[Mod] exchange/replace nodes with one click [replacer]

u18398

Re: [Mod] exchange/replace nodes with one click [replacer]

by u18398 » Post

Thank you for your great mod. We all like it a lot on my server.


Unfortunately the inspector tool crashes the server when inspecting certain entities or
objects.

Code: Select all

2016-05-10 03:12:09: ACTION[ServerThread]: nona uses replacer:inspect, pointing at [object 1384]
2016-05-10 03:12:11: ACTION[ServerThread]: nona uses replacer:inspect, pointing at [object 1446]
2016-05-10 03:12:11: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-05-10 03:12:11: ERROR[main]: Lua: Double fault error from mod 'replacer' in callback item_OnUse(): error in error handling

In thread 7f3b85b857c0:
/build/minetest-5EsLJt/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Double fault error from mod 'replacer' in callback item_OnUse(): error in error handling
Debug stacks:
DEBUG STACK FOR THREAD 7f3b79890700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
(Leftover data: #4  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f3b7a091700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7f3b7a892700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void Server::SendHP(irr::u16, irr::u8))
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f3b85b857c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)

-----------------------------
2016-05-09 02:22:36: ACTION[ServerThread]: nona right-clicks object 31160: LuaEntitySAO at (360,3,-103)
2016-05-09 02:22:36: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie_spawner_at_night" not defined
2016-05-09 02:22:37: ACTION[ServerThread]: nona uses replacer:inspect, pointing at [object 31160]
2016-05-09 02:22:37: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-05-09 02:22:37: ERROR[main]: Lua: Double fault error from mod 'replacer' in callback item_OnUse(): error in error handling

In thread 7f72db03a7c0:
/build/minetest-5EsLJt/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Double fault error from mod 'replacer' in callback item_OnUse(): error in error handling
Debug stacks:
DEBUG STACK FOR THREAD 7f72ca7fc700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
(Leftover data: #4  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f72caffd700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7f72cb7fe700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void Server::SendHP(irr::u16, irr::u8))
(Leftover data: #5  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #6  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f72db03a7c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
(Leftover data: #4  void Server::SendAccessDenied_Legacy(irr::u16, const wstring&))


Any Idea how to fix this ?


greetings

Gundul

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Fixer » Post

Images are broken here in the first post.

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Lone_Wolf » Post

Nice mod!
Could you configure it to work with this mod's creative inventory?
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Napiophelios » Post

Lone_Wolf wrote:Nice mod!
Could you configure it to work with this mod's creative inventory?
Seems to work fine for me...its the default creative mod.
the only thing changed is the formspec tabs.

what is the replacer tool mod not doing that you expect it too?

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Lone_Wolf » Post

Napiophelios wrote:
Lone_Wolf wrote:Nice mod!
Could you configure it to work with this mod's creative inventory?
Seems to work fine for me...its the default creative mod.
the only thing changed is the formspec tabs.

what is the replacer tool mod not doing that you expect it too?
Taking out of the creative inventory.
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Napiophelios » Post

you mean the stack count when in creative?
I think that's the way it's supposed to work isn't it?

The sfinv and creative mods in the modpack you link to,
have had very little changed in them.
The main changes have to do with the default "tab"
that shows when opened.
And I also tweaked the formspecs..
nothing to do with how they work otherwise.

I would however prefer it to work as you expect it to :)
Last edited by Napiophelios on Tue Sep 12, 2017 15:59, edited 1 time in total.

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Lone_Wolf » Post

Napiophelios wrote:you mean the stack count when in creative?
I think that's the way it's supposed to work isn't it?
Example: I set the node-replacer to default:sand. With no sand in my inventory I try to place some. In a creative world it places the sand. With a non-creative world (With creative priv) it says there is nothing in you inventory.
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Napiophelios » Post

see my edit above.
I agree this is how it should work
creative mode nowadays is annoying.
BUT I believe this is intended to work like that.

Maybe Sokomine needs to have the mod check for creative privs?

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Sokomine » Post

Napiophelios wrote: Maybe Sokomine needs to have the mod check for creative privs?
Oh, er, yes. That might be useful. Added support for the "creative" priv. If you have that now, you won't need blocks in your inventory. Just use the latest version of the replacer.
Fixerol wrote: Images are broken here in the first post.
They tend to vanish quickly :-( I don't have enough time to update all the images again right now. I'll see when I can find the time. First, I'll catch up with the forum.
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Lone_Wolf » Post

Thanks!
You should try using https://pasteboard.co/ for your screenshots. Works great for me
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Sokomine » Post

Lone_Wolf wrote: You should try using https://pasteboard.co/ for your screenshots. Works great for me
I thought that other image hosters would last as well. But they didn't :-(. It's always annoying to have to move the images around. I've put some on Github already...at least that's hopefully not too likely to fail...
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Sokomine » Post

Update: Fixed a bug regarding protection. Added blacklist functionality.

If you want to prevent players from using the replacer to i.e. replace diamond blocks, you can do so by calling

Code: Select all

replacer.blacklist[ "default:diamond_block"] = true;
either by modifying this mod or by creating a new one that soft-depends on this one and adds the blacklist. The blacklist does not prevent players from storing a pattern - but it does prevent them from placing these blocks with the replacer and from "digging" placed blocks of this type by replacing them with something else. TNT, gunpowder and some protectors are blacklisted. This was a request by some server owners.
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u18398

Re: [Mod] exchange/replace nodes with one click [replacer]

by u18398 » Post

Sokomine wrote:Update: Added blacklist functionality.

Perfect ! The only thing which was lacking to one of the most useful mods in minetest universe.

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Suzakuu » Post

Hi, i notice a bug about replacement of item frame and pedestal from the mod item frame, we can replace them even if it belong to an another player. :/
cdb_52fa80d7331f

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Sokomine » Post

The replacer has - after a long time - received some updates that will hopefully be helpful:
  • The message when storing a new pattern tells you the name of the node and its rotation in a more human-readable way.
  • A new pattern can now be stored with AUX1 + right-click in addition to SHIFT + right-click (helpful when you're flying)
  • AUX1 + left-click calls up a configuration menu.
  • In said menu, you can select an old stored pattern you've used before. It's a history function like in chat. It also shows you how many blocks of that shape are left in your inventory.
  • In said menu, you can switch to one of the new modes: "Replace material, while keeping shape and orientation" or "Replace shape and orientation, while keeping the material".
The AUX1 key is usually mapped to e.

The mode that replaces material but keeps shape and orientation may help you if you've already built your roof (or whatever) and are in general pretty satisfied with the shape of things but want to try out a new material and see if that looks better. You can now store the new material as before, switch to the new mode and just click on each block without having to rotate the new material into the appropriate direction first.

Keeping material while changing shape and orientation is there for reasons of completeness. It's probably rarely useful, but who knows.
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Re: [Mod] exchange/replace nodes with one click [replacer]

by Linuxdirk » Post

Four years! Good lord! Great to see this mod still active since it's such a time saver! Thanks!

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Amadeus » Post

Thank you for this mod! This is truly one of the best builder's tool.

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Clyde » Post

From my Server:
2022-02-22 00:32:59: WARNING[Server]: Undeclared global variable "players_income" accessed at ...re/minetest/games/Jungle_TNG_Game/mods/replacer/init.lua:240
2022-02-22 00:32:59: ACTION[Main]: Server: Shutting down
2022-02-22 00:32:59: ACTION[Main]: Shutdown IRC.
2022-02-22 00:32:59: ACTION[Main]: [fishing] Server shuts down. saving trophies table
2022-02-22 00:33:00: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '' in callback item_OnPlace(): ...re/minetest/games/Jungle_TNG_Game/mods/replacer/init.lua:240: attempt to index global 'players_income' (a nil value)
2022-02-22 00:33:00: ERROR[Main]: stack traceback:
2022-02-22 00:33:00: ERROR[Main]: ...re/minetest/games/Jungle_TNG_Game/mods/replacer/init.lua:240: in function <...re/minetest/games/Jungle_TNG_Game/mods/replacer/init.lua:108>
I use it with the currency mod.
This happened, as i tried to place a slope.

Greetings, Clyde.
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Re: [Mod] exchange/replace nodes with one click [replacer]

by hacknorris » Post

(this moment when you use a mod just only for one small feature...)
thx guys !!!
(debug info isnt enough for me loool)

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Re: [Mod] exchange/replace nodes with one click [replacer]

by Sokomine » Post

Clyde wrote: I use it with the currency mod.
This happened, as i tried to place a slope.
There's no reference to players_income in my mod. Perhaps the currency mod does something when a player places or digs a block?

I'm wondering if the message for storing a new pattern needs to be made configurable. Some players want a two line message when storing a new pattern. To me that is extremly spammy...
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