Thank you Krock.
Krock wrote:rgh wrote:I might have the same mod, possibly in different versions
That will at least leave some error or warning messages in your debug.txt file, as these mods may conflict
Yes, for example, my debug.txt contains the lines:
2018-01-18 07:52:25: WARNING[Main]: Not registering alias, item with same name is already defined: mushroom:brown_natural -> flowers:mushroom_fertile_brown
2018-01-18 07:52:25: WARNING[Main]: Not registering alias, item with same name is already defined: mushroom:red_natural -> flowers:mushroom_fertile_red
and I'm wondering how to fix the problem.
Grepping the minetest directory for *.lua files containing the word 'mushroom' gives 5 files:
minetest-0.4.16-win64\games\minetest_game\mods\flowers\init.lua
minetest-0.4.16-win64\games\minetest_game\mods\flowers\mapgen.lua
minetest-0.4.16-win64\mods\hud_hunger\hunger\food.lua
minetest-0.4.16-win64\mods\mobs_animal\warthog.lua
minetest-0.4.16-win64\mods\plantlife_modpack\3dmushrooms\init.lua
Krock wrote:
rgh wrote:Is the game specific version always loaded in preference over the other?
Yes, firstly there's builtin ("builtin"), subgame ("games/minetest_game"), world-only mods ("worlds/my world/worldmods/") and finally the regular mods. Almost in all use cases it's good enough to put your mods into the "mods" directory. Modifying the minetest_game content should only be considered when you've cloned the repository directly from GitHub to not lose all your changes on update.
Could I clarify that? Are you saying that the game minetest_game has a hard-coded special status, in that its mods are available in all worlds, even in worlds created from a different game?