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14:11:05: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...home/minetest/.minetest/mods/minetest/vines/init.lua:68: bad argument #-2 to 'add_node' (string expected, go
t nil)
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14:11:05: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...home/minetest/.minetest/mods/minetest/vines/init.lua:68: bad argument #-2 to 'add_node' (string expected, go
t nil)
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01:22:28: ERROR[main]: ERROR: An unhandled exception occurred: .../user/.minetest/mods/animals_modpack/mobf/fighting.lua:1315: attempt to index field 'healdb' (a nil value)
01:22:28: ERROR[main]: stack traceback:
01:22:28: ERROR[main]: .../user/.minetest/mods/animals_modpack/mobf/fighting.lua:1315: in function 'callback'
01:22:28: ERROR[main]: /home/user/.minetest/mods/animals_modpack/mobf/mobf.lua:855: in function </home/user/.minetest/mods/animals_modpack/mobf/mobf.lua:837>
01:22:28: ERROR[main]: /usr/share/games/minetest/builtin/game/register.lua:348: in function </usr/share/games/minetest/builtin/game/register.lua:336>
Well, we can't b sure about that. MOBF crashes because the bugged shears try to call a function that mod doesn't have, but this doesn't mean that the bug is there.VanessaE wrote:This would be a bug in MOBF but I have no idea of the cause.
You may already have vines as part of a modpack. You most likely have VanessaE's plantlife installed, which already contains vines. And since it's only needed once, the program disables one of the two, which you then re-enable.gamergardencat wrote:Vines seems to get disabled on it's own. Works in game but each launch requires me to configure the mods and enable it. What could be doing that? A work around that seems to do for now is to place vines into worldmods.
That sounds like a pain. Being able to mine rope is fine i guess. As long as it removes the rope beneath it. Also a limit on the length of the rope is something that needs to be implemented.JoshMars wrote:Currently ropes are not minable. This creates HUGE problems... Removing the rope box removes the rope only a small distance down, any further and the rope is stuck there permanently. If rope could be mined by shears that would help... or if it could be mined in general... just a thought.
Thanks for the response! I wondered if perhaps the tweaks I'd made to this mod had slipped off into obscurity, I'd nearly forgotten about them myself. :)texmex wrote:Thank you for putting some work into this mod and making it usable. Looking at your other work, we seem to have very similar taste in gameplay mechanics! Issues are turned off in your vines repo so I guess I can put forward some issues here instead.
That's one thing I remember from when I first dug into this, I wondered why there was a special tool for this at all when the axe already seems well-suited for all the tasks the shears are used for in this mod. I can take a look into fixing that up.texmex wrote: • Shears. The shears tool in vines conflicts with mobs_redo's shears. Not only does it render two different shears tools but the mob shears also seem to disable the functionality of the vines shears completely (not 100% sure it's the shears tools that does it). Regardless, it would be nice if the mod checks for the existance of mobs:shears and concurrs with it somehow so that only one shears tool is in play.
50 meters, same as the shortest rope. There's variables to set the length of a rope ladder and the length of the shortest rope in init.lua, with the longer ropes being multiples of the shortest rope length, so you can twiddle them there to make them fit a different style of map.texmex wrote: • Rope ladder. How long can it become?
• Global settings. The length of rope boxes and rope ladders can have very different effects on gameplay depending on the type of world the mapgen produces. Smaller scale landscape may be easily traversed with the shortes rope box while maps with larger topology need the longest rope boxes. It would be sweet to be able to set the different lengths (perhaps therefore also the item name) as a global setting in minetest.conf with the minetest.setting method.
Not at all. On my private server we're very delighted.FaceDeer wrote:Thanks for the response! I wondered if perhaps the tweaks I'd made to this mod had slipped off into obscurity, I'd nearly forgotten about them myself. :)
One aspect could be to postpone the discovery of vine ropes a bit: until steel has been produced. Makes those first mining runs a bit more challenging and risky. I like that aspect, but I'll take a functional mod over that preference any day!FaceDeer wrote:That's one thing I remember from when I first dug into this, I wondered why there was a special tool for this at all when the axe already seems well-suited for all the tasks the shears are used for in this mod. I can take a look into fixing that up.
Cool, thanks!FaceDeer wrote:50 meters, same as the shortest rope. There's variables to set the length of a rope ladder and the length of the shortest rope in init.lua, with the longer ropes being multiples of the shortest rope length, so you can twiddle them there to make them fit a different style of map.
Great! With global settings you'll definitely end up on my list of favorite modders :DFaceDeer wrote:Thanks for the link about global settings, I was going to need to learn how to do those before the release of my Digtron mod, I'll add it to all the other stuff I work on too. :)
I see. I think a separation would be very favorable, I probably would have used the rope mod only but now I like the vines too. The fact that the vines part depends on biome_lib may be off-putting to some however. With a modpack they may cherry pick ropes only.FaceDeer wrote:Something I was thinking about doing back when I was working on this vines mod was splitting it up into a ropes mod and a vines mod. I can easily imagine wanting one part without having the other part, and it'll be easier to import the new ropes into other modpacks (such as castles, which I think still has old rope boxes). I don't know what the etiquette of this sort of thing is though. I know these mods are all under open licenses, but I don't want to swoop in and steal away someone's baby if they're still maintaining it. I've got a similar problem with the Hoppers mod, I did a major rewrite of it and I'm not sure how to approach distributing my version.
I'll leave those in the vines part of the mod for sure, then. I'll try to make the ropes half of the mod allow both shears and axes for severing a deployed rope.texmex wrote: One aspect could be to postpone the discovery of vine ropes a bit: until steel has been produced. Makes those first mining runs a bit more challenging and risky. I like that aspect, but I'll take a functional mod over that preference any day!
You can split this mod in two, but don't remove the vinesBas080 wrote: The "moretrees" mod has vines now too. I'm thinking of removing the vines from the mod and just make it about the ropebox.
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