[Modpack] Display Modpack (Old thread)
[Modpack] Display Modpack (Old thread)
This original thread had been messed up due to a problem with the forum.
Please refer to the new topic : viewtopic.php?t=19365
Please refer to the new topic : viewtopic.php?t=19365
Last edited by Naj on Tue Jan 09, 2018 13:17, edited 2 times in total.
- rubenwardy
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Re: [Modpack] Display Modpack
Does it support digilines? That would be an interesting addition.
- mahmutelmas06
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Re: [Modpack] Display Modpack
You should absolutly extend this mod. Much better then other signs mod.
(your lightblocks mod is also very good)
(your lightblocks mod is also very good)
- mahmutelmas06
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Re: [Modpack] Display Modpack
Some suggestions
1- Tombstone (writable)
2- Hanged sign
https://s-media-cache-ak0.pinimg.com/23 ... 8dfca7.jpg
3- Whiteboard
https://upload.wikimedia.org/wikipedia/ ... eboard.JPG
1- Tombstone (writable)
2- Hanged sign
https://s-media-cache-ak0.pinimg.com/23 ... 8dfca7.jpg
3- Whiteboard
https://upload.wikimedia.org/wikipedia/ ... eboard.JPG
- benrob0329
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Re: [Modpack] Display Modpack
Awesome! I like how there are different kinds of signs and that the text looks like its accually ON the sign! Oh, and the API is really cool to!
Here is my constructive critisism:
1. Default Signs being replaced (like in signs_lib)
2. Colored text on signs
3. Maybe something like those name plates things on peoples desks, that would be cool!
Here is my constructive critisism:
1. Default Signs being replaced (like in signs_lib)
2. Colored text on signs
3. Maybe something like those name plates things on peoples desks, that would be cool!
- benrob0329
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Re: [Modpack] Display Modpack
By "plates" I mean the triangular name plaques that sit on peoples desks.
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Re: [Modpack] Display Modpack
The signs look very nice. Can the mod be seen in action on a server yet? That's where signs are most needed. The clock is also a nice idea.
A list of my mods can be found here.
Re: [Modpack] Display Modpack
+1 for tombstones
- benrob0329
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Re: [Modpack] Display Modpack
Yay! I see a spooky graveyard mod in the making...
Re: [Modpack] Display Modpack
Naj, I feel that homdecor could use your coding skills and your creations:
viewtopic.php?f=11&t=2041
viewtopic.php?f=11&t=2041
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
- benrob0329
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Re: [Modpack] Display Modpack
If you made a modpack, I'd do a YouTube video on it.
Re: [Modpack] Display Modpack
There seems to be a bug in the gravestone part of this mod, I get a cryptic error message from the Nodes.lua file when Minetest loads.
I have no clue how to track this down, the message points to something on line 20 of the code.
I have no clue how to track this down, the message points to something on line 20 of the code.
Re: [Modpack] Display Modpack
@LazerRay , maybe a copy of the error message will help the mod developer to find the problem.
minetest outputs somewhere a debug.txt file that contains all those errors messages. Just copy here the relevant part (Iike 15 lines before and after the error).
minetest outputs somewhere a debug.txt file that contains all those errors messages. Just copy here the relevant part (Iike 15 lines before and after the error).
Re: [Modpack] Display Modpack
I made a copy of the debug.txt file after Minetest crashed when the gravestones part in the display pack is activated, the code below is all the text from that file.
Also, I'm not sure if its a bug or not, but the text on signs will disappear after a moment, I can still see the popup text when I highlight a sign, but that makes it tricky to see things at a glance in my storage room.
Code: Select all
-------------
Separator
-------------
Automatically selecting world at [C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\worlds\Peaceful Retreat]
[Mod travelnet] Error: Savefile 'C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\worlds\Peaceful Retreat/mod_travelnet.data' not found.
[playereffects] playereffects.mt successfully read.
[playereffects] inactive_effects = {
}
[playereffects] last_effect_id = 0
[mana] mana.mt successfully read.
22:38:29: WARNING: Undeclared global variable "worldedit" accessed at ...13\bin\..\mods\WorldEdit-1.0\worldedit/manipulations.lua:1
[UnifiedDyes] Loaded!
scaffolding: Loading 'functions.lua'
[stained_glass] Loaded!
[Colored Wood] Loaded!
22:38:31: WARNING: Undeclared global variable "intllib" accessed at ... Mods\Minetest\minetest-0.4.13\bin\..\mods\glow\init.lua:4
compasgps reading bookmarks
compasgps reading settings
Coloured Stone Bricks [colouredstonebricks] has loaded!
[Biome Lib] Loaded
[Poison Ivy] Loaded.
[Mod] Mole Hills [0.0.3] [molehills] Loaded...
[Mod] Ferns Checking horsetail item strings
[Mod] Ferns Checking lady fern item strings
[Mod] Ferns Checking tree fern item strings
[Mod] Ferns [0.2.0] [ferns] Loaded...
[Mod] Cave Stuff [0.0.3] [cavestuff] Loaded...
[OK] Mesecons
22:38:32: WARNING: Assignment to undeclared global "state_name" inside a function at ...minetest-0.4.13\bin\..\mods\mesegates\mesegates\init.lua:128.
Pipeworks loaded!
[Mod] Memorandum [0.1.1] [memorandum] Loaded...
Registered default:fence_wood and signs:sign_post
Registered homedecor:fence_brass and homedecor:fence_brass_with_sign
Registered homedecor:fence_wrought_iron and homedecor:fence_wrought_iron_with_sign
[HomeDecor] Loaded!
[Mod]Inbox Loaded!
[Chains] v1.3
[MESSAGE][GloopTest v0.0.4a] Loading Ore Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Tools Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Parts Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Tech Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Extragen Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Compat Module Now!
[MESSAGE][GloopTest v0.0.4a] 6 modules were successfully loaded!
[pureluaentity] Loading DB...
[pureluaentity] Loading DB...
[pureluaentity] Loaded 0 entities.
22:38:33: WARNING: Undeclared global variable "pureluaentity" accessed at ....4.13\bin\..\mods\firearms\firearmslib/pureluaentity.lua:233
2015-12-10 22:38:33: ERROR[main]: ========== ERROR FROM LUA ===========
2015-12-10 22:38:33: ERROR[main]: Failed to load and run script from
2015-12-10 22:38:33: ERROR[main]: C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: attempt to index local 'ndef' (a nil value)
2015-12-10 22:38:33: ERROR[main]: stack traceback:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: in main chunk
2015-12-10 22:38:33: ERROR[main]: [C]: in function 'dofile'
2015-12-10 22:38:33: ERROR[main]: ...etest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:9: in main chunk
2015-12-10 22:38:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-12-10 22:38:33: ERROR[main]: Server: Failed to load and run C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua
2015-12-10 22:38:33: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua
2015-12-10 22:38:33: ERROR[main]: Error from Lua:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: attempt to index local 'ndef' (a nil value)
2015-12-10 22:38:33: ERROR[main]: stack traceback:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: in main chunk
2015-12-10 22:38:33: ERROR[main]: [C]: in function 'dofile'
2015-12-10 22:38:33: ERROR[main]: ...etest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:9: in main chunk
2015-12-10 22:38:33: ERROR[main]: Check debug.txt for details.
Re: [Modpack] Display Modpack
I will be testing the updated version of the display pack soon, as for the sign text bug it disappears in about a minute or so.
I do run quite a few mods hopefully there isn't a conflict with them since that will be a lot to sort through.
Most of my Mod List:
Display Modpack
Flight Mod Pack (Only the wings enabled on it)
Beverages
MyDoors
MyMulch
3D Torches
Watercan
Plantlife Modpack
Color Machine
Glow Modpack
Home Decor Modpack
Bags
Bridge Tool
Compass GPS
Carts
Gloop Test
Pipeworks
Mesecons
More Trees
More Blocks
MyMillwork
Industrial Lights
3D Armor
Sea Life
World Edit
Simple Skin Selector
Scaffolding
Travelnet
Firearms
There are more, it would be tricky to list them all
Update 12/15/15: Just tested the most recent version of the Display Modpack and it doesn't crash with the gravestones enabled, as for the disappearing text bug, its about 6 seconds after adding/changing the text on a sign and when this happens I see something relating to Biome_lib triggering a mod needed for both Plantlife and More Trees to work.
I do run quite a few mods hopefully there isn't a conflict with them since that will be a lot to sort through.
Most of my Mod List:
Display Modpack
Flight Mod Pack (Only the wings enabled on it)
Beverages
MyDoors
MyMulch
3D Torches
Watercan
Plantlife Modpack
Color Machine
Glow Modpack
Home Decor Modpack
Bags
Bridge Tool
Compass GPS
Carts
Gloop Test
Pipeworks
Mesecons
More Trees
More Blocks
MyMillwork
Industrial Lights
3D Armor
Sea Life
World Edit
Simple Skin Selector
Scaffolding
Travelnet
Firearms
There are more, it would be tricky to list them all
Update 12/15/15: Just tested the most recent version of the Display Modpack and it doesn't crash with the gravestones enabled, as for the disappearing text bug, its about 6 seconds after adding/changing the text on a sign and when this happens I see something relating to Biome_lib triggering a mod needed for both Plantlife and More Trees to work.
- benrob0329
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Re: [Modpack] Display Modpack
Do you think that you might be able to make it so that signs look like they are connected to the fences and walls from xconnected?
- pinkysnow
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Re: [Modpack] Display Modpack
nice clocks, i did one long ago but didnt know how to set the entity then so never worked right :)
Re: [Modpack] Display Modpack [display_modpack]
hello, first post here !
Thanks al lot for this mod, those blue street signs are very cool and the posters are very useful too.
Still, I have some problems with them :
- é,è,à,â are not displayed.
- The text doesn't seem to survive a /clearobjects command.
Hope you that you will be able to fix that in a future update.
Thanks for the work !
Thanks al lot for this mod, those blue street signs are very cool and the posters are very useful too.
Still, I have some problems with them :
- é,è,à,â are not displayed.
- The text doesn't seem to survive a /clearobjects command.
Hope you that you will be able to fix that in a future update.
Thanks for the work !
- Wuzzy
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Re: [Modpack] Display Modpack [display_modpack]
Please check the dependencies of your mods.
“default” is not a mandatory dependency.
If you don't use anything from the default mod (items, player model, sound template functions, the “default” table, etc.) in Minetest Game, don't add it as dependency. I am pretty sure font_lib does not actually depend on default. I haven't checked the other mods.
If you only use default for crafting recipes, you can make the dependency on default optional by adding this idiom:
Edit: Clock nodes screw up badly when placed on the ground. They look like full nodes, or the clock hands are projecting FROM the clock face, etc.
Edit 2: The APIs seem useful. I added Font Lib and Display Lib to http://dev.minetest.net/Mod_interoperability
“default” is not a mandatory dependency.
If you don't use anything from the default mod (items, player model, sound template functions, the “default” table, etc.) in Minetest Game, don't add it as dependency. I am pretty sure font_lib does not actually depend on default. I haven't checked the other mods.
If you only use default for crafting recipes, you can make the dependency on default optional by adding this idiom:
Code: Select all
if minetest.get_modpath("default") then
-- add default-dependant code (e.g. crafting recipes using items from default) here
end
Edit 2: The APIs seem useful. I added Font Lib and Display Lib to http://dev.minetest.net/Mod_interoperability
Re: [Modpack] Display Modpack [display_modpack]
Writing without accents often leads to quiproquos in French ;)
Should it be possible to add accentuated letters as a component of the modpack, so one can choose whether to activate it or not ?
Should it be possible to add accentuated letters as a component of the modpack, so one can choose whether to activate it or not ?
- linushsao
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Re: [Modpack] Display Modpack [display_modpack]
awesome.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
- Wuzzy
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Re: [Modpack] Display Modpack [display_modpack]
Maybe Minetest shouldn't provide a /clearobjects command to begin with. I suppose many other mods can be easily broken when using this.
Alternatively, Minetest should provide a means to “defend” against /cleanobjects.
So yeah, I think this is a Minetest problem which should be fixed in Minetest. What do you think?
Alternatively, Minetest should provide a means to “defend” against /cleanobjects.
So yeah, I think this is a Minetest problem which should be fixed in Minetest. What do you think?
- mnh48
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Re: [Modpack] Display Modpack [display_modpack]
What did this code actually do?
I don't think homedecor mod overrides default sign, instead it is signs_lib mod that once inside homedecor modpack (but it's not inside homedecor mod itself afaik, unless it was inside the homedecor mod itself in even earlier version??) but it is now separated from the homedecor modpack...
signs_lib even have its own forum thread, as it is separated from homedecor modpack...
some people might install signs_lib without installing homedecor mod pack, or homedecor mod as they're separated now, and signs_lib did not depends on homedecor, will that code stilll usable??
Code: Select all
if minetest.get_modpath("homedecor") then
print ("["..minetest.get_current_modname().."] homedecor mod is present, not overriding default:sign.")
else
-- Override default sign
signs_lib even have its own forum thread, as it is separated from homedecor modpack...
some people might install signs_lib without installing homedecor mod pack, or homedecor mod as they're separated now, and signs_lib did not depends on homedecor, will that code stilll usable??
Re: [Modpack] Display Modpack [display_modpack]
Hi,
thanks for this mod...
I duplicate one floor of one house, and for some reason, i replace it with air (using worldedit):
all is replaced but the watch's hands remained, and I did not want to erase them...
what can I do?
Thanks again,
R
thanks for this mod...
I duplicate one floor of one house, and for some reason, i replace it with air (using worldedit):
all is replaced but the watch's hands remained, and I did not want to erase them...
what can I do?
Thanks again,
R
- mnh48
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Re: [Modpack] Display Modpack [display_modpack]
do you actually mean you want to erase instead of not want to erase the clock hands??Codesound wrote: [...]
all is replaced but the watch's hands remained, and I did not want to erase them...
[...]
if you want to erase them then you need to select that region in worldedit and do //clearobjects
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