Post your modding questions here

Kilarin
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Re: Post your modding questions here

by Kilarin » Wed May 28, 2014 11:47

GaryLaw64 wrote:Can anyone help with the command lines in linux to move the folders I have downloaded and renamed to the right place.

Command line to copy the files from one place to another is:
cp fromfile tofile
But if you are unfamiliar with the linux command line, I'm going to second what the others say, use the gui.
 

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Re: Post your modding questions here

by GaryLaw64 » Wed May 28, 2014 12:02

Evergreen wrote:
GaryLaw64 wrote:Help!

Installing mods on ubuntu.

Linux issue rather than minetest I know.

wiki page is very clear for windows installation, and it all makes complete sense. Installed and activated a number of mods. Linux does not want to let me see the files graphically likie windows.

Can anyone help with the command lines in linux to move the folders I have downloaded and renamed to the right place.

Is there a linux pro out there? Cos I can find the minetest application but no other folders.

AAAAARRRRGGGGHHHHHH!

Linux noob, but getting there. Before someone asks, I refuse to run the game on my xp computer cos the graphics are waaaay better with my linux setup.

First of all, yes, you shold be able to see files "graphically". Use the default file manager. And as for the mods, how did you install minetest? If your version is below 0.4.0 no mods are compatible.


Minetest is available from the ubuntu software center, with the mods for more ore more blocks and also pipes available from the software center, so those mods were installed with the program.

path usr/games shows minetest application but no folders in same directory. I understand what i need to do as its essentially the same process as windows. Except ubuntu seems to have put bits of the program in wierd (to a noob) places.

I mean its like ubuntu spreads the program across multiple locations, rather than everything being in one nice neat minetest folder.

version installed
minetest 0.4.9+repack-4ubuntu1
Last edited by kaeza on Wed May 28, 2014 12:12, edited 1 time in total.
Reason: Remember to use the "Edit" button to edit your posts.
 

Kilarin
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Re: Post your modding questions here

by Kilarin » Wed May 28, 2014 12:21

GaryLaw64 wrote:I mean its like ubuntu spreads the program across multiple locations, rather than everything being in one nice neat minetest folder.

It's the linux way! :)
the default game files should be in /usr/share/minetest/ But that is not where you want to install your mod. You should have a minetest folder under your home folder, ~/.minetest because that is where you have write access. cp or mv any mods you have downloaded into ~/.minetest/mods
If you need to rename them the folder, use the move command. mv oldname newname
 

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Re: Post your modding questions here

by GaryLaw64 » Wed May 28, 2014 12:49

runnable program is in usr/games with minetest mapper and minetestserver. Also in usr/share/applications.

.minetest is in the home directory as a hidden folder, there is no mods folder. . minetest contains cache folder client folder worlds folder, debug.txt and minetest.conf

Looking for evidence of already installed mods, there is a pipeworks_settings.txt in the worlds folder in a folder named bowls (my current world), along with map data ipban etc.
 

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Re: Post your modding questions here

by Kilarin » Wed May 28, 2014 13:32

I'm not certain where your moreores and pipes mods were installed, but it should have been in ~/.minetest/mods
if the mods folder doesn't exist, the command to create it is:
cd ~/.minetest
mkdir mods
then use
cp fromfolder ~/.minetest/mods
to copy the mod from wherever you downloaded it into the mods folder. If the mod folder is the wrong name (for example, carts_master when it should be carts) then do:
cd ~/.minetest/mods
mv carts_master carts
 

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Re: Post your modding questions here

by TG-MyinaWD » Thu May 29, 2014 14:47

Can I make a Tool out of a Nodebox?
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Re: Post your modding questions here

by Bas080 » Thu May 29, 2014 15:49

You can make a tool and make it place a nodebox on_place. See the fishing mod of mossman
 

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Re: Post your modding questions here

by TG-MyinaWD » Fri May 30, 2014 16:01

Do anyone know how make a Chest Nodebox Change when viewing the Chest Inv.?
Why?
Well I made with the NBE a Open Chest model. and it just needs get textures right and all and have it coded.

So here looks like. (Used Wood Texture as Placeholder)

Maybe when Ruben get the NBE allow us place textures on yours Nodeboxs maybe will help. or have it as a Model.
Image
Edit: Yes I know looks like a Chair XD
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Re: Post your modding questions here

by kaeza » Fri May 30, 2014 16:57

Alt. Tester wrote:Do anyone know how make a Chest Nodebox Change when viewing the Chest Inv.?
Why?
Well I made with the NBE a Open Chest model. and it just needs get textures right and all and have it coded.

So here looks like. (Used Wood Texture as Placeholder)

Maybe when Ruben get the NBE allow us place textures on yours Nodeboxs maybe will help. or have it as a Model.
Image
Edit: Yes I know looks like a Chair XD

Try looking at how other nodes "change appearance dynamically" (e.g. furnaces, doors, etc). Though for this kind of functionality, I think entities + 3D meshes are better (allow smooth animation, better texturing, etc).
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Re: Post your modding questions here

by spootonium » Sat May 31, 2014 03:50

Could anyone kindly provide more details about flowing liquids, and how param2 is used? Like:
  • What is the range and granularity of liquid level?
  • Does a liquid node store its own flow direction, and can this be overidden?
I'm experimenting with sand and gravel (and also mud and rubble) as flowing nodes.
I write code. Sometimes, it even works.
 

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Re: Post your modding questions here

by lipki » Mon Jun 02, 2014 21:13

23:09:49: ACTION[ServerThread]: Player lipki moved too fast; resetting position


How to temporarily disable this security?
Teleportation for example.
 

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Re: Post your modding questions here

by Topywo » Mon Jun 02, 2014 22:05

lipki wrote:
23:09:49: ACTION[ServerThread]: Player lipki moved too fast; resetting position


How to temporarily disable this security?
Teleportation for example.


This should work, in your minetest.conf:

disable_anticheat = true
 

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Re: Post your modding questions here

by lipki » Mon Jun 02, 2014 22:18

This should work, in your minetest.conf:


Thank you.
We can do that through a mod?

----

How to generate a void area.
width = x
depth = x
height =
And be sure that the "mapgen" will not come to fill it.
 

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Re: Post your modding questions here

by meowmeow333 » Tue Jun 03, 2014 03:25

Title: Is there any program you guys know that can import minetest map into 3D program (Maya)?

I'd found this one(.jar file), but for Minecraft, and I don't know how to install a .jar file...
http://code.google.com/p/j-mc-2-obj/
I want to make some minecraft animations.
 

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Only Owner can take/put/move items in an inventory

by Ackirb » Tue Jun 03, 2014 15:18

Hello

I am trying to create a trade shop.
There will be an inventory slot which displays the item being sold, another slot displaying the item(s) which will traded (the price), a slot in which the user can insert their payment, and finally a slot that allows the user to take their purchased item after paying for it.

It's like this:
[ ] = inventory slot
[item for sale] [price of said item] [payment slot] [product]

example:
[mese pickaxe] [25 cobble stone blocks] [payment slot] [product]

When the user places 25 cobble stone blocks into the "payment slot", then the mese pickaxe will appear in the
"product" slot, and the user will be able to take it.

My question is: how do I make it so that the user cannot take items out of the [item for sale] slot and the [price] slot?
It kind of defeats the purpose of a trade shop if the customer can simply take the item for sale without even having to pay! lol.

If anyone wants a better example of how this is (supposed) to work, please let me know!
 

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Re: Only Owner can take/put/move items in an inventory

by stu » Tue Jun 03, 2014 19:41

Ackirb wrote:Hello

I am trying to create a trade shop.
There will be an inventory slot which displays the item being sold, another slot displaying the item(s) which will traded (the price), a slot in which the user can insert their payment, and finally a slot that allows the user to take their purchased item after paying for it.

It's like this:
[ ] = inventory slot
[item for sale] [price of said item] [payment slot] [product]

example:
[mese pickaxe] [25 cobble stone blocks] [payment slot] [product]

When the user places 25 cobble stone blocks into the "payment slot", then the mese pickaxe will appear in the
"product" slot, and the user will be able to take it.

My question is: how do I make it so that the user cannot take items out of the [item for sale] slot and the [price] slot?
It kind of defeats the purpose of a trade shop if the customer can simply take the item for sale without even having to pay! lol.

If anyone wants a better example of how this is (supposed) to work, please let me know!


Have a look at the trader npc from my npc framework, not suggesting you use that as npcf is still a long-term WIP but the trader npc works very similar to what you describe here (if I read it correctly).
 

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Re: Only Owner can take/put/move items in an inventory

by Ackirb » Wed Jun 04, 2014 13:55

Have a look at the trader npc from my npc framework, not suggesting you use that as npcf is still a long-term WIP but the trader npc works very similar to what you describe here (if I read it correctly).


I have actually been using your trade NPC for awhile now. Good job on that, by the way - I really like it.
However, your NPC doesn't actually display the items for sale nor the price of said items with an inventory slot, but instead, displays a string (aka, instead of showing a diamond pickaxe in an inventory slot, it would show a string that says "Diamond Pickaxe")

My shop is more like the one from bitchange in that is literally shows the items for sale and the price of said item.
Attachments
Shop.PNG
Shop.PNG (482.28 KiB) Viewed 3576 times
 

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Re: Only Owner can take/put/move items in an inventory

by stu » Wed Jun 04, 2014 17:40

Ackirb wrote:My question is: how do I make it so that the user cannot take items out of the [item for sale] slot and the [price] slot?
It kind of defeats the purpose of a trade shop if the customer can simply take the item for sale without even having to pay! lol

You can use a detached inventory, just make sure the allow_take function returns 0
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
inv = minetest.create_detached_inventory("display", {
   allow_take = function(inv, listname, index, stack, player)
      return 0
   end,
})
 

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Re: Post your modding questions here

by iPushButton1997 » Fri Jun 06, 2014 03:33

How much has modding changed since the initial 0.4 release? And if so, is there any specific place I can go to read up on this new info? I've been out of the loop almost two years now...and I'm aching to get back into it and finish up what I started.
 

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Re: Post your modding questions here

by Jordach » Fri Jun 06, 2014 09:00

iPushButton1997 wrote:How much has modding changed since the initial 0.4 release? And if so, is there any specific place I can go to read up on this new info? I've been out of the loop almost two years now...and I'm aching to get back into it and finish up what I started.

http://dev.minetest.net/

and

https://github.com/minetest/minetest/bl ... ua_api.txt

Are both good places. (And good to see you about)

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Re: Post your modding questions here

by iPushButton1997 » Sat Jun 07, 2014 01:42

Jordach wrote:
iPushButton1997 wrote:How much has modding changed since the initial 0.4 release? And if so, is there any specific place I can go to read up on this new info? I've been out of the loop almost two years now...and I'm aching to get back into it and finish up what I started.

http://dev.minetest.net/

and

https://github.com/minetest/minetest/bl ... ua_api.txt

Are both good places. (And good to see you about)


Thanks man. And it feels good being back. Hopefully I can get back to my old work :P
 

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Re: Post your modding questions here

by ak399g » Sat Jun 07, 2014 16:02

What is the maximum stack_max? I read it was over 50000 but I've tried 50000 and 40000, which don't work, and 25000 does.
 

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Re: Post your modding questions here

by Sokomine » Sun Jun 08, 2014 15:07

Ackirb wrote:My shop is more like the one from bitchange in that is literally shows the items for sale and the price of said item.

You may also try my mobf_trader mod. It adds traders which can either sell a pre-defined sortiment or be employed by players. Up to four stacks can be bundeld for an offer (or price), and several alternate prices can be offered (i.e. sell 10 tree for 1 steel ingot or 1 copper or 5 cactus etc.). The mod ought to be linked in the posting mentioned in my signature.
 

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Re: Post your modding questions here

by RHR » Sun Jun 08, 2014 15:37

What are the advantages and disadvantages of mapgenV6 and mapgenV7? Which features are supported by them for creating a mod? Is there any comparison or documentation of their features?
 

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Re: Post your modding questions here

by Jordach » Sun Jun 08, 2014 18:13

RHR wrote:What are the advantages and disadvantages of mapgenV6 and mapgenV7? Which features are supported by them for creating a mod? Is there any comparison or documentation of their features?

Mapgen V6 has two defined biomes, while Mapgen V7 has completely custom biomes which can be made from nyan rainbow to literally lava or even bones.

That choice is yours with V7.

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Re: Post your modding questions here

by RHR » Sun Jun 08, 2014 19:15

Jordach wrote:Mapgen V6 has two defined biomes, while Mapgen V7 has completely custom biomes which can be made from nyan rainbow to literally lava or even bones.
That choice is yours with V7.

Yep the custom biomes are awesome, but is that the only difference? Is it for example possible to "mod" the surface(mountains) of mapgenV7?
 

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Re: Post your modding questions here

by TenPlus1 » Sun Jun 08, 2014 19:18

Ackirb, what you need is the money mod as it does just what you request... You can have a shop chest or trade chest that you can configure to your own needs to buy and sell items for money or other items...

viewtopic.php?id=2263
 

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Re: Post your modding questions here

by paramat » Mon Jun 09, 2014 02:09

RHR, lines 390 to 423 here https://github.com/minetest/minetest/blob/master/minetest.conf.example
You can add those lines (without the #) to your minetest.conf file. Some of those affect mgv7, some are mgv6 only.
 

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Re: Post your modding questions here

by RHR » Mon Jun 09, 2014 17:47

paramat wrote:RHR, lines 390 to 423 here https://github.com/minetest/minetest/blob/master/minetest.conf.example
You can add those lines (without the #) to your minetest.conf file. Some of those affect mgv7, some are mgv6 only.

thx, I'll give them a try. ^.^
 

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Re: Post your modding questions here

by Kilarin » Mon Jun 09, 2014 18:59

Why is it impossible in singleplayer to /revoke a privilege that does not have give_to_singleplayer = false ?

For testing purposes I wanted to /revoke teleport and my new priv I had created, and I can't do it in singleplayer. Was this decision deliberate to reduce the risk of someone revoking the "privs" privilege on singleplayer and making their character unfixable? Or is there some other reason? Or is it just a bug? Because it seems like there would be some better way of protecting privs than locking all of the other privileges.
 

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