Search found 42 matches

by TommyTreasure
Thu Oct 01, 2020 18:36
Forum: Minetest-related projects
Topic: Minetest mapserver
Replies: 135
Views: 15260

Re: Minetest mapserver

Very interesting. But that would sure make trying to get my compile with PostgreSQL easier to figure out. Would you suggest I stay with Sqlite3 as the backend?

BTW, I'm moving my server to, what I think is a faster and more reliable VPS. May even try 5.4.0-dev on it.

Thanks for the heads-up!
by TommyTreasure
Tue Sep 29, 2020 21:13
Forum: Minetest-related projects
Topic: Minetest mapserver
Replies: 135
Views: 15260

Re: Minetest mapserver

Looks like I spoke too soon. The Initial Render went very well, but as soon as it switched to Increment, I experienced the same database locking error, and server crash. Looking to migrate to PostgreSQL soon.
by TommyTreasure
Sat Sep 26, 2020 23:48
Forum: Minetest-related projects
Topic: Minetest mapserver
Replies: 135
Views: 15260

Re: Minetest mapserver

I may have found a solution to this. A web search for locked sqlite database, suggested i run sqlite3, with the command ".backup main .backup.sqlite", then rename the backup file to the original map.sqlite. All is running just fine now. If anyone tries this, I would strongly suggest making...
by TommyTreasure
Fri Sep 25, 2020 17:07
Forum: Minetest-related projects
Topic: Minetest mapserver
Replies: 135
Views: 15260

Re: Minetest mapserver

Yes. I have all the debug.txt log files, but didn't save the mapserver console logs.
by TommyTreasure
Fri Sep 25, 2020 11:35
Forum: Minetest-related projects
Topic: Minetest mapserver
Replies: 135
Views: 15260

Re: Minetest mapserver

I've recently installed both the mapserver binary, and the mapserver mod. Running 5.3.0, with a large map file (sqlite), about 30G. After completing the initial render, and when starting the server, I'm getting a locked database error, and the server crashes. I did a clone of this setup (using 8081)...
by TommyTreasure
Thu Aug 06, 2020 23:40
Forum: Mod Releases
Topic: [Mod] Bows with arrows V2 [bows]
Replies: 104
Views: 34953

Re: [Mod] Bows with arrows V2 [bows]

I've had a server (5.3.0) crash issue, when players are using arrows on mobs, in a rapid-fire way. All installed mobs are mobs_redo compliant. stack traceback: 2020-08-06 15:26:18: ERROR[Main]: /home/tommy/LW5/minetest/bin/../mods/bows/bows/arrow.lua:13: in function 'on_hit_object' 2020-08-06 15:26:...
by TommyTreasure
Mon Jun 15, 2020 21:36
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.1.4]
Replies: 1437
Views: 235368

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

Is itrainmap still broken? Crashes server when sending command. Master branch, and current as of 2 weeks ago.
by TommyTreasure
Wed Dec 18, 2019 18:49
Forum: Mod Releases
Topic: [mod] Tree Cutter [woodcutting]
Replies: 20
Views: 5282

Re: [mod] Tree Cutter [woodcutting]

I should have made this suggestion a year ago. Changing the activation key from 'sneak' to 'aux1', allows for players to use the shift/ladder trick to climb trees, without cutting down the tree. Only requires the change in 2 lines. One for the activation key (line 321), and one for the description t...
by TommyTreasure
Wed Dec 18, 2019 15:32
Forum: Mod Releases
Topic: [Mod] More Blocks [moreblocks]
Replies: 417
Views: 288290

Re: [Mod] More Blocks [moreblocks]

I've recently run into the dreaded, "Number of registerable nodes (32768) exceeded". Only a guess on my part, but could a 'light' version for the circular saw help with this? Especially with some mod authors registering new nodes for use with the circular saw. For some of us, 48 options fo...
by TommyTreasure
Tue Dec 17, 2019 17:53
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.1]

So far, everything seems to be working. Thanks.
by TommyTreasure
Fri Dec 13, 2019 21:08
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.0]

@ThorfinnS, are you suggesting I switch to your fork? Will you be maintaining this version?
by TommyTreasure
Fri Dec 13, 2019 01:08
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.0]

This issue is fixed in the modpack version that I hope to bring out soon. If anyone is having bugs or problems, just un-enable the mod off your world for now, the old version (the current one for the forums) is very unstable so this mod shouldn't really be used till the modpack version is out. If i...
by TommyTreasure
Thu Dec 12, 2019 15:31
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.0]

I've posted the traceback on the author's github repository issues.

https://github.com/starninjas/xocean/issues/2

When mod authors use the repo for issues, rather than the forum, it allows for other mod devs or coders to help fix the issue with pull requests.
by TommyTreasure
Wed Dec 11, 2019 18:00
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.0]

Looks like the problem is line 807 says "xocean:horn:skeleton" instead of "xocean:horn_skeleton". To be honest, though, I would have gone with a different naming system. I would be constantly confused when to use "horn_skeleton" and when to use "skeleton_horn"...
by TommyTreasure
Wed Dec 11, 2019 01:33
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.0]

That doesn't help my current issue of the server crashing when digging certain xocean nodes, and disabling the mod would fill most of the water ways with unknown nodes. Not to sound ungrateful, but if the crash issue isn't fixed, I would find it very difficult to consider your modpack in the future....
by TommyTreasure
Sat Dec 07, 2019 09:54
Forum: WIP Mods
Topic: [Mod]Ocean [xocean][2.1]
Replies: 66
Views: 6316

Re: [Mod]Ocean [xocean][2.0]

You have a bug report on your github repo.
by TommyTreasure
Fri Oct 18, 2019 12:55
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.1.0] [hbhunger]
Replies: 108
Views: 34329

Re: [Mod] Hunger with HUD bar [1.0.1] [hbhunger]

Update on my player's, client side lag problems. I disabled the woodcutting mod, and there was no effect. Most players experienced lag issues within 10 to 15 minutes of play time. However, I did revert to my older versions of hbhunger, hbarmor, and hudbars (hudbars mod pack. not sure of the version,...
by TommyTreasure
Fri Oct 18, 2019 12:43
Forum: Mod Releases
Topic: [mod] Tree Cutter [woodcutting]
Replies: 20
Views: 5282

Re: [mod] Tree Cutter [woodcutting]

For what its worth, redwood trees are in the ethereal mod. :) I had also said that it was a 'client side lag issue'. Server status max_lag was always less than 0.6. But the client could not open doors, chests, move, or even chat, without a 2 to 5 minute delay. When this happened, only the player tha...
by TommyTreasure
Thu Oct 17, 2019 17:25
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.1.0] [hbhunger]
Replies: 108
Views: 34329

Re: [Mod] Hunger with HUD bar [1.0.1] [hbhunger]

I'm not sure which of the 2 mods is introducing the client lag. My main suspicion is the woodcutting mod though. Just thought I would post it here so forum visitors will see the possible association of these 2 mods.
by TommyTreasure
Thu Oct 17, 2019 00:22
Forum: Mod Releases
Topic: [mod] Tree Cutter [woodcutting]
Replies: 20
Views: 5282

Re: [mod] Tree Cutter [woodcutting]

I had just upgraded both woodcutting and hbhunger on the same day. Here's what I posted in the hbhunger forum. Sorry for crossposting, but it seems as either of these mods, or the combination of them is the cause. In the short time after that post and this one, I have isolated that cutting 1 redwood...
by TommyTreasure
Wed Oct 16, 2019 23:36
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.1.0] [hbhunger]
Replies: 108
Views: 34329

Re: [Mod] Hunger with HUD bar [1.0.1] [hbhunger]

And here's another issue. Client side lag -- massive. I haven't been able to track the action that triggers it, but in most cases, it seems related to either hbhunger and woodcutting. Both mods were updated on the same day, and the lag issue with the next player to join after restarting the server. ...
by TommyTreasure
Wed Jan 02, 2019 14:51
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 32
Views: 2770

Re: [Mod] Canned Food

gpcf wrote:You should place the cans directly on the wood, afaik. Also, some products haven't got an improved version.
Thank you. I automatically used the 'shelves' as shown in the craft guide (alternate recipes). Now working fine.
by TommyTreasure
Wed Jan 02, 2019 08:31
Forum: WIP Mods
Topic: [Mod] Canned Food
Replies: 32
Views: 2770

Re: [Mod] Canned Food

h-v-smacker wrote:Switched to timers
I installed the current version on Dec. 11, used vessel shelf, sealed off a wooden room, and still no transformation. I've even left the admin account active in the vicinity to keep that block active.

Is there something I'm missing, or not understanding?
by TommyTreasure
Sat Nov 03, 2018 23:45
Forum: WIP Mods
Topic: [Mod] Bank Accounts [1.1][bank_accounts]
Replies: 38
Views: 6332

Re: [Mod] Bank Accounts [1.1][bank_accounts]

Tmanyo, thanks for the quick work. I do have a feature request -- an option to disable the credit card/card swipe. Long story, but it opens a can of worms in my particular case.

My bad. Just realized I could just comment out the 'dofile' line for card_swipe.lua.
by TommyTreasure
Wed Oct 31, 2018 07:02
Forum: WIP Mods
Topic: [Mod] Bank Accounts [1.1][bank_accounts]
Replies: 38
Views: 6332

Re: [Mod] Bank Accounts [1.1][bank_accounts]

Tmanyo: A player on my server found a possible exploit bug. Rather than explain it here, I sent you a PM.