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Omnia |
Hello. |
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01:36 |
Omnia |
Ermm |
01:37 |
Chinchou |
Hello, Omnia |
01:37 |
Omnia |
Oh, hello there |
01:37 |
Omnia |
I have a question regarding the UI on Android port |
01:37 |
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01:38 |
Omnia |
Why the buttons are so, eh, uncomfortable. |
01:39 |
Chinchou |
You'd probably have to ask whoever maintains the port. I'm not sure who that is though |
01:39 |
Omnia |
Humm |
01:39 |
Omnia |
Yes |
01:39 |
Omnia |
And, is impressive, because people does crazy things with LUA API. |
01:40 |
Omnia |
But I think if UI would be an additional problem to enjoy mods on Android. |
01:43 |
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02:16 |
Genshin |
I wonder, is it possible to add a texture for the actual clouds? |
02:16 |
Genshin |
would be pretty neat. |
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09:47 |
ANAND |
Sator, this specific chapter would be of use to you: https://rubenwardy.com/minetest_modding_book/en/chapters/nodes_items_crafting.html |
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13:44 |
Fulgen |
is there a way I can change the texture of a specific node at runtime? |
13:44 |
Fulgen |
(not the node definition, but one node in particular) |
13:48 |
entuland |
Fulgen, I think you cannot |
13:48 |
entuland |
I stumbled on that myself, you can only define that stuff at mod init time |
13:48 |
Fulgen |
:( |
13:49 |
entuland |
I have an entire mod that can't do it's job properly due to that problem, it requires a world restart in order to pick up newly created node types |
13:49 |
Fulgen |
ok |
13:49 |
entuland |
hopefully the devs will let us do that in the future |
13:50 |
ANAND |
Fulgen, you can define a new node with a similar texture, and replace the original node with it at runtime. |
13:51 |
Fulgen |
ANAND, I think that's way too unflexible with my use case |
13:53 |
Fulgen |
(as I don't guess I can register nodes as runtime) |
14:09 |
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14:21 |
ANAND |
Fulgen, https://rubenwardy.com/minetest_modding_book/lua_api.html#soft-texture-overlay |
14:22 |
ANAND |
You can pre-define nodes this way unless you have too many variations |
14:26 |
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14:32 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Update embedded Lua to 5.1.5 (#7387) ddd03c3 https://git.io/vhGe0 (2018-05-30T14:30:44Z) |
14:35 |
Fulgen |
AAND: ok, thank you |
14:35 |
Fulgen |
ANAND: ^ |
14:36 |
BillyS |
Do minetest textlists not support strings with numbers in them? |
14:36 |
ANAND |
Your welcome :) |
14:36 |
BillyS |
If so, is there some way I can escape the numbers? |
14:36 |
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15:23 |
Aug-Top |
Hello |
15:25 |
Aug-Top |
the mod night vision goggles still exist ? |
15:37 |
Krock |
!mod night |
15:37 |
MinetestBot |
Krock: Night Vision Goggles! See Day In The Dark! [night_vision] by Aqua - https://forum.minetest.net/viewtopic.php?t=4277 |
15:37 |
Krock |
yes. |
15:38 |
Krock |
however, the links are dead (ompldr down for years already) |
15:39 |
Aug-Top |
yes there is a link of the source code? |
15:39 |
Aug-Top |
git hub ? |
15:39 |
Aug-Top |
or other ? |
15:40 |
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15:43 |
Krock |
heh nice. there was a reupload to dropbox in 2014 -- down too. I think you'll have to ask whether there's someone around who has a copy of this mod if it's worth rescuing |
15:44 |
Krock |
many other wielded light mods exist, which do basically the same as this mod |
15:45 |
Aug-Top |
Yes, I should adapt it later ... I do not know if anyone has a copy ... |
15:45 |
Aug-Top |
you have examples ? |
15:46 |
Krock |
!mod walking |
15:46 |
MinetestBot |
Krock: Walking Light [walking_light] by Echo - https://forum.minetest.net/viewtopic.php?t=2621 |
15:46 |
Krock |
!mod torch |
15:46 |
MinetestBot |
Krock: 3D Torch [torch] by Mito551 - https://forum.minetest.net/viewtopic.php?t=6216 |
15:47 |
Krock |
not that actually. https://forum.minetest.net/viewtopic.php?t=19378 -- more: http://krock-works.16mb.com/MTstuff/modSearch.php?p=1&q=light |
15:47 |
Aug-Top |
Thank you. The mod exists with an armor ? (My goal is to adapt it with 3d_armor) |
15:48 |
Krock |
all of these mods have in common that other players on the server will see you highlighted because mods may not alter the client shaders to generate this effect |
15:49 |
Krock |
good question. I've never seen any depending on 3d_armor, but it would surely be doable to implement there |
15:49 |
Aug-Top |
yes |
15:50 |
Aug-Top |
Yes that's the goal. I was planning to get inspired by the mod night goggles so I could make some changes to fit it |
15:52 |
Aug-Top |
There is currently no mod that can do that? |
15:54 |
Krock |
I can't confirm or deny that - however, the chances are low that there's one which does exactly what you would like to have |
15:55 |
Aug-Top |
Ok, so I'm going to start developing some armor, from this mod |
16:02 |
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16:33 |
andirc8000 |
is there minetest.clear_registered_abms() (like there's clear_registered_biomes())? Is there a way to 'clear' an active block modifier? |
16:33 |
andirc8000 |
I can try and comment out the register_abm() calls in minetest_game\mods\default\functions.lua but that would be an ugly hack prefer some cleaner way |
16:37 |
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16:42 |
Krock |
andirc8000, clear the minetest.registered_abms table before ScriptApiEnv::initializeEnvironment is called |
16:43 |
Krock |
i.e. directly into your init.lua file, without waiting on any callbacks |
16:43 |
Krock |
to stop mods from registering further abms, simply overwrite the function register_abm |
16:44 |
Krock |
to disable the abms (kinda) dynamically: get to know which index of registered_abms is the ABM you'd like to modify (there's a name/description/label value sometimes) - and set action = function() end |
16:47 |
ANAND |
Krock, there's no mention of a registered_abms table in lua_api.txt |
16:47 |
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16:48 |
Krock |
because it's an internal table and isn't friendly to use because wrong values may crash the engine |
16:48 |
ANAND |
Ah, I see |
16:49 |
ANAND |
Anything that says register_* has a global table accessible by mods, am I correct? |
16:51 |
Krock |
everything in "minetest." (or "core.") is accessible by mods. Dump the table if you want to see what's all in this table. |
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16:52 |
ANAND |
Nice... |
16:52 |
Krock |
https://github.com/minetest/minetest/blob/master/builtin/game/register.lua -- where the tables to store node data/entities and stuff are created |
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16:53 |
ANAND |
Nicer... |
16:57 |
andirc8000 |
oh dear |
17:00 |
andirc8000 |
Krock: thanks. I want to clarify when you say 'clear the minetest.registered_abms' but there's no 'minetest.clear_registered_abms()' function... ... so ... can I like assign like 'minetest.registered_abms = null' in init.lua? (my knowledge of lua is rather rusty) |
17:00 |
Krock |
<Krock> andirc8000, clear the minetest.registered_abms table before ScriptApiEnv::initializeEnvironment is called |
17:00 |
Krock |
clear does not mean erase or delete |
17:01 |
Krock |
minetest.registered_abms = {} |
17:01 |
Krock |
and "null" in Lua is called "nil" |
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17:03 |
andirc8000 |
Krock: so this will work? https://hastebin.com/ayiyapekon.lua |
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17:05 |
Krock |
*shrug* .. just try it |
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17:11 |
andirc8000 |
Krock: yes just setting it to {} appears to work will test further thanks |
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