Will this work?

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Tedypig
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Will this work?

by Tedypig » Sun Mar 10, 2013 03:01

OK, I have an idea, but I need to know if this will work.

Can you have both of these lines at once, or no?

is_ground_content = true

AND

legacy_wallmounted = true

Or, is there a way to combine the two.
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by VanessaE » Sun Mar 10, 2013 04:04

Neither of those options is useful these days. What are you trying to accomplish?
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by Tedypig » Sun Mar 10, 2013 04:25

VanessaE wrote:Neither of those options is useful these days. What are you trying to accomplish?


Putting the "carts" mod tracks vertical for elevators. I thought it would be as simple as changing/adding those. I guess not. Lol.

Also, I know that you know code, do you know why I would get this


23:15:19: ERROR[main]: ========== ERROR FROM LUA ===========
23:15:19: ERROR[main]: Failed to load and run script from
23:15:19: ERROR[main]: C:\Users\Matt and Betty\Downloads\minetest-0.4.5\minetest-0.4.5\bin\..\mods\minetest\rope_fence\init.lua:
23:15:19: ERROR[main]: ...etest-0.4.5\bin\..\mods\minetest\rope_fence\init.lua:4: attempt to call global 'discription' (a nil value)
23:15:19: ERROR[main]: stack traceback:
23:15:19: ERROR[main]: ...etest-0.4.5\bin\..\mods\minetest\rope_fence\init.lua:4: in main chunk
23:15:19: ERROR[main]: =======END OF ERROR FROM LUA ========
23:15:19: ERROR[main]: Server: Failed to load and run C:\Users\Matt and Betty\Downloads\minetest-0.4.5\minetest-0.4.5\bin\..\mods\minetest\rope_fence\init.lua
23:15:19: ERROR[main]: ModError: Failed to load and run C:\Users\Matt and Betty\Downloads\minetest-0.4.5\minetest-0.4.5\bin\..\mods\minetest\rope_fence\init.lua

From this.

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
--Rope Fence Mod by Tedypig, Licence WTFPL (Textures+Code), Edit how you want.


minetest.register_node ('rope_fence:rope_fence', {
discription "Adds a rope fence to your game.",
drawtype= 'fencelike',
tile_images {rope_fence.png, rope_fence_top.png, rope_fence_side.png},
inventory_image {rope_fence.png},
sunlight_propagates = true,
paramtype = 'light',
walkable = false,
material = minetest.digprop_constanttime(1.0),
groups = {snappy=2,cracky=3,oddly_breakable_by_hand=3,},
})



minetest.register_craft ({
    output='rope_fence:rope_fence',
    recipe= {
        {'default:stick','','default:stick'},
        {'default_stick','','default:stick'},
        {'default:stick','','default:stick'},
    }
})



EDIT: Or anyone for that matter? My girlfriend wants effing beach like rope fences, so I'm trying.
Last edited by Tedypig on Sun Mar 10, 2013 04:27, edited 1 time in total.
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by VanessaE » Sun Mar 10, 2013 04:58

You misspelled "description"
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by kaeza » Sun Mar 10, 2013 05:02

VanessaE wrote:You misspelled "description"

That and also...
Tedypig wrote:discription "Adds a rope fence to your game.",

you forgot the '='.
Edit: Also, the "description" is a descriptive name for the node; *NOT* the mod description.
Last edited by kaeza on Sun Mar 10, 2013 05:06, edited 1 time in total.
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by Tedypig » Sun Mar 10, 2013 05:09

LMFAO! I had already fixed the description typo, I stared at that code for 20 minutes and did not see the damn = was missing. Thank you. I Also didn't specify which images to go where so it looked effed up. Thanks again. I WILL GET BETTER. I am sorry for asking so many questions.


EDIT: And how do I do that? Lol.
Last edited by Tedypig on Sun Mar 10, 2013 05:39, edited 1 time in total.
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by prestidigitator » Sun Mar 10, 2013 08:07

Note that in Lua, an identifier followed by a string literal is a shortcut for calling a function with the string as the only argument. Why the heck the developers of the language thought that was a good idea is WAY beyond me. Maybe they decided to import some random ideas from Perl or something. :-/
 


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