emmetcooper wrote:This is the error i got when both Voltbuild and technic is enabled. I ran this on my dev version.
Spoiler
Code: Select all
22:44:03: ERROR[main]: Error loading mod "voltbuild": LuaError: Number of registerable nodes (4096) exceeded (voltbuild:gold_cable2_101010)
22:44:03: ERROR[main]: stack traceback:
22:44:03: ERROR[main]: [C]: in function 'register_item_raw'
22:44:03: ERROR[main]: ...top/minetest-master/bin/../builtin/misc_register.lua:153: in function 'register_item'
22:44:03: ERROR[main]: ...top/minetest-master/bin/../builtin/misc_register.lua:158: in function 'register_node'
22:44:03: ERROR[main]: /root/.minetest/mods/voltbuild/cables.lua:307: in function 'register_cable'
22:44:03: ERROR[main]: /root/.minetest/mods/voltbuild/cables.lua:331: in function 'register_cables'
22:44:03: ERROR[main]: /root/.minetest/mods/voltbuild/cables.lua:339: in main chunk
22:44:03: ERROR[main]: [C]: in function 'dofile'
22:44:03: ERROR[main]: /root/.minetest/mods/voltbuild/init.lua:124: in main chunk
22:44:03: ERROR[main]: Server: Failed to load and run /root/.minetest/mods/voltbuild/init.lua
22:44:03: ERROR[main]: ModError: Failed to load and run /root/.minetest/mods/voltbuild/init.lua
The world can only load if one of either voltbuild or technic is disabled. In this case, i disabled technic and it ran perfectly. I'm guessing it was triggered by some sort of item conflict between the two mods. Like in minecraft modding, it's like ID conflicts. Hope this helps you fix it.
O_O Looking at that error, sounds like there's a limit on how many mods can be used because it's saying you reached the limit for number of different types of nodes. Not sure if I can fix that because that would be in minetest itself. Both my mod and technic's mod adds numerous cable nodes to make them appear to connect to things like they do, so maybe as part of the intercompatibility, find a way to use one or the other mod's cable nodes and just cram both of the mods cable functionality into the compatibility nodes.
Also, just added a configuration option to use the older nuclear blast, so no worries on that part. However, the newer nuclear blast is recommended if you have VoxelManip support in your minetest version. If not, make sure your minetest is not running and then add
to your minetest.conf or just change the first line of the nuclear_reactor.lua file to equal true if you want it as default in your modpack.
EDIT
Another option could probably be just to only add one type of node for each cable. However, this means you'd have to do without the visuals of the cables looking like they'd connect because then the cables will always just look the same no matter what machine is next to them.