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10:45 |
Guest2 |
Hi :) |
10:45 |
Guest2 |
Please, help: what command (or mod/tool) can display id/names of items in game? |
10:52 |
calculon |
Guest2: maybe inspector and inspect_tool, both are in contentdb |
10:53 |
calculon |
(didn't try them myself) |
10:58 |
Guest2 |
calculon: thanks! |
10:58 |
Guest2 |
i will try |
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13:22 |
Blockhead256[m] |
Guest2: To show the technical "itemstring" names for items in the inventory, you can enable "Append item name" in the in-game menu under Graphics and Audio > User Interfaces > GUIs |
13:22 |
Blockhead256[m] |
that is quite helpful in addition to F5 for nodes in the game world |
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16:54 |
mazes_83 |
register_node({ on_use = func if cond then something else "how_to_reach_normal_punch_process_for_node" end}) |
16:59 |
_BigBear_ |
mazes - is it not just minetest.node_punch(pos, node, puncher, pointed_thing) you are looking for? |
17:02 |
mazes_83 |
tried this way, but no effect |
17:03 |
mazes_83 |
so ok, i'm ont the good thing, but for some reason there is something weird |
17:04 |
mazes_83 |
it's just what I needed to know, rather than staying on something that may never work, ensure myself i'm on the correct path |
17:05 |
_BigBear_ |
maybe minetest.dig_node makes sense in context. |
17:08 |
mazes_83 |
dig_node is immediate |
17:08 |
mazes_83 |
while punch should do what i expect |
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17:37 |
mazes_83 |
ok, I had to read some piece of src/client/game.cpp:#L3324,L3328 to understand that what I want to reach is outside the on_use scope |
17:38 |
mazes_83 |
I'll go for another approach |
17:39 |
_BigBear_ |
i checked the builtin code - it just calls node_punch as a default. |
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mazes_83 |
can you check https://bpa.st/RKV6O |
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