[Mod] Living Room Furniture [1.1] [lrfurn]

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VanessaE
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Gabriele
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by Gabriele » Wed Dec 18, 2013 09:53


Hello mod creater,


This mod is nice but i found a bug that it heals:
1. lost some hearths
2. press on the sofa (mouse button 2)
3. Healled 100%
:s
Last edited by Gabriele on Wed Dec 18, 2013 09:54, edited 1 time in total.
 

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by Pitriss » Wed Dec 18, 2013 13:43

It is feature, not bug.. If you "sit" on sofa, then you rest => you recover your health
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Gabriele
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kriskovski
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by kriskovski » Fri Mar 28, 2014 15:56

It doesnt run for me 049 Error Failed to load and run ....lua
 

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Krock
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by Krock » Fri Mar 28, 2014 16:39

kriskovski wrote:It doesnt run for me 049 Error Failed to load and run ....lua

Please tell us more about this.
https://forum.minetest.net/viewtopic.php?id=3829
>> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

Xerdyy
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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by Xerdyy » Fri Aug 11, 2017 00:46

2017-08-10 20:32:36: ERROR[Main]: ModError: Failed to load and run script from C:\Program Files\minetest-0.4.16-win64\bin\..\mods\infurnmaster\init.lua:
2017-08-10 20:32:36: ERROR[Main]: ...\minetest-0.4.16-win64\bin\..\mods\infurnmaster\init.lua:1: attempt to concatenate a nil value
2017-08-10 20:32:36: ERROR[Main]: stack traceback:
2017-08-10 20:32:36: ERROR[Main]: ...\minetest-0.4.16-win64\bin\..\mods\infurnmaster\init.lua:1: in main chunk
Why does this happen? Please help, it does the same thing with the Animals Mod when I try to load up a world. Please help me.
 

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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by Andrey01 » Fri Aug 11, 2017 20:40

Xerdyy wrote:2017-08-10 20:32:36: ERROR[Main]: ModError: Failed to load and run script from C:\Program Files\minetest-0.4.16-win64\bin\..\mods\infurnmaster\init.lua:
2017-08-10 20:32:36: ERROR[Main]: ...\minetest-0.4.16-win64\bin\..\mods\infurnmaster\init.lua:1: attempt to concatenate a nil value
2017-08-10 20:32:36: ERROR[Main]: stack traceback:
2017-08-10 20:32:36: ERROR[Main]: ...\minetest-0.4.16-win64\bin\..\mods\infurnmaster\init.lua:1: in main chunk
Why does this happen? Please help, it does the same thing with the Animals Mod when I try to load up a world. Please help me.

Remove "master" after name of the mod. And you should have like mod fron Homedecor mod. This mod is like outdated.
 

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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by pavz36 » Sat Dec 23, 2017 19:57

Hello,
I currently have installed mod lrfurn, between others (advtrains-master, angledwalls, animals-modpack-2.5.0, bakedclay, biome_lib, doors, ehlphabet, farming_plus, minetest-mods-mesecons-ff0bd76, mini_sun, moreblocks, moreores, moretrees, signs_lib, ts_furniture, villages-for-minetest-modpack, working_villages, xtend_default and Subgame mods. Never had any problem with lrfurn but after I began experiment with villagers and villages, something happened. It doesn't matter what but recently I wanted to tell miner Cay to follow me, he was between obsidian doors (which game didn't recognize I think after installing doors mod so I had to destroy them and replace) and orange sofas inside of building. He didn't follow, just treaded on place, so I decided to make a way for him by destroying some equipment. I destroyed also 3-squares long orange sofa and later wanted to place it again where it once was. But when placed, as you can see, only 2/3 length of sofa is visible and the last third is invisible. Sometimes game tells me also this:
ERROR[Main]: generateImage(): Could not load image "handle_schematics_support.png" while building texture; Creating a dummy image
Please can you help me?
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Sokomine
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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by Sokomine » Sun Dec 24, 2017 23:44

pavz36 wrote:only 2/3 length of sofa is visible and the last third is invisible. Sometimes game tells me also this:

Try to dig it again. Place another uncomplicated block (i.e. some dirt you've got at hand) at the hole. Then try to place the sofa again. These nodes that stretch over the area of more than one node may in some situations be a bit problematic. It's very convenient that they work the way they do, but the world beneath is based on nodes, and unexpected things may happen if a mod tries to circumvent that.

pavz36 wrote:ERROR[Main]: generateImage(): Could not load image "handle_schematics_support.png" while building texture; Creating a dummy image

That image was missing in some older versions of my handle_schematics mod. You can ignore the message. You'll only ever see the support nodes when trying to place a house with the build chest while not having the creative priv.
A list of my mods can be found here.
 

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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by GamingAssociation39 » Mon Dec 25, 2017 04:40

I've made a furniture mod includes the living room the kitchen and the bedroom.

viewtopic.php?f=9&t=17421
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pavz36
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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by pavz36 » Tue Dec 26, 2017 18:46

Sokomine wrote:
pavz36 wrote:only 2/3 length of sofa is visible and the last third is invisible. Sometimes game tells me also this:

Try to dig it again. Place another uncomplicated block (i.e. some dirt you've got at hand) at the hole. Then try to place the sofa again. These nodes that stretch over the area of more than one node may in some situations be a bit problematic. It's very convenient that they work the way they do, but the world beneath is based on nodes, and unexpected things may happen if a mod tries to circumvent that.

pavz36 wrote:ERROR[Main]: generateImage(): Could not load image "handle_schematics_support.png" while building texture; Creating a dummy image

That image was missing in some older versions of my handle_schematics mod. You can ignore the message. You'll only ever see the support nodes when trying to place a house with the build chest while not having the creative priv.


Thanks, this was helpful. After destroying the sofa, I placed bed at the third invisible square, then placed sofa at the same position again. Destroyed both. Next time I placed sofa it was all visible.
 

martinjakovich
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Re: [Mod] Living Room Furniture [1.1] [lrfurn]

by martinjakovich » Thu Sep 20, 2018 07:06

Nice blog. Pictures are looking good, thanks for showing us your description this will be helpful for all who want living room furniture like you. Thanks for sharing with us such a nice blog.
 

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Re:

by neoh4x0r » Thu Sep 20, 2018 11:27

kaeza wrote:Hmm... I recall it was used in the original version of the beds mod, but not anymore.
We seriously need some kind of "registry" to find which recipes are used and which aren't.


I would suspect that creating a "registry" would be a very daunting and technologically challenging endeavor.
(that is: how should the registry be implemented, how do you register it, how do you manage them (add, remove, update), where is the registry hosted, and how it is accessed...etc)

The issue with two (or more) mods having conflicting recipes could easily be resolved by updating the crafting system to allow the user to select the specific item to craft, when there is a conflict.

This might also require an update to the crafting recipe registration functions to allow alternate recipes (I think that currently when a mod registers an already existing recipe it replaces the existing one).
 

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