![]() That's it, the block is ready to be used.īlockBut wait we have used minetest_block.png in our tiles set. Then we are defining images for the tiles. Here as you can see we are defining an item 4 for the mod thej and name of it is squares. For this we will create a and define our block there. The contents of mod.conf will look like thisĭescriptions = Thej own mod add a new brink called squares Our module is dependent only on 'default' mod. mod.conf is a simple key value configuration file. We will create a new mod called 'thej', so start with creating a folder called 'thej' under mods folder, i.e ~/.minetest/mods/thej and then create a mod.conf file to define our mod. With that let's start our first mod which is just an introduction of a new block type into the game. You can try this 15 mins tutorial if you are short on time. sounds folder with sound - if you want sound filesīefore you start writing your first mod, please do know all the mods are written in Lua Scripting language.textures folder with images - If you want images as part of your game.For modern version he dependency is part of mod.conf depends.txt - To be compatible with 0.4.x you need to mention other mods your mod depends on.mod.conf - Not a must but it's good to have.With expanded mods folder with two mods mod_1 and mod_2 this is how your ~/.minetest folder will lookĪs you see mod_1 has couple of folders and files. Usually installing mod means copying the mod code to this folder. The mods are stored inside the mod folder i.e ~/.minetest/mods/ each mod will have its own folder under mods. On Ubuntu, Minetest configurations are stored under users home folder - ~/.minetest. You can restart by selecting the same world. At any point you can exit by pressing ESC key. More users looking at their mods and better exposure.Īlternatively, read the informal forum announcement post, and leave feedback or join the discussion.Once you start.A large group of experienced mod developers that are willing to help out improve their code.Knowing that they can take a break from Minetest when they need or choose to, and that someone will be capable of taking care of their mods. ![]() The security of knowing many more developers are looking at mod code than just one person.Well-defined mods with proper metadata that work without renaming and installation issues.Clarity as to which fork is the recommended version of a mod.A central place to find well-maintained mods.Public Domain is not defined well in many countries, so licenses such as WTFPL,.Mods do not need to be minetest-licensing compatible (meaning, GP元.0+ is fine).Mods should preferrably be licensed under an OSI approved license.If you missed it, and would still like to become a listed member, please request another invitation. This invitation does not need to be accepted, and is merely for you (and us) to show who is participating in the minetest-mods organization. We also send all mod owners a “become a member of minetest-mods” invitation. More information on the “Transfer” procedure can be found here: Transfer Information You will be granted admin access on the moved repository. If you want to fork your moved repository back, you are obviously free to do so. In your request, please provide the following information:īy submitting a project, you acknowledge that you agree to the rules in the manifestĪfter opening a request ticket, you will be asked to initiate a “Transfer” request to move your mod. To submit your project to be added and become the maintainer of a project, submit Under circumstances (abandoned, author not responsive etc.) we will considerįorks. The original author of the Mod should be the one submitting it to the minetest-mods Mods here should be stable (at least in the master branches).Īll mods should work well together. This project exists to provide a semi-trusted source of Minetest Mods.
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