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leetelate
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by leetelate » Tue Sep 24, 2013 19:58

philipbenr wrote:Is it possible to make a crafting table that only crafts on certain set of things. I want a castle:anvil to craft castle:armor_"item" but not like wood, because an anvil only makes metal items like armor, not trees into planks...


do it like a chest and allow_inventory_move only those thing you should do - return 0 for all else

i do that in scuba airfill station to keep out all things but empty scuba tanks - also in seashell chests to only allow shells
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by leetelate » Tue Sep 24, 2013 20:10

got daymarks with 10:1 flashing lights?
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by Wuzzy » Tue Sep 24, 2013 20:47

How do I use LuaVoxelManip?

Note: I have no idea how it works, I studied examples and lua_api.txt but that didn’t really help. I also fear that, even if I understood the example, I would possibly only know “half the truth”. This component seems complicated.
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by philipbenr » Wed Sep 25, 2013 01:48

leetelate wrote:
philipbenr wrote:Is it possible to make a crafting table that only crafts on certain set of things. I want a castle:anvil to craft castle:armor_"item" but not like wood, because an anvil only makes metal items like armor, not trees into planks...


do it like a chest and allow_inventory_move only those thing you should do - return 0 for all else

i do that in scuba airfill station to keep out all things but empty scuba tanks - also in seashell chests to only allow shells


But to make it craft something...? Problems...
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by jojoa1997 » Wed Sep 25, 2013 10:52

How would I make a HUD bar that registers how many points of a certain part and then put it on a bar. Also every let's say 100 points the bar is reset and a number is added to the level area. 1,2,3,etc.
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by PilzAdam » Wed Sep 25, 2013 11:40

jojoa1997 wrote:How would I make a HUD bar that registers how many points of a certain part and then put it on a bar. Also every let's say 100 points the bar is reset and a number is added to the level area. 1,2,3,etc.

Short: "I want to make a Minecraft like experience bar".
 

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by jojoa1997 » Wed Sep 25, 2013 15:09

PilzAdam wrote:
jojoa1997 wrote:How would I make a HUD bar that registers how many points of a certain part and then put it on a bar. Also every let's say 100 points the bar is reset and a number is added to the level area. 1,2,3,etc.

Short: "I want to make a Minecraft like experience bar".
Nope. I actually want to make a achievement bar. My thought was to make a distance moved achievement bar where if you do certain things you gain some levels and then you can go up in ranks.
Edit: Also i didnt realize what i had described sounded like minecraft experience bar.
Last edited by jojoa1997 on Wed Sep 25, 2013 15:11, edited 1 time in total.
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fairiestoy
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by fairiestoy » Wed Sep 25, 2013 19:11

philipbenr wrote:
leetelate wrote:
philipbenr wrote:Is it possible to make a crafting table that only crafts on certain set of things. I want a castle:anvil to craft castle:armor_"item" but not like wood, because an anvil only makes metal items like armor, not trees into planks...


do it like a chest and allow_inventory_move only those thing you should do - return 0 for all else

i do that in scuba airfill station to keep out all things but empty scuba tanks - also in seashell chests to only allow shells


But to make it craft something...? Problems...


As i told you before. If you take a look at the Anvil from RealTest game (for example), you could get it to work. You just have to remove most lines which are related to instrument use and that flux stuff and there you go! It is exactly doing that what you are describing you want: Crafting only a limited set of items.
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by philipbenr » Wed Sep 25, 2013 22:16

ok I'll try it.
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by Element » Thu Sep 26, 2013 04:46

i am looking for a mod that suppose to be some sort of pick ax that can break anything... does anyone know where it is
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by kaeza » Thu Sep 26, 2013 05:10

Element wrote:i am looking for a mod that suppose to be some sort of pick ax that can break anything... does anyone know where it is

https://forum.minetest.net/viewtopic.php?id=1882
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by SFFP » Sat Sep 28, 2013 04:42

Nothing appears when i click on a world and then configure.
Ive installed some mods and the configure option is supposed to help you activate/deactivate them right? but none of them appear, do I need to put them on a specific folder??
Last edited by SFFP on Sat Sep 28, 2013 04:43, edited 1 time in total.
 

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by philipbenr » Sat Sep 28, 2013 06:22

yes, You need to extract the mods into the mods folder. Try hitting configure then.
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by SFFP » Sun Sep 29, 2013 05:31

philipbenr wrote:yes, You need to extract the mods into the mods folder. Try hitting configure then.

Yeah, I installed them in the mods folder inside minetest_game, and they work, but they dont appear when i click configure, and Id like to be able o turn them on/off
 

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by LionsDen » Sun Sep 29, 2013 05:50

SFFP wrote:
philipbenr wrote:yes, You need to extract the mods into the mods folder. Try hitting configure then.

Yeah, I installed them in the mods folder inside minetest_game, and they work, but they dont appear when i click configure, and Id like to be able o turn them on/off


That isn't where the mod folder is supposed to be. That is a mod folder for a game mode. To be able to turn them on or off in the menu, you need to put them into the mods folder that is under the minetest folder. So if you want the throwing mod by PilzAdam the mod files and folders will be in the minetest\mods\throwing directory. The place you have been putting them are the mods that are always used by that particular game mode.
 

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by fairiestoy » Sun Sep 29, 2013 06:22

Hey guys,

a little question:
Are NodeTimers persistent even after restart, or act they like the minetest.after() routine and vanish once the server has restarted?
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by kaeza » Sun Sep 29, 2013 09:23

fairiestoy wrote:Hey guys,

a little question:
Are NodeTimers persistent even after restart, or act they like the minetest.after() routine and vanish once the server has restarted?

They are persistent.
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by fairiestoy » Sun Sep 29, 2013 09:40

Thanks for the answer :3
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by SFFP » Mon Sep 30, 2013 00:33

LionsDen wrote:
SFFP wrote:
philipbenr wrote:yes, You need to extract the mods into the mods folder. Try hitting configure then.

Yeah, I installed them in the mods folder inside minetest_game, and they work, but they dont appear when i click configure, and Id like to be able o turn them on/off


That isn't where the mod folder is supposed to be. That is a mod folder for a game mode. To be able to turn them on or off in the menu, you need to put them into the mods folder that is under the minetest folder. So if you want the throwing mod by PilzAdam the mod files and folders will be in the minetest\mods\throwing directory. The place you have been putting them are the mods that are always used by that particular game mode.


Thanks alot, it works now :D
 

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by Pavel_S » Mon Sep 30, 2013 04:22

Image
How to add formspec with fuel bar to entity ?
I need open formspec of helicopter and seat into heli using different keys or find another way to do it.
Another question : can I check any key is pressed? Or add keys to control player?

Image
 

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by Evergreen » Mon Sep 30, 2013 11:47

Pavel_S wrote:http://s22.postimg.org/rf5bd39xt/line.png
How to add formspec with fuel bar to entity ?
I need open formspec of helicopter and seat into heli using different keys or find another way to do it.
Another question : can I check any key is pressed? Or add keys to control player?

http://s22.postimg.org/rf5bd39xt/line.png
There is no way of getting a pressed key at the moment
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by Esteban » Wed Oct 02, 2013 20:58

How 2D mobs work? Is there limits on animations?
I want to make a minetest game inspired by the early first-person games( ex. Doom, Catacomb 3d,etc.)
[spoiler]Catacomb 3DImage[/spoiler]
 

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by tinoesroho » Wed Oct 02, 2013 21:10

Esteban wrote:How 2D mobs work? Is there limits on animations?
I want to make a minetest game inspired by the early first-person games( ex. Doom, Catacomb 3d,etc.)
[spoiler]Catacomb 3Dhttp://i.emezeta.com/weblog/videojuegos-shooters-fps/catacomb-3d.png[/spoiler]

Before you contributed 3d models to Simple Mobs, it made use of 2D Mobs. The repo's here. Take a look at the earlier revisions with the 2D mobs; I don't think there are too many limitations.

EDIT:
You might also want to look at how the torch animation is done. If you can unite the two techniques, the world'll be a better place.
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by BC2013 » Thu Oct 03, 2013 16:01

Hello,Can anyone Help Me Create Mods Myself,??


Any Answers appreciated Thnx BC2013
 

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by Topywo » Thu Oct 03, 2013 19:32

BC2013 wrote:Hello,Can anyone Help Me Create Mods Myself,??


Any Answers appreciated Thnx BC2013


You could take a look at:

- the developers wiki (develop a mod and api)

http://dev.minetest.net/Main_Page

- a mod that already exists, for example minetest_game/mods/default

For the images you'll need a graphic/painting program. Most of the time you have one already installed on your computer. An easy start is taking an existing .png that looks a bit like the one you want to create from an existing mod, edit it to your wishes and then save it under a new name.

A standard mod-folder exists of:
- a textures folder (where you put your textures (mostly .png's))
- an depends.txt file for when you use code of other mods (for example sound of glass)
- an init.lua file where most of the time you put all your code in
- a readme.txt file, in which you put the license under which your code and textures fall and where you can give more info


Edit: Improving the text
Last edited by Topywo on Thu Oct 03, 2013 19:34, edited 1 time in total.
 

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by Gambit » Thu Oct 03, 2013 23:37

Can anyone explain the L-system to me in an almost elementary way? I've read the api and I can't understand it very much, if not at all. I just need a breakdown especially the terms they use.

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Code: Select all
L-system trees
---------------
treedef={
  axiom, - string initial tree axiom
  rules_a, - string rules set A
  rules_b, - string rules set B
  rules_c, - string rules set C
  rules_d, - string rules set D
  trunk, - string trunk node name
  leaves, - string leaves node name
  leaves2, - string secondary leaves node name
  leaves2_chance,- num chance (0-100) to replace leaves with leaves2
  angle, - num angle in deg
  iterations, - num max # of iterations, usually 2 -5
  random_level, - num factor to lower nr of iterations, usually 0 - 3
  trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
  thin_branches, - boolean true -> use thin (1 node) branches
  fruit, - string fruit node name
  fruit_chance, - num chance (0-100) to replace leaves with fruit node
  seed, - num random seed
  }

Key for Special L-System Symbols used in Axioms
  G - move forward one unit with the pen up
  F - move forward one unit with the pen down drawing trunks and branches
  f - move forward one unit with the pen down drawing leaves (100% chance)
  T - move forward one unit with the pen down drawing trunks only
  R - move forward one unit with the pen down placing fruit
  A - replace with rules set A
  B - replace with rules set B
  C - replace with rules set C
  D - replace with rules set D
  a - replace with rules set A, chance 90%
  b - replace with rules set B, chance 80%
  c - replace with rules set C, chance 70%
  d - replace with rules set D, chance 60%
  + - yaw the turtle right by angle parameter
  - - yaw the turtle left by angle parameter
  & - pitch the turtle down by angle parameter
  ^ - pitch the turtle up by angle parameter
  / - roll the turtle to the right by angle parameter
  * - roll the turtle to the left by angle parameter
  [ - save in stack current state info
  ] - recover from stack state info

Example usage: spawn small apple tree
apple_tree={
  axiom="FFFFFAFFBF",
  rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
  rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
  trunk="default:tree",
  leaves="default:leaves",
  angle=30,
  iterations=2,
  random_level=0,
  trunk_type="single",
  thin_branches=true,
  fruit_chance=10,
  fruit="default:apple"
  }
minetest.spawn_tree(pos,apple_tree)
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Casimir
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by Casimir » Fri Oct 04, 2013 09:19

Have you read the wikipedia on L-Systems?
 

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by Gambit » Fri Oct 04, 2013 21:16

Casimir wrote:Have you read the wikipedia on L-Systems?


Yes I have and it's not very easy for someone like me to understand.
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by Evergreen » Fri Oct 04, 2013 22:14

Gambit wrote:
Casimir wrote:Have you read the wikipedia on L-Systems?


Yes I have and it's not very easy for someone like me to understand.
I second the question, I have wanted to experiment with trees.
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by VanessaE » Fri Oct 04, 2013 23:08

Most elementary way I can think of:

Imagine you're in a futuristic skywriting ship. You start out pointing straight up with your plane's tail sitting on the ground. You have totally free movement, zero gravity, zero wind, and really good inertial dampeners. ;-)

You're given a list of movements to draw a pattern in the sky, each entry consisting of a single letter telling you how to turn and move, and what buttons to press on your console. Your list has exactly 5 pages, but some of pages 2 through 4 might be completely blank.

You start reading and performing the maneuvers written on page 1 - this is your axiom page. At the top of the axiom page is "angle: m degrees" and "max. n iterations" with some small values of m and n, say 10 and 3.

You can move forward in 1 meter steps and you can adjust your yaw, pitch, and roll in small but fixed increments of the above angle amount, and you have three colors of smoke at your disposal.

The f, T, and R are the smoke colors; F uses f's color and causes the plane to make a large puff of color T when the smoke turns off. Each letter moves you forward one meter and emits that color of smoke. G moves forward one meter without leaving any smoke.

Each use of [ means you need to write down a bookmark somewhere of your current position and heading and then continue with the stated maneuvers. Each use of ] means to turn off your smoke (and leave a puff of T if you had F turned on), teleport back and reset your heading to whatever the last bookmark says, and erase that bookmark from the list. You'll always step backward through the list of bookmarks.

Each use of A through D (capitals) means to flip to one of pages 2 through 5, respectively, and perform the maneuvers written there. At the end of the page, flip back to the page you were just on, and continue from where you left off.

Each use of a through d (lower case) means to flip to one of pages 2 through 5, and roll a pair of dice. If you get a number greater than the page number you just flipped to, execute the maneuvers on that page. Otherwise, just go back to where you were before and continue performing your maneuvers.

Recursion:
If you flipped to one of those four pages, and you found a spot where it says to flip to some other page (say page 2, "A", says to go to page 4, "C"), do so and start executing the instructions there. Then go back to the page you were just on and proceed with the next instruction.

If you keep flipping back to the start of the page you're already on (e.g. page 3 keeps instructing you to go to page 3), keep a count of how many times you did that. Each of the four rules pages gets its own counter. If you reach a spot that says to jump back to the same page, and you've exceeded "n iterations" for this page, reset yur count to 0, ignore the jump and just continue with the next instruction. When you're done with this page, flip back to the page that sent you here and pick up where you left off.

Eventually you'll end up back on page 1. Continue executing your maneuvers until you finally get to the end of page 1. Stop moving and turn off your smoke.

Imagine that for any cubic meter of air that has smoke, that whole cubic meter is filled completely with the smoke. Now, translate the colors into node names for trunks (F/f), leaves (T) and fruit (R).
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