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  • '''Develop a mod''' * Get [[Intro|introduced to the mod API]]
    153 bytes (20 words) - 23:30, 4 July 2020
  • == Mod contribution (in Lua) == ** The forum above contains mod requests and ideas.
    910 bytes (137 words) - 16:48, 21 August 2022
  • ...ting recipes; often, they are not that important, since the core part of a mod, namely, the registered items, can still function without them. With <code>minetest.get_modpath</code> it can be checked whether a mod is present and loaded, as it will return nil if not.
    3 KB (420 words) - 12:14, 17 December 2022
  • '''Eine Mod erstellen''' * und das [[Intro|introduced to the mod API]]
    541 bytes (74 words) - 17:37, 21 February 2019
  • Things useful for debugging mod or core engine code logic and functionality.
    2 members (0 subcategories, 0 files) - 21:16, 14 February 2015
  • ...deal. Do this ''only'' if other mods ought to access resources inside that mod (e.g. for an API) ...e technical mod names for no reason!''' Seriously, stop doing this! Once a mod with name “xyz” is released, this name is taken. Deal with it!
    1 KB (243 words) - 22:31, 6 May 2018
  • == Mod development == ...Tools]: Collection of Python scripts to create, update, verify and convert mod translation files (*.tr)
    3 KB (451 words) - 23:31, 24 October 2023
  • ...se let me know if this article is useful with the new APIs being there for mod storage and player attributes. Also, I added this to Misc but if you'd like
    254 bytes (48 words) - 21:58, 5 June 2017
  • ...bute (e.g. speed), all hell breaks loose and hilarity ensues, because each mod now competes for the “correct” physics attribute. In the worst case, sp ...ns that make the player run faster or increase jump height even more. This mod also uses <code>player:set_physics_override</code> to set the physics value
    4 KB (671 words) - 11:18, 1 May 2023
  • ...es a newer node to replace an older one, or to remove nodes from a removed mod from the world. Such replacement jobs usually only need to be carried out o A cleanup LBM useful to execute after removal of the fire mod in order to clean up the world from the now unknown nodes:
    2 KB (341 words) - 13:54, 25 October 2022
  • * Move the bones mod from survival to minetest_game ''Done''
    965 bytes (160 words) - 15:23, 18 May 2013
  • '''Modの開発''' * Get [[Intro|introduced to the mod API]]
    399 bytes (54 words) - 12:09, 23 November 2015
  • * Get mod help from the community: ...est a mod idea in the [https://forum.minetest.net/viewtopic.php?f=9&t=2434 mod request thread].
    3 KB (398 words) - 16:44, 18 September 2023
  • |valign="top"|{{Contributor Call to Action/Mod development}}
    389 bytes (45 words) - 19:03, 26 June 2020
  • The settingtypes.txt file contains mod settings displayed in the settings menu. They are not used for the settings
    466 bytes (74 words) - 20:51, 24 October 2022
  • |valign="top"|{{Contributor Call to Action/Mod development/de}}
    452 bytes (57 words) - 21:27, 1 August 2019
  • |valign="top"|{{Contributor Call to Action/Mod development/ja}}
    450 bytes (54 words) - 12:06, 23 November 2015
  • * VanessaE's [https://forum.minetest.net/viewtopic.php?id=3898 plants_lib] mod ([https://github.com/VanessaE/plantlife/blob/master/plants_lib/ github]) pr ...//forum.minetest.net/viewtopic.php?f=11&t=9458 L-System Tree Utility] is a mod which helps to create L-system trees in-game
    2 KB (270 words) - 19:11, 25 January 2023
  • ...s is not “standardized”, the actual meaning depends on the particular game/mod implementation. For generic groups, see [[Groups#Special groups]] and [[Gro * <code>water</code>: node is water. Used by the buckets mod. Also acts like <code>cools_lava</code>
    7 KB (1,228 words) - 15:25, 13 May 2019
  • (will only work if the mod is loaded after "default" registers crafting recipes)
    913 bytes (111 words) - 14:03, 25 October 2022

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