cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
tinoesroho wrote:cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
tinoesroho wrote:cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
Josh wrote:Looks good, maybe some moon mobs like astronauts or aliens?
nfsprodriver wrote:Hello!
Can't activate it, just not working! Please help! I run 64 bit version 0.4.9-dev of Fess (5th Feb). I also have latest nether mod (not master, the other one, don't know the name now). This is working...
Thanks in advice!
minetest.register_craftitem(":default:mese_crystal_fragment", {
description = "Mese Crystal Fragment",
inventory_image = "default_mese_crystal_fragment.png",
on_place = function(stack,_, pt)
if pt.under and minetest.env:get_node(pt.under).name == "moon:meteorite_chunk" then
local done = make_portal(pt.under)
if done and not minetest.setting_getbool("creative_mode") then
stack:take_item()
end
end
return stack
end,
})
minetest.register_craftitem(":default:diamond", {
description = "Diamond",
inventory_image = "default_diamond.png",
on_place = function(stack,_, pt)
if pt.under and minetest.env:get_node(pt.under).name == "moon:meteorite_chunk" then
local done = make_portal(pt.under)
if done and not minetest.setting_getbool("creative_mode") then
stack:take_item()
end
end
return stack
end,
})
nfsprodriver wrote:Thank you so much!!! It works!
JenCel wrote:Hello,
i have download this mod today and i wondered if someone could tell how to craft the Moon portal?
Dopium wrote:you have to find meteorite chunks within the the minetest world usually below -250 to build a portal. Once the portal is made just like the nether mod you use a mese crystal fragment to activate it.
tinoesroho wrote:cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
prestidigitator wrote:tinoesroho wrote:cornellius wrote:can you make the torch can't be used in moon? i know thats hard but maybe possible
It's simple to write an ABM for torches to see if 1) they're close to moon materials and 2) remove them, but it is CPU-intensive.
I'd probably just override the torch's on_construct callback. Then your logic just has to run once. If instead you only want certain people or mods to be able to place nodes for some reason, you could use after_place_node instead. For greatest portability, I would test to see if a callback already existed before you override it, and call the old one from yours when and if it is appropriate (i.e. if you determine the node SHOULD be placed normally).
Josh wrote:Looks good, maybe some moon mobs like astronauts or aliens?
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