No dependencies. Licensed under the MIT License. Written by Lars Mueller aka LMD or appguru(eu).
API
Mostly self-documenting code. Mod namespace is modlib or _ml, containing all variables & functions.
Configuration
Legacy
Configuration is loaded from /config/., the following extensions are supported and loaded (in the given order), with loaded configurations overriding properties of previous ones:
I had to rollback to the previous version to start the server.
You are right, the last update does in fact break that mod. I have updated all my mods (at least on GitHub) except for adv_weapons (big update upcoming, the current version contains a handful of bugs and tons of missing features). This release is going to be huge (4k lines and counting) so it's taking some time.
Any chance that things like the gatling gun can be used on monsters and not just on other players. I've played around with a detector grid around my factory and automated weapons would just be the bees knees.
Either way, I'm looking forward to what you've come up with.
Using which I can not reproduce that bug - the luacontroller doesn't overheat. Modlib should hardly affect performance or interfere with mesecons by it's very nature.
I get an error on game start[codeModError: Failed to load and run script from ~/.minetest/mods/modlib/init.lua:
Setting [mgv7_np_dungeons] is a group.
stack traceback:
[C]: in function 'to_table'
~/.minetest/mods/modlib/conf.lua:17: in function 'build_setting_tree'
~/.minetest/mods/modlib/init.lua:86: in main chunk
Check debug.txt for details.[/code]
Posted on the github tracker. Maybe it's because I changed some mapgen settings?
Edit: Confirmed that if I return noise settings to default, game loads without issue
I get an error on game start[codeModError: Failed to load and run script from ~/.minetest/mods/modlib/init.lua:
Setting [mgv7_np_dungeons] is a group.
stack traceback:
[C]: in function 'to_table'
~/.minetest/mods/modlib/conf.lua:17: in function 'build_setting_tree'
~/.minetest/mods/modlib/init.lua:86: in main chunk
Check debug.txt for details.[/code]
Posted on the github tracker. Maybe it's because I changed some mapgen settings?
Edit: Confirmed that if I return noise settings to default, game loads without issue
This is an issue with minetest.settings:to_table(). Please report it at the engine bugtracker.
local path = modlib.mod.get_resource("drawmap", "maps")
for _, filename in pairs(minetest.get_dir_list(path, false)) do
if modlib.text.ends_with(filename, ".png") then
local file = io.open(path .. "/" .. filename, "r")
local png = modlib.minetest.decode_png(file)
file:close()
end
end
...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:99: assertion failed!
stack traceback:
[C]: in function 'assert'
...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:99: in function 'read'
...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:124: in function 'decode_png'
...esktop\minetest-5.8.0-win64\bin\..\mods\drawmap\init.lua:13: in function 'reload_files'
...esktop\minetest-5.8.0-win64\bin\..\mods\drawmap\init.lua:18: in main chunk
Check debug.txt for details.
...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:99: assertion failed!
stack traceback:
[C]: in function 'assert'
...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:99: in function 'read'
...minetest-5.8.0-win64\bin\..\mods\modlib\minetest\png.lua:124: in function 'decode_png'
This assertion is triggered by the file ending prematurely, in this case, before 8 bytes of signature have been read. Are you sure that the file handles you are passing are correct?