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{NEW} FLINT MOD (Flint n Steel)

Posted:
Thu Mar 15, 2012 04:52
by IPushButton2653
I made this, first, out of interest in flintknapping. Then, after a few suggestions (and thinking about Jordach's minecraft pack), I made it Flint and Steel!
Now, to the mod...
First, you mine GRAVEL

Then you get FLINT :D

Then you craft KNAPPING TOOLS from flint and a stick

Now mine more FLINT!

Now craft an ARROWHEAD with the tools!

DONE!

For flint and steel, craft a steel ingot on top of a piece of flint. It's that easy.
DOWNLOADhttp://www.mediafire.com/?szs126gkjyk7ym5

Posted:
Thu Mar 15, 2012 05:14
by IPushButton2653
Those crafting recipes are LEGIT. Just make sure you change the default init.lua before you start!

Posted:
Thu Mar 15, 2012 11:11
by Calinou
You are able to redefine blocks/items/recipes from another mod, you don't need to replace the "default" mod stuff. Dunno how though.

Posted:
Thu Mar 15, 2012 19:33
by sdzen
minetest.register_node{ :default:stone :P

Posted:
Thu Mar 15, 2012 21:24
by LorenzoVulcan
Nice mod,This can be used for making a flint 'n' steel mod!
But why you didn't put the drop on gravel's block?

Posted:
Thu Mar 15, 2012 21:50
by IPushButton2653
It was midnight. I was tired. But I am putting it on gravel and redefining it. Then I'll try flint and steel. And maybe a few others :3

Posted:
Thu Mar 15, 2012 21:51
by LorenzoVulcan
IPushButton2653 wrote:It was midnight. I was tired. But I am putting it on gravel and redefining it. Then I'll try flint and steel. And maybe a few others :3
Waiting for it ;)

Posted:
Thu Mar 15, 2012 22:21
by IPushButton2653
Working on it. Trouble redefining gravel.

Posted:
Fri Mar 16, 2012 06:39
by LorenzoVulcan
IPushButton2653 wrote:Working on it. Trouble redefining gravel.
Uhm,I made a flint 'n' steel mod,but there's no fire.
If you want,i can send you the part of code that i used for make the gravel's drop on flint too ^^.

Posted:
Fri Mar 16, 2012 19:36
by IPushButton2653
Still working on redefining it. And I know how to make it fire. But go ahead and send it to me. I may use it anyway ;)

Posted:
Fri Mar 16, 2012 21:12
by LorenzoVulcan
IPushButton2653 wrote:Still working on redefining it. And I know how to make it fire. But go ahead and send it to me. I may use it anyway ;)
Well,I used a part of your code for making it but i modified the random value of drop
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_node("default:gravel", {
description = "Gravel",
tile_images = {"default_gravel.png"},
is_ground_content = true,
material = minetest.digprop_gravellike(1.0),
drop = {
max_items = 2,
items = {
{
items = {'if:flint'},
rarity = 5,
},
{
items = {'default:gravel'},
}
}
},
})
Just replace this with the gravel's registration in default

Posted:
Fri Mar 16, 2012 21:32
by IPushButton2653
I already fixed that. Updating soon today. I had to implement the flint n steel and get it to work. So far, I can't get the textures for it to load. But it's all good ^^

Posted:
Sat Mar 17, 2012 09:57
by LorenzoVulcan
It doesn't work to me.
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
10:55:12: INFO[ServerThread]: TOSERVER_INTERACT: action=4, item=7, pointed=[node under=-81,11,26 above=-81,12,26]
10:55:12: ACTION[ServerThread]: LorenzoVulcan uses flint:flint_n_steel, pointing at [node under=-81,11,26 above=-81,12,26]
10:55:12: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: Expecting itemstack, itemstring, table or nil
10:55:12: ERROR[ServerThread]: stack traceback: