[Mod] Gates [1.8] [gates]

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Splizard
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by Splizard » Post

Temperest wrote:Here's an update with iron doors, which only open with mesecon signals!

http://goo.gl/DiOfV

Useful in conjunction with the node ownership mod, which can prevent the placement of mesecons near the door to force it to open.

Also updated all the textures, so the gates should be more visible now.
Thanks Temperest!
I have updated the mod to include iron gates :)
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

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Splizard
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by Splizard » Post

Version 1.5 is out now!
I have done a rewrite of the code and this is no longer based on hatches mod.
There is also an API now to create new types of gates easily.
This version IS NOT backwards compatible with any previous versions.
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

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RAPHAEL
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by RAPHAEL » Post

"Could not locate object" when trying to download latest
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
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Splizard
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by Splizard » Post

RAPHAEL wrote:"Could not locate object" when trying to download latest
oops, the download link works now.
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

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Splizard
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by Splizard » Post

3D gates now included!
You need the latest nightly build for this.
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

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Stef
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by Stef » Post

version 1.6 downloadlink is broken :(
Sorry for my crappy english, im dutch :D

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Splizard
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by Splizard » Post

Stef wrote:version 1.6 downloadlink is broken :(
Sorry about that, it should be fixed now.
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

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Stef
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by Stef » Post

thx
Sorry for my crappy english, im dutch :D

Temperest
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by Temperest » Post

Excellent work!
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

neo
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by neo » Post

Tx ! Great work !

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MirceaKitsune
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by MirceaKitsune » Post

Since we already have fences and doors, I suggest this is merged in minetest_game (but only one type of gate please, like MC has). Not sure if there's a point to have stone gates before you have stone fences... though if both existed that would be nice.

neo
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by neo » Post

Last edited by neo on Thu Jun 28, 2012 10:57, edited 1 time in total.

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MirceaKitsune
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by MirceaKitsune » Post

Nice, that looks like a good idea.

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GloopMaster
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by GloopMaster » Post

http://minetest.net/forum/viewtopic.php?pid=40875

since this mod refused to work for me.
Meow.

That is all.

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Splizard
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by Splizard » Post

GloopMaster wrote:http://minetest.net/forum/viewtopic.php?pid=40875

since this mod refused to work for me.
Why does the mod not work? It seems to work fine for me...
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!

noname

by noname » Post

I sometimes (fairly often) got a crash in gates/init.lua line 68 when using the TNT mod and blowing stuff up.

I changed this line:

if gates.registered_nodes["on_punch"][node.name] ~= nil then

to:

if node and gates.registered_nodes["on_punch"][node.name] ~= nil then

Seems to work.

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GloopMaster
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by GloopMaster » Post

noname wrote:I sometimes (fairly often) got a crash in gates/init.lua line 68 when using the TNT mod and blowing stuff up.

I changed this line:

if gates.registered_nodes["on_punch"][node.name] ~= nil then

to:

if node and gates.registered_nodes["on_punch"][node.name] ~= nil then

Seems to work.
ah... well i guess that means my gates are kind of redundant now :)
Meow.

That is all.

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rubenwardy
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by rubenwardy » Post

BUG:

Code: Select all

17:44:42: INFO[main]:   setNodeNoCheck, deactivateFarObjects: Static data changed considerably...: 1
17:44:42: INFO[main]: ServerMap: Saved map to C:\Users\Andrew\Desktop\MineTest\minetest-0.4.3\bin\..\worlds\MyWorld
17:44:42: INFO[main]: RollbackManager::~RollbackManager()
17:44:42: INFO[main]: RollbackManager::flush()
17:44:42: INFO[main]: Server: Deinitializing scripting
17:44:42: INFO[main]: BanManager: saving to C:\Users\Andrew\Desktop\MineTest\minetest-0.4.3\bin\..\worlds\MyWorld\ipban.txt
17:44:43: ERROR[main]: ServerError: LuaError: error: ...-0.4.3\bin\..\mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value)
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qwrwed
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by qwrwed » Post

The 1.6 link doesn't work.

wulfsdad
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by wulfsdad » Post

Something in mesecons_gates is conflicting with this. I'm just getting around to trying out mesecons. After installing it, loading an old world, and punching a gate, I got an error message:

Code: Select all

...
\mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value)
Removing the mesecons_gates module (but leaving the rest) solved the issue. Since I want to try the mesecon gates, but don't want to remove the 3D-gates, I'll look through the code when I wake up and see If I can find a solution.
But, hopefully someone will beat me to it....

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by wulfsdad » Post

The workaround is simple: I modified mesecons_gates/init.lua lines 91 and 101 to replace "gates" with "mgates." If any of the other mesicon files rely on the gates definition then they will have to be changed too, so it might be easier to change this mod's definition. Maybe to "_gates" or whatever.

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Misty
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by Misty » Post

Could someone please post a screenshot of the gates in the open position?
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natan.virgiliio
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by natan.virgiliio » Post

o seu mod não é compativel com o mod mesecons

TeTpaAka
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by TeTpaAka » Post

There is a bug when placing one gates over another. When you open one, the other changes to the same type.

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JPRuehmann
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by JPRuehmann » Post

Hello

I get the following error if I try to load gates_iron

10:18:17: ERROR[main]: ========== ERROR FROM LUA ===========
10:18:17: ERROR[main]: Failed to load and run script from
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: attempt to call method 'register_on_signal_on' (a nil value)
10:18:17: ERROR[main]: stack traceback:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: in main chunk
10:18:17: ERROR[main]: ======= END OF ERROR FROM LUA ========
10:18:17: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua
10:18:17: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua

How can I get it work?

Thanks,
JPR

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