A mod that adds portable things to MineClone (crafting table, ender chest, enchanting table) GitHub repo Forum post ContentDB
I plan to add these items:
- Portable Crafting Table
- Portable Ender Chest (see warning below)
- Portable Enchanting Table (Upgradable by crafting with bookshelves, downgradable by crafting as well)
I was originally going to add things like portable furnaces, portable anvils, things like that... but after looking at the code for a backpack mod, I decided I don't know enough about Minetest (yet) to deal with detached inventories. I also considered adding a teleporter, then realized that the personal_log
mod had MineClone support.
MineClone checks whether you're near an ender chest every time you try to put things into one. This means that normally, portable ender chests will not let you insert/remove items unless there's an ender chest nearby. The only way to fix that is to go into MineClone's code and add a line. In your Minetest directory, open games/mineclone2/mods/ITEMS/mcl_chests/init.lua
in a text editor. Around line 1060 (as of MineClone 0.82.0), there should be code that looks like this (you can also use the find tool and search for "register_allow
"):
minetest.register_allow_player_inventory_action(function(player, action, inv, info)
if inv:get_location().type == "player" and (
action == "move" and (info.from_list == "enderchest" or info.to_list == "enderchest")
or action == "put" and info.listname == "enderchest"
or action == "take" and info.listname == "enderchest"
) then
local def = player:get_wielded_item():get_definition()
if not minetest.find_node_near(player:get_pos(), def and def.range or ItemStack():get_definition().range, "mcl_chests:ender_chest_small", true) then
return 0
end
end
end)
This is the code that checks for an ender chest near the player. Add the following line where the blank line is:
if player:get_wielded_item():get_name() == "portability:ender_chest" then return end
This makes it so that if the player is holding a portable ender chest, it will skip that check. This will not affect anything else, and even if the mod is disabled or deleted, it won't make anything fail.