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- 31 bytes (4 words) - 14:55, 26 December 2012
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- 20 bytes (2 words) - 08:43, 11 December 2012
- 38 bytes (5 words) - 14:54, 26 December 2012
- #REDIRECT [[minetest.get node]]31 bytes (4 words) - 17:26, 4 February 2014
- 31 bytes (4 words) - 02:08, 19 July 2013
- 20 bytes (2 words) - 08:43, 11 December 2012
- 33 bytes (4 words) - 10:19, 24 May 2014
- 20 bytes (2 words) - 08:43, 11 December 2012
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- 37 bytes (5 words) - 12:37, 11 September 2013
- 37 bytes (5 words) - 14:47, 26 December 2012
Page text matches
- #REDIRECT [[minetest.get node]]31 bytes (4 words) - 17:26, 4 February 2014
- == Digging a node == Preconditions are a node somewhere in the map.<br/>2 KB (422 words) - 19:08, 25 January 2023
- Gets the internal content ID of a node for [https://rubenwardy.com/minetest_modding_book/en/advmap/lvm.html Voxel212 bytes (30 words) - 14:09, 25 October 2022
- ...ed before the node was removed or replaced, as the changes that remove the node usually make it impossible to place such nodes into the world. This spares checking each node in the mapblock whether it matches one of the node and group names.2 KB (341 words) - 13:54, 25 October 2022
- * Node Definitions Section The header is followed by the Name ID Table, which is followed by the Node Definitons section.5 KB (668 words) - 11:18, 1 May 2023
- '''Schematics''' are pre-defined node patterns to be placed somewhere in the world. They allow to create some com ...in an area what nodes should be created, with a given probability for each node to appear.4 KB (693 words) - 11:17, 1 May 2023
- == Node == ...an only be node per 3-D position, e.g. there can't be a stone ''and'' sand node at the same position.5 KB (834 words) - 13:45, 25 October 2022
- When defining a node, the <code>connect_to_raillike</code> group requires a numeric rating value This code will create a node "my_mod:my_gunpowder" that will be able to connect to any nodes that used t1 KB (190 words) - 13:57, 25 October 2022
- * <code>tree</code>: node is the trunk of a tree (like “Tree”, “Jungle Tree”, etc.). Prevents * <code>leafdecay</code>: node decays if no block in the <code>tree</code> group is in a radius of the rat7 KB (1,228 words) - 15:25, 13 May 2019
- placing the node: placing the node:3 KB (394 words) - 14:00, 25 October 2022
- * An Irrlicht scene node (that is rendered by Irrlicht) |v3s16 p, MapNode node6 KB (970 words) - 22:31, 17 November 2023
- ** Important because: Mobs and players rarely are only 1 node high ...id narrow paths they can't fit through, especially if they are more than 1 node thick2 KB (254 words) - 21:53, 15 August 2022
- !Node coordinates616 bytes (81 words) - 19:44, 25 January 2023
- ....minetest.net/viewtopic.php?f=14&t=2840 NodeBoxEditor]: Build [[Node boxes|node boxes]] by dragging their edges.3 KB (451 words) - 23:31, 24 October 2023
- The Lua table that stores the node content IDs for a mapchunk plus the mapblock shell is big (112<sup>3</sup> * `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object5 KB (756 words) - 19:52, 26 June 2020
- "field[1,1.5;3,1;name;New Node/Item name;]" .. > When I attach a Lua table to a node I seem to have a5 KB (639 words) - 14:06, 25 October 2022
- ...ates MapNodes on initialization, but I always seem to get a CONTENT_IGNORE node.<br/ > ...the MapNodes runs _after_ the Lua scripts are initially run, otherwise the node definitions will not be registered.<br/ ><br/ >7 KB (1,178 words) - 09:08, 8 April 2024
- # If the node at <code>pos2</code> and the node directly above it are either airlike (<code>drawtype="airlike"</code>) or I3 KB (549 words) - 13:48, 19 April 2023
- * would free up param1 of MapNodes to be used for storing more immediate node metadata (always a good thing!). Problem: The entire map is an Irrlicht scene node. ''Why? What was the rationale for this decision?''<br />8 KB (1,296 words) - 13:45, 25 October 2022
- ** <code>range=0</code> does not work as you can point when you're inside a node * Node digging particles (amount, size, lifetime, etc.)4 KB (559 words) - 19:04, 14 March 2023