Features
- easy to use - no chat commands, just nice easy structures that you can build by crafting and placing nodes
- lightweight - there are no ABMs, the nodes are created using after_place_node() in the node definitions
- grief-resistant - before nodes deploy a check is run to ensure that only air exists in the new area
- server friendly - all players can create impressive structures easily
- fun to build - create structures easily with nodes, or even by shooting arrows!
Docs
Requirements
- Minetest >=0.4.3
- Throwing (PilzAdam version)
Installation
Download and uncompress the
latest version, and move the the
minetest-deploy_nodes-master
folder into your
minetest/mods
folder.
Deployments
- deploy_maze - small/medium/large maze made from one of dirt/wood/brick/cobble/stone/glass
- deploy_sphere - small/medium/large sphere made from one of dirt/wood/brick/cobble/stone/glass
- deploy_spiral - small/medium/large spiral made from one of dirt/wood/brick/cobble/stone/glass
- deploy_cylinder_y - small/medium/large cylinder made from one of dirt/wood/brick/cobble/stone/glass
- deploy_building - small/medium/large building loaded from *.we files found inside buildings folder
- deploy_pyramid - small/medium/large pyramid made from one of dirt/wood/brick/cobble/stone/glass
Crafting Blueprints
Blueprint
Building
Sphere
Cylinder Y
Maze
Spiral
Crafting Deploy Nodes
A
=deploy_building:blueprint
B
=*:blueprint
(any blueprint)W
=default:wood
S
=default:stone
X
=default:dirt
,default:wood
,default:brick
,default:cobble
,default:stone
ordefault:glass
tip
= make bigger shapes by using small ones instead ofX
.tip
= make bigger buildings by using small ones instead ofW
andS
.
Buildings
AWS --- ---
Shapes
BXX --- ---
Modding Guide
Add New Shapes
Shapes should be deployed in their own mod folder, for example
deploy_your_mod/init.lua
as follows:
deploy_your_mod = {} deploy_your_mod.deploy = function(pos,placer) -- check for space if deploy_nodes.check_for_space==true and not enough_space then return end -- remove node minetest.env:remove_node(pos) -- build the thing -- ... your code here ... end minetest.register_node("deploy_your_mod:your_node", { after_place_node = deploy_your_mod.deploy, })
You will also need to add deploy_nodes
to the
deploy_your_mod/depends.txt
file.
deploy_nodes
Add New Buildings
Simply drop them into
deploy_building/buildings/[large|medium|small]
. The mod will detect them automatically as long as they have a ".we" extension.