 2016 10:45

Licences are ((usually) one-way!) agreements that give and (usually -_-) take from the user of a product certain permissions about it's usage. For example can you copy this software, disassemble it, modify it. etc. You can make a "licence" however you want as long as the law allows. The names - CC-BY-SA or all those other named licences are prepackaged sets of conditions. An author can easily choose from a different set of licence options this way; each licence offers specific conditions suited for different kinds of common author licencing conditions configurations (do I want my user to be restricted on use. do I want my user to be free, etc) and prepackage for you all the legalese that would be needed to make the condition valid with the laws take legal action against a user for violating these terms. Otherwise, in custom licence, you have to write all of it yourself. Or simply write Licence = WTFPL (Whatever the f*** people want).
Just my knowledge from the few years.......also some bits which I know exist are missing here, but I'm too bad at explaining to include them, somebody help
Ask me twice if need be.
 

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Re: Post your modding questions here

by Calinou » Sun Jul 17, 2016 10:56

Killerz wrote:Another nooby question but......How do licences work?


There's a nice site which describes common open source licenses here.
 

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Re: Post your modding questions here

by Killerz » Sun Jul 17, 2016 11:32

Thanks ABJ and Calinou
Also,1 last question,How do you get meshes from, blender?
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Re: Post your modding questions here

by burli » Sun Jul 17, 2016 11:45

You need an exporter plugin for the b3d format. But I'm not sure that any exporter works. I tried this week to export a sheep model, but it doesn't work
 

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Re: Post your modding questions here

by Onyx » Sun Jul 17, 2016 11:53

If the question is: How to use Blender to create 3D objects?
Here's a wiki page: https://en.wikibooks.org/wiki/Blender_3 ... h_Modeling
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Re: Post your modding questions here

by ABJ » Sun Jul 17, 2016 12:09

He probably means how to add blender meshes to Minetest mods.

EDIT: Whoops, burli!
 

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Re: Post your modding questions here

by Killerz » Sun Jul 17, 2016 13:44

Thanks Burli, onyx ,I meant how to add blender meshes

Edit:Sorry autocorrect
Last edited by Killerz on Mon Jul 18, 2016 01:16, edited 1 time in total.
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Re: Post your modding questions here

by ABJ » Sun Jul 17, 2016 15:43

Burlingham?
 

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Re: Post your modding questions here

by Casimir » Sun Jul 17, 2016 15:57

I wanted to create a mod "default_extra" to supplement the features of minetest_game that are missing in Voxelgarden. To define them the item names are of the form ":default:stone_with_gold". But then I get an error complaining that the original default mod should use the ":" prefix. What is wrong here?

"default_extra" depends on "default"

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
2016-07-17 17:51:15: ERROR[Main]: ModError: Failed to load and run script from /home/../mods/vg_extra/default_extra/init.lua:
2016-07-17 17:51:15: ERROR[Main]: /home/../builtin/game/register.lua:62: Name default:stone does not follow naming conventions: "default_extra:" or ":" prefix required
2016-07-17 17:51:15: ERROR[Main]: stack traceback:
2016-07-17 17:51:15: ERROR[Main]:    [C]: in function 'error'
2016-07-17 17:51:15: ERROR[Main]:    /home/../builtin/game/register.lua:62: in function 'check_modname_prefix'
2016-07-17 17:51:15: ERROR[Main]:    /home/../builtin/game/register.lua:110: in function 'register_item'
2016-07-17 17:51:15: ERROR[Main]:    /home/../builtin/game/register.lua:177: in function 'register_node'
2016-07-17 17:51:15: ERROR[Main]:    ...minetest/bin/../games/Voxelgarden/mods/default/nodes.lua:7: in main chunk
2016-07-17 17:51:15: ERROR[Main]:    [C]: in function 'dofile'
2016-07-17 17:51:15: ERROR[Main]:    ...mes/minetest/bin/../mods/vg_extra/default_extra/init.lua:7: in main chunk
 

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