they show up along the bottom of the screen in the 'start game' tab of the main menu. You can also create a folder in your world directory called 'worldmods' which will load when the world is run and allows you to create portable maps.Īnother way to create custom content is to make a 'game' which is a collection of settings and mods that can create a wholly unique experience from other games in minetest. A menu will open allowing you to select which mods to enable. To use your mod in a world, first create a world and then click configure. I appreciate your patience I know these are real basic questions. What exactly is the modus operandi when it comes to Minetest? Is there any kind of "modding program"? Am I inspecting/modifying the Lua code via Eclipse (or the like), or simply Notepad++ (or the like)? How do I "install" a given set of code/mod and/or "create" my own compiled 'modpack', and most importantly what's a good way to test these/this mods? (also, I imagine it might be wise to have all of this stuff in it's own isolated set of folders, just for organization's sake do I need to use the directory Minetest is installed in or can I put it elsewhere?) Anything else I should know/prepare myself for? However, none of that seems to apply here. See, in Warcraft 3 modding, you just open the 1st-party 'World Editor' program & you can immediately use the GUI to mess with object values, or begin making simple event-response code with little drop-down menus, and then instantaneously test it in-game with the click of a button. However I guess I could use some 'orientation' as to exactly how this all works. Yes, I'd love to begin with simple stuff & definitely plan on utilizing the great glorious Copy-Pasta to get started. So, I would suggest learning by looking at mods that do similar things to what you want and looking at their code and do a bunch of copying and pasting. V-rob wrote:I personally learned Minetest modding (and Lua to boot) by complete trial and error with a tiny bit of help from the Developer Wiki (I don't suggest using that, I suggest the Lua API instead). So I guess I'm just posting to kinda 'put my stake down' & throw out a hand for any guidance that can be offered.Įither way, I appreciate you taking the time to read through all this. arted.html, etc) & I'm gonna start studying (though as busy as my life is, I'm not likely to get far anytime soon). with some changes (kind of like a 'god-mode' Minecraft, focusing on manipulating an active environment & carving a path through history). I've only recently been introduced to Minetest, but I've been a massive fan of Minecraft for years, and was elated to discover this free-ware, open-source version especially because I've had an idea for a game kicking around in my head for years & have 'recently' realized that Minecraft itself was largely (the base, at least, of) what I was looking for. I've been an active & modding member of the Warcraft III community for over a decade now (off-and-on) so I'm familiar with how some of this works, but I recognize I'm really starting off basically at Square Zero in most ways, so I appreciate your help & patience. Hello all, my name is Khyrberos is I'm interested in learning more about modding Minetest.
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