Time |
Nick |
Message |
06:21 |
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thexyz joined #minetest-mods |
06:49 |
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thexyz joined #minetest-mods |
11:08 |
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PilzAdam joined #minetest-mods |
15:02 |
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ExcaliburZero joined #minetest-mods |
15:08 |
ExcaliburZero |
I am working on a code for a mod where there is an item that can be picked up by walking into it, and it uses an entity to display it. The code works, but whenever the entity is in water, when it is picked up it removes the entity and the water node it is in. |
15:08 |
ExcaliburZero |
How can I make it only remove the entity? |
15:08 |
ExcaliburZero |
The code is here: http://codepad.org/NOFWJX1F |
15:48 |
thexyz |
ExcaliburZero: why do you call minetest.env:remove_node then? |
16:39 |
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MinerofLands joined #minetest-mods |
16:39 |
MinerofLands |
jooo i have a question |
16:40 |
thexyz |
then ask it |
16:40 |
MinerofLands |
is there anyway to disable item crafting? |
16:40 |
MinerofLands |
other than the vanilla? |
16:41 |
MinerofLands |
like they can craft everything in minetest_game but not mesecons, house decor |
16:41 |
MinerofLands |
etc etc |
16:42 |
thexyz |
MinerofLands: search for minetest.register_craft |
16:42 |
thexyz |
then just comment the calls out |
16:42 |
thexyz |
another option is to override it with your own |
16:42 |
thexyz |
for example, minetest.register_craft = function() end, will disable crafting |
16:45 |
MinerofLands |
ok...was thinking of a littel mod that could disable it all...but i think that isnt possible |
16:45 |
MinerofLands |
so ill just manually override them |
16:45 |
MinerofLands |
thanks thexyz |
20:47 |
MinerofLands |
PilzAdam are you available for a pm? |
23:52 |
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ch98 joined #minetest-mods |