To serving the standard mods?

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BrunoMine
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To serving the standard mods?

by BrunoMine » Wed Aug 21, 2013 01:07

I want to know what are the mods that are in minetest (for the version 0.4.7).
What are exenciais and which are disposable?
It is not necessary an explanation deep. Someone who understands these mods.
mods:

bones
bucket
creative
defeault
doors
dye
external_legacy
farming
fire
flowers
legacy
scewdriver
stair
vessels
wool

I was thinking...
I actually use them all?
Last edited by BrunoMine on Wed Aug 21, 2013 01:08, edited 1 time in total.
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by kaeza » Wed Aug 21, 2013 01:10

None of them are actually "essential", but if you want to have at least something to put your feet on, you need `default'.
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by BrunoMine » Wed Aug 21, 2013 14:45

kaeza wrote:None of them are actually "essential", but if you want to have at least something to put your feet on, you need `default'.


But you can tell me what each one?
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by PilzAdam » Wed Aug 21, 2013 14:56

bones contains the bones that appear when you die.
bucket contains the bucket.
creative has the creative inventory and stuff that happens when you turn on creative_mode.
doors contains the doors.
dye contains dye.
external_legacy is for aliases for mods that got merged into default.
farming contains the farming stuff (soil, hoes, wheat and cotton plant).
fire contains the fire.
flowers contains the flowers.
legacy contains aliases for backwards compatibility to 0.3.
screwdriver contains the screwdriver.
stairs contains the stairs and slabs.
vessels contains the vessels and drinking glasses.
wool contains the wool (in all colors).

default contains everything else that you can see in the game.

Its not hard to figure out what they are for.
Last edited by PilzAdam on Wed Aug 21, 2013 14:56, edited 1 time in total.
 

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by CraigyDavi » Wed Aug 21, 2013 19:41

I was wondering. Is there any way to disable these standard mods?
Last edited by CraigyDavi on Wed Aug 21, 2013 19:42, edited 1 time in total.
 

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by PilzAdam » Wed Aug 21, 2013 19:43

CraigyDavi wrote:I was wondering. Is there any way to disable these standard mods?

If you install and enable mods with the same name the user installed ones are loaded instead of the game mods.
 

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by CraigyDavi » Wed Aug 21, 2013 19:46

PilzAdam wrote:
CraigyDavi wrote:I was wondering. Is there any way to disable these standard mods?

If you install and enable mods with the same name the user installed ones are loaded instead of the game mods.

Ah so do I just pick a random one of my installed mods and rename it "bones" for example and it will use that mod instead. Thanks!

EDIT: Wait what will happen if I uninstall the bones mod? Will I spawn with no items or all my items?
Last edited by CraigyDavi on Wed Aug 21, 2013 19:49, edited 1 time in total.
 

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by ak399g » Wed Aug 21, 2013 21:09

CraigyDavi wrote:
PilzAdam wrote:
CraigyDavi wrote:I was wondering. Is there any way to disable these standard mods?

If you install and enable mods with the same name the user installed ones are loaded instead of the game mods.

Ah so do I just pick a random one of my installed mods and rename it "bones" for example and it will use that mod instead. Thanks!

EDIT: Wait what will happen if I uninstall the bones mod? Will I spawn with no items or all my items?

I just tried it. All of your items.

In other news, give_initial_stuff doesn't seem to do anything.
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by Dan Duncombe » Wed Aug 21, 2013 21:13

ak399g wrote:
CraigyDavi wrote:
PilzAdam wrote:If you install and enable mods with the same name the user installed ones are loaded instead of the game mods.

Ah so do I just pick a random one of my installed mods and rename it "bones" for example and it will use that mod instead. Thanks!

EDIT: Wait what will happen if I uninstall the bones mod? Will I spawn with no items or all my items?

I just tried it. All of your items.

In other news, give_initial_stuff doesn't seem to do anything.

give_initial_stuff works fine.
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by PenguinDad » Wed Aug 21, 2013 21:15

You have to configure give_initial_stuff in the init.lua.
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by ak399g » Wed Aug 21, 2013 21:20

PenguinDad wrote:You have to configure give_initial_stuff in the init.lua.

This is what it says:

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_on_newplayer(function(player)
    print("on_newplayer")
    if minetest.setting_getbool("give_initial_stuff") then
        print("giving give_initial_stuff to player")
        player:get_inventory():add_item('main', 'default:pick_steel')
        player:get_inventory():add_item('main', 'default:torch 99')
        player:get_inventory():add_item('main', 'default:axe_steel')
        player:get_inventory():add_item('main', 'default:shovel_steel')
        player:get_inventory():add_item('main', 'default:cobble 99')
    end
end)

If it's missing something, please tell me.
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by PenguinDad » Wed Aug 21, 2013 21:42

Open minetest.conf and write this in 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
give_initial_stuff = true
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by ak399g » Wed Aug 21, 2013 22:13

Thanks. Don't know why that isn't in the conf in the first place, but whatever.
Does that mean I could write
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
bones = false

and have it be disabled? Or any other mod for that matter?
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by PilzAdam » Wed Aug 21, 2013 22:24

ak399g wrote:Thanks. Don't know why that isn't in the conf in the first place, but whatever.
Does that mean I could write
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
bones = false

and have it be disabled? Or any other mod for that matter?

No, you cant disable mods in games like this.
 

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by kahrl » Thu Aug 22, 2013 00:20

CraigyDavi wrote:Ah so do I just pick a random one of my installed mods and rename it "bones" for example and it will use that mod instead. Thanks!


That is very unlikely to work, because the engine verifies that each mod only registers items that match the mod's folder name.

What you can do is create a new folder "mods/bones" and put an empty file called "init.lua" in it.
 

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by Topywo » Thu Aug 22, 2013 12:24

CraigyDavi wrote:I was wondering. Is there any way to disable these standard mods?


How about (cut and paste) or (copy and delete) the 'standard mods' you don't wish to use to another directory?
 

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by ak399g » Thu Aug 22, 2013 15:09

Topywo wrote:
CraigyDavi wrote:I was wondering. Is there any way to disable these standard mods?


How about (cut and paste) or (copy and delete) the 'standard mods' you don't wish to use to another directory?


The best thing to do is add a "." in front of the folder. That makes it hidden, and it disrupts the filepath enough to prevent minetest from finding it while essentially preserving everything else.

e.g. "~/bones/" -> "~/.bones/"
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by BrunoMine » Thu Aug 22, 2013 16:33

The mod initial_give_stuff suddenly appeared. I take it?
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by Topywo » Thu Aug 22, 2013 21:56

ak399g wrote:The best thing to do is add a "." in front of the folder. That makes it hidden, and it disrupts the filepath enough to prevent minetest from finding it while essentially preserving everything else.

e.g. "~/bones/" -> "~/.bones/"


Thanks, I didn't knew that one.

brunob.santos wrote:The mod initial_give_stuff suddenly appeared. I take it?


That should work if you put in your minetest.conf:
give_initial_stuff = true
 


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