Thanks kaeza, the crash no longer happens, but the code still doesn't work:
[spoiler=code]
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
local paxelnodeformspec =
"size[8,9]"..
"label[3,0;Paxel Workshop]"..
"list[current_name;paxeltype;1,2;1,1;]"..
"label[0,2;Material:]"..
"list[current_name;pickaxe;3,1;1,1;]"..
"label[2,1;Pickaxe:]"..
"list[current_name;axe;3,2;1,1;]"..
"label[2,2; Axe:]"..
"list[current_name;shovel;3,3;1,1;]"..
"label[2,3; Shovel:]"..
"list[current_name;paxel;6,2;1,1;]"..
"label[5,2; Paxel:]"..
"list[current_player;main;0,5;8,4;]"..
"button[5,3;3,1;create;Create Paxel]"
local paxels = {
{'icetools:ice_crystal_refined', 'icetools:pick_ice', 'icetools:axe_ice', 'icetools:shovel_ice', 'icetools:paxel_ice'},
{'default:bucket_lava', 'magmatools:pick_magma', 'magmatools:axe_magma', 'magmatools:shovel_magma', 'magmatools:paxel_magma'},
--placeholder {'default:mese', 'default:pick_mese', 'default:axe_mese', 'default:shovel_mese', 'fire:basic_flame'}
}
for _, row in ipairs(paxels) do
local paxeltype = row[1]
local pick = row[2]
local axe = row[3]
local shovel = row[4]
local paxel = row[5]
minetest.register_node("icetools:paxelnode", {
description = "Paxel Workshop",
tiles = {"default_chest_top.png"},
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec",paxelnodeformspec)
meta:set_string("infotext", "Paxel Workshop")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
inv:set_size("pickaxe", 1*1)
inv:set_size("axe", 1*1)
inv:set_size("shovel", 1*1)
inv:set_size("paxel", 1*1)
inv:set_size("paxeltype", 1*1)
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if listname ~= "pickaxe" and listname ~= "axe" and listname ~= "shovel" and listname ~= "paxeltype" then
return 0
else
return 1
end
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if to_list == "paxel" then
return 0
else
return 1
end
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
if not inv:is_empty("pick") then
return false
elseif not inv:is_empty("axe") then
return false
elseif not inv:is_empty("shovel") then
return false
elseif not inv:is_empty("paxel") then
return false
end
return true
end,
on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
for k,v in pairs( fields ) do
if( k == 'create' ) then
if inv:get_stack('paxeltype', 1) == paxeltype --[[and inv:get_stack('pick', 1) == pick and inv:get_stack('axe', 1) == axe and inv:get_stack('shovel', 1) == shovel]] then
print("paxeltype is right")
inv:add_item("paxel", paxel)
inv:set_stack("pick", 1, nil)
inv:set_stack("axe", 1, nil)
inv:set_stack("shovel", 1, nil)
end
end
end
end,
groups = {choppy=3,oddly_breakable_by_hand=3},
})
end
[/spoiler]
What I am trying do do is: create a node with 5 slots in its formspec - material, pick, axe, shovel(inputs) and paxel(output). If the 4 input nodes are a complete set (e.g. ice crystal, ice pick, ice axe, and ice shovel) and the "Create Paxel" button is pressed, it removes everything from the input slots and places a paxel(e.g. ice paxel) in the output slot. However, on clicking the button, nothing happens.