Search found 257 matches

by ThorfinnS
Sun Oct 25, 2020 02:07
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388192

Re: [Mod] Mobs Redo [1.53] [mobs]

Thanks for the advice. Was never a big fan of the doom monsters in the game, but we've found enough to keep people interested. Still tweaking stuff to discourage being out at night, while not making the daytime too dangerous for new players. Sorry I didn't post back earlier. Been too busy with other...
by ThorfinnS
Sat Oct 24, 2020 16:38
Forum: WIP Mods
Topic: [Mod] Cucina Vegana
Replies: 31
Views: 3482

Re: [Mod] Cucina Vegana

Bringing this to the top. Still an issue. [cucina_vegana] all on its lonesome (default farming) works. You plant the seed and some time later, it sprouts. [farming] (redo) also works, albeit a little differently. You plant the seed and it immediately sprouts. Put the two together. Plant the seed, an...
by ThorfinnS
Fri Oct 23, 2020 15:18
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 954

Re: [Mod] Scythes & Sickles [sickles] [1.3.1]

I downloaded fresh, untweaked downloads of [Farming] Redo and [cucina_vegana], plus [sickles], plus official release 5.3.0. The plants themselves are sparse enough that I could only figure out a few examples. None of the crops from [cv] harvested at all. Parsley, rice, flax and several others I don'...
by ThorfinnS
Thu Oct 22, 2020 17:44
Forum: WIP Mods
Topic: [Mod] Scythes & Sickles [sickles] [1.3.1]
Replies: 23
Views: 954

Re: [Mod] Scythes & Sickles [sickles] [1.3.1]

Works well, mostly. We ran into a few issues with them not working with Farming Redo. I have not yet verified it, but got reports from several users. I'll let you know. Suggestion? How about either replacing the mithril scythe, or adding an improved mithril scythe? Maybe combine a basic farming redo...
by ThorfinnS
Sun Oct 18, 2020 22:28
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

It's entirely possible that I misunderstood the discussion. In my understanding, they were strongly discouraging use of the style given for foo1, because otherwise it gets to be a hassle trying to keep track of who is using foo1, and because all globals are just stored in a table, that can get huge,...
by ThorfinnS
Sun Oct 18, 2020 19:14
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Thanks for explanation but that means that it's a bug. If declaring/accessing global variables was forbidden, Minetest should fail at that point and it shouldn't throw obscure errors with missing dependencies. It's not a fatal error, but it does throw the warning at time of declaration. Or attempte...
by ThorfinnS
Sun Oct 18, 2020 18:38
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Can you please explain me how this can cause that many mods can't find the mod default? LUA's default for some stupid reason is global scope of variables. Yet for security reasons, minetest is striving to prevent people from setting these global variables which could interfere with other mods. My h...
by ThorfinnS
Sat Oct 17, 2020 20:37
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

HighPopes , if you see an "Undeclared global variable" warning, and the warning is about some mod name, in my experience with the new release, that's always had something to do with code to support that mod, and always thrown dependency errors in other mods. Can't say I've ever seen "default" pop u...
by ThorfinnS
Thu Oct 15, 2020 20:17
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

That first warning in your list, "advtrains", is the same reason (though not the same mod) that I started looking more at the global/local conflicts. Lots of mods run into this when checking for other installed mods, and so far, every time it's been resolvable by declaring it explicitly local. The d...
by ThorfinnS
Thu Oct 15, 2020 19:08
Forum: WIP Mods
Topic: [ModPack] Cool Trees [cool_trees] (v4.0)
Replies: 93
Views: 7491

Re: [ModPack] Cool Trees [cool_trees] (v3.20)

Just saw the willow. Wow, is that pretty! Great job!
by ThorfinnS
Thu Oct 15, 2020 18:45
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.53] [mobs]
Replies: 2122
Views: 388192

Re: [Mod] Mobs Redo [1.53] [mobs]

What kinds of mobs would work to make something closer to "that other game"? Zombies are not nearly tough enough, ghosts travel through walls, wolves work, sort of. NSSM used to add some nice critters, but doesn't seem to work anymore. (No, haven't had time to look into it yet.) Anything more or les...
by ThorfinnS
Wed Oct 14, 2020 18:04
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

If you are familiar with editing text files, you can see if that fixes your issue, too. Without the vars defined as locals, it was throwing all kinds of dependency warnings, and even things as seemingly unrelated as biofuels and cucina vegana were not working properly.
by ThorfinnS
Wed Oct 14, 2020 15:20
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 115
Views: 45132

Re: [Mod] cottages [cottages] (medieval, farming, country life)

Any ideas what's going on here? 2020-10-14 10:01:06: ERROR[Main]: ModError: Failed to load and run script from \\STEVE-PC\Inbox\mt\bin\..\mods\cottages\init.lua: 2020-10-14 10:01:06: ERROR[Main]: \\STEVE-PC\Inbox\mt\bin\..\builtin\game\register.lua:182: bad argument #5 to 'register_item_raw' (table ...
by ThorfinnS
Wed Oct 14, 2020 14:38
Forum: Mod Releases
Topic: [mod] 62 underground biomes! [1.1.3] [underch]
Replies: 147
Views: 13713

Re: [mod] 62 underground biomes! [1.1.3] [underch]

Some "warnings" that are probably a little more serious than they let on: 2020-10-14 09:26:55: WARNING[Emerge-0]: Assignment to undeclared global "dirs" inside a function at \\STEVE-PC\Inbox\mt\bin\..\mods\underch/functions.lua:103. 2020-10-14 09:26:55: WARNING[Emerge-0]: Assignment to undeclared gl...
by ThorfinnS
Sun Aug 16, 2020 19:23
Forum: WIP Mods
Topic: [mod] Zero-Effort Custom Minerals [instant_ores]
Replies: 20
Views: 1844

Re: [mod] Zero-Effort Custom Minerals [instant_ores]

It looks right on your character, just not on the armor stand? Or is that a problem, too?
by ThorfinnS
Thu Aug 13, 2020 15:46
Forum: Mod Releases
Topic: [Mod] Hoppers [hopper]
Replies: 104
Views: 23281

Re: [Mod] Hoppers [hopper]

It already has the capability to add support to any of your custom nodes, if that's what you are asking. In the base game I'm using to help teach coding, one of the students added support for a couple different backpack mods. I'm not too familiar with Pipeworks (it lags the school computers too much...
by ThorfinnS
Tue Jun 30, 2020 17:29
Forum: WIP Mods
Topic: -DELETED-
Replies: 2
Views: 405

Re: [Mod] Light level sensor

I'm a mostly retired professional engineer, running an after-school coding program for mostly middle and high school students. Sort of. We started the program a couple years ago, and last year, the teacher's union realized I don't have an education degree, so they pressured admin to cancel it and hi...
by ThorfinnS
Tue Jun 30, 2020 15:53
Forum: WIP Mods
Topic: -DELETED-
Replies: 2
Views: 405

Re: [Mod] Light level sensor

We aren't starting up until next week, so I haven't even downloaded it yet. But starting next week... Oh, and I'd definitely like a recipe. Although if it involves diamond or mese or something it takes a half hour to find, I'm guessing we'll change it. Its mostly useful early game by people who don'...
by ThorfinnS
Fri Jun 26, 2020 02:16
Forum: Modding Discussion
Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
Replies: 13
Views: 363

Re: Making crafts with big stacks more than 1

Oh, I see.

Yeah, something like that could be useful. Not sure I would use it, but I can see why some might.
by ThorfinnS
Fri Jun 26, 2020 02:12
Forum: WIP Mods
Topic: -DELETED-
Replies: 2
Views: 405

Re: [Mod]light level sensor

Nice!

Some of the scripters have been looking for something like this, and I've been too busy to even look into it.
by ThorfinnS
Wed Jun 24, 2020 17:14
Forum: Modding Discussion
Topic: Why doesn't Minetest support stacks higher than 1 when crafting?
Replies: 13
Views: 363

Re: Making crafts with big stacks more than 1

LC , if I'm understanding what you are saying, that would be a royal pain. Currently, you can put stacks into each slot and craft multiples by clicking, not having to drag more items onto the grid every time. If I'm understanding you, you would prefer that functionality be gone? Personally, I think...
by ThorfinnS
Mon Jun 22, 2020 00:54
Forum: Mod Releases
Topic: [Mod] Hunger with HUD bar [1.0.1] [hbhunger]
Replies: 107
Views: 33813

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

Alternatively, he's done a great job establishing his constants at the beginning of init.lua. Just search for "800" (the number of seconds to use 1 satiation point) and tweak the values in the constants in that and adjacent lines and see if you can make it work the way you like. Since Wuzzy is not u...
by ThorfinnS
Mon Jun 08, 2020 13:54
Forum: Modding Discussion
Topic: Local scope variables and dofile
Replies: 4
Views: 170

Re: Local scope variables and dofile

What vulnerability are you envisioning? I'm not seeking to do anything much different than any settingtypes.txt value. Rather than running a codeblock to determine which mods and settings are selected in each individual dofile , each time it's parsed, and keep them all updated, I'd just be moving th...
by ThorfinnS
Sat Jun 06, 2020 14:33
Forum: Modding Discussion
Topic: Local scope variables and dofile
Replies: 4
Views: 170

Re: Local scope variables and dofile

Thanks!

So for minetest scripting, probably the most straightforward way to deal with it is to use mymod.myvar, rather than hassling with passing local variables as parameters?
by ThorfinnS
Thu Jun 04, 2020 15:46
Forum: Modding Discussion
Topic: Local scope variables and dofile
Replies: 4
Views: 170

Local scope variables and dofile

Stripped to essentials

init.lua:

Code: Select all

local x="tim"
dofile("do_x.lua")
do_x.lua:

Code: Select all

if x == "tim" then minetest.log("Stuff")

This throws:

Code: Select all

WARNING[Main]: Undeclared global variable "x" accessed at...
Is there a good way to accomplish what I'm trying to do? Without creating a global, I mean?