From ff0e604d43cb40e1e98e080d2980a9c63bdcfe7d Mon Sep 17 00:00:00 2001 From: Rubenwardy Date: Mon, 20 Aug 2012 20:17:19 +0200 Subject: [PATCH] Finished Formarting --- mtmoddeven.txt | 20 ++++++++++++++------ 1 file changed, 14 insertions(+), 6 deletions(-) diff --git a/mtmoddeven.txt b/mtmoddeven.txt index e0b8a97..90c2df9 100644 --- a/mtmoddeven.txt +++ b/mtmoddeven.txt @@ -131,7 +131,7 @@ S=Stick C=Cobblestone; Looks quite logic, doesn't it? So let's make a crafting recipe for the decorative wood of Chapter 0! -Just append this to your init.lua: +Just append (add) this to your init.lua file: ---------------------------------------------------- | Code | @@ -153,21 +153,26 @@ minetest.register_craft({ The function minetest.register_craft() registers a crafting process, it defines the recipe for something. -It takes 1 parameter which is a table that contains 2 properties: -output which sets the outcome of the crafting process and recipe which is the actual recipe for the output. -Recipe must be a table with other tables inside. Every of the 3 tables defines another row of the crafting field. Every row contains 3 columns. In this case The crafting recipe is like that: +It takes 1 parameter which is a table that contains 2 properties: (and an optional third) +1) output - which sets the outcome of the crafting process and recipe which is the actual recipe for the output. +2) Recipe must be a table with other tables inside. Every of the 3 tables defines another row of the crafting field. Every row contains 3 columns. In this case The crafting recipe is like that: W W W W W=Wood +3) type - if you want to make it a furnace craft add type="cook", + Easy, isn't it? You may also try out some other combinations! But why are wooden planks not simply called wood but 'default:wood'? + Indeed, The name of a tool/block/other object MUST be modname:name. In this case, the mod is called 'tutorial' (name is preset by the folder name) and the block is called 'decowood', so it's tutorial:decowood. So what is 'default'? 'default' is the most important "mod" of minetest, in fact minetest itself is more like just a game engine, all the contents, materials, and other stuff are in several mods, like 'default' (standard tools/blocks), 'bucket' (Buckets: Lava/Water),... If you want to find out more about these mods and maybe use features they contain, just have a look in their init.lua! -For Windows & Linux run-in-place these mods are in minetest/data; for Linux systemwide installation, these mods are in /usr/share/minetest/mods. + +For Windows & Linux run-in-place these mods are in minetest/games/minetest_game/; +for Linux systemwide installation, these mods are in /usr/share/minetest/games/minetest_game @@ -213,7 +218,10 @@ In this case the name is enough to define what block you can see. So let's assume we want to create a mod that makes junglegrass grow above every dirt-with-grass block. This should be a slow process, one dirt-with-grass block after the other should be grown over. This is what we do: -minetest.register_abm( +minetest.regis---------------------------------------------------- +| Code | +---------------------------------------------------- +ter_abm( {nodenames = {"default:dirt_with_grass"}, interval = 1, chance = 100,