TeTpaAka wrote:But you could copy the list of registered ores, clear the ores and then reregister the modified ores. It is a little complicated, but it could work.
Krock wrote:Kilarin wrote: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 vi = area:index(x0, y, z) -- This accesses the node at a given position
for x = x0, x1 do -- for each node do
local vi = area:index(x, y, z) -- This accesses the node at a given position
Now works!!! thank you Hero and TeTpaAka!
It's supposed to be used as an array.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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local vi = area:index(x0, y, z) -- This accesses the node at a given position
for x = x0, x1 do -- for each node do
-- Codes..
vi = vi + 1
end
drkwv wrote:Is it possible to make block "fall" like sand but in another direction for some time?
rubenwardy wrote:drkwv wrote:Is it possible to make block "fall" like sand but in another direction for some time?
Use the group falling = 1
12Me21 wrote:will that work for falling in other directions though?
Chinchow wrote:Is it at all possible to change the max player hp?
12Me21 wrote:Is there a way to "un-define" a crafting recipe that is used in another mod? (without editing that mod's files)
For example, could I make a mod that when installed, didn't allow you to craft copper and iron into bronze?
12Me21 wrote:Is it possible to change the crosshair's size/position/shape?
Joz wrote:Can someone provide a minimal working example of using flat noise arrays?
Don wrote:Is there a way to make raillike walkable on slopes?
Krock wrote:Don wrote:Is there a way to make raillike walkable on slopes?
Mesh is not raillike. If you add rails on the textures, they won't connect to regular rails.
With carts, it might work when you add the group rail = 1.
Don wrote:Krock wrote:Don wrote:Is there a way to make raillike walkable on slopes?
Mesh is not raillike. If you add rails on the textures, they won't connect to regular rails.
With carts, it might work when you add the group rail = 1.
I am working on a mod that uses rail like. I want the rails to be walkable. If you place raillike nodes on an incline you can not walk up it. The collision box for rail like nodes will not allow it.
I was wondering if there is a solution to this or not.
Don wrote:The collision box for rail like nodes will not allow it.
12Me21 wrote:You could make them connect without using raillike, like with mesecons, except with slopes instead of wires.
Krock wrote:Don wrote:The collision box for rail like nodes will not allow it.
Have you tried to define the collision_box? If that doesn't work, I'm out of ideas.12Me21 wrote:You could make them connect without using raillike, like with mesecons, except with slopes instead of wires.
Mesecons uses a complicated way to connect those wires, it has many, many different nodes for each situation.
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