[Modpack] Home Decor [git] [homedecor_modpack]

Heraclitus
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Heraclitus » Post

Vanessa -

First off, I want to thank you sincerely for all the hard, hard work you've done on many elements and mods of Minetest. I sincerely appreciate it.

However, I know this may not be the place to say this, but since you've replied here recently, I assume you monitor it -- I have been increasingly frustrated with the seemingly ever-changing policies you have regarding mods, which make it very difficult for average users to figure out what the heck is going on. Just about every time I go to update a mod (which is infrequently), I end up spending anywhere from 15-60 minutes solving some new stupid issue that pops up because you made some sort of change in how you do things, and I have to wander around tracking down the issue.

Again, please don't take this as an attack -- again, I SINCERELY appreciate the lots of great stuff you've created and maintained. I'm just an individual with a son who loves Minetest, and one of the things he absolutely fell in love with over Minecraft was when I added HomeDecor to our first world. He could build lots of fun things to decorate his house -- and that was an amazing experience for him. So I owe a sincere debt to you.

However, I'm not someone who has loads of time to spend on coding or keeping up with random changes to policies. Today I was trying to figure out why the recent copy of HomeDecor I updated seemed to convert the soda machine coins into "unknown items," so I downloaded the Currency mod since I see HomeDecor now depends on it. Except then the Currency mod seemed to have no 25-cent coin, leaving me puzzled. 15 minutes of puzzling over this then reading through code and forum posts later, I finally ended up here... and discovered you have a long series of recent posts where people are using GitHub repositories in the Minetest-mods group that you're no longer updating.

I really don't know why you switched to Gitlab over GitHub or quit the minetest-mods team. I'm sure you've probably explained it somewhere, and I assume it has something to do with Microsoft. (Even though I'm not a programmer in my career, I read tech news and am a fan of open-source, hence why I'm here and tried to introduce my son to Minetest.)

Perhaps the broader question may be why the minetest-mods team didn't switch to some other platform. I don't know, but more importantly I DON'T CARE. What I care about is that occasional users like me who have been burned many times in downloading mod updates that broke stuff do want to update now and then, and every time we do, we encounter some new obstacle... and frankly, you have created a number of them.

About two years ago, you started updating the coloring mechanism in some mods, disregarding stable versions of Minetest. I was foolish to just ahead and install, I guess, but that ended up severely breaking some stuff in my son's world... and I had to go back to the last saved version I had (which was a couple weeks old -- luckily I do occasional backups, now daily -- you caused me to spend a while configuring my backup program to automate the process of stopping and restarting the Minetest server to make daily backups possible).

Then you broke stuff in Technic for people using stable versions of Minetest. Then you summarily started changing the operation of hydro generators, which broke a lot of existing setups. I actually liked the change to a more realistic flowing water setup, but in the process the hydro generators became completely unbalanced with the rest of Technic tech and ruined the mod -- something that took 6 months after a suggested correction (a simple numerical tweak) to the hydro generators to be approved for a commit this summer.

Honestly, you were the reason I basically quit using Minetest for nearly a year and let my son use Minecraft instead... because I was tired of dealing with the attitude of "I'll go ahead and break crap for lots of users, and you have to either read the code or find the obscure forum post where I announced a huge change to realize how to fix the broken stuff."

A couple days ago I went to update some mods and again found all sorts of stuff broken, as you've restructured dependencies (creating new mods in the process, something that all seems reasonable) -- again, it took me 90 minutes after I had updated the mods to figure out what the heck was broken and why and put stuff back in order. I admit that someone more skilled at programming and more used to debugging Minetest than I could have figured it out a lot faster -- but my point is... you maintain some of the most important mods for Minetest. If I had encountered any one of the major stumbling blocks you've created in the past two years during my first month with Minetest, I would likely have quit and never came back.

Most of the changes you've done are things I generally agree with (in terms of the philosophy of streamlining dependencies or code, etc.). It's just not easy to figure out what happened. (I do NOT think it's reasonable for common mods to depend on developer unstable versions of Minetest, but that's beside the point here.)

This recent mod to Gitlab is truly horrendous, though. Not because you may have philosophical issues with GitHub or whatever (I really don't know the reasons) -- go ahead, move things. But why are the mods still on GitHub? I was relieved last year when the Minetest-mods team stuff came into existence: I thought, "Finally, a reasonably consistent place where I might be able to find maintained mods and stuff that won't break!" Except now you've made it clear that we will find broken mods there.

I'm sorry for this rant. I don't know what the solution is. When I search for mods in common search engines, it's still going to bring up the GitHub repositories. The least you could do is put some giant flashing lettering in the first post for the mods you've moved warning people NOT to use the GitHub versions if they want stuff that works.

Maybe you and some of the minetest-mods team have had a falling out. I don't know what the heck is going on. Again, in some ways, I don't care. What I care about is that Minetest is a great game, and I sincerely appreciate the work all the programmers and modders do to make it great. But I'm a reasonably patient person, and I have to spend hours cleaning up messes all the time because policies on what common mods support, or how they interact with each other or Minetest versions, or even where to find the mods is changing constantly.

I say all of this because, again, you enthralled my little boy with your mod that made Minetest come alive for him. Can you please help us normal users who don't have free time to solve all the dependency issues just be able to play the game with our kids? Just take a little time thinking about how to broadcast significant changes or put in some sort of flags for backwards compatibility or... I don't know. I don't claim to have great solutions. But I am frustrated.

Thank you for reading. And again, thank you for all that you do.

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VanessaE
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

I moved to Gitlab because Microsoft bought/acquired Github, and I refuse to have anything more to do with Microsoft than I have to (if I could entirely walk away from Github, I would, but there are still some MT and non-MT projects I follow that are hosted there). I posted everywhere I could think of informing people that I'd moved my repositories - IRC discussions, then-open mod issues and PRs, forum posts, even an email or two. That was back in June 2018. All of my mods on the official Minetest Content Database are also pulled from Gitlab, and all of my related forum topic opening posts have up-to-date repository addresses.

In short, I have done everything in my power to help people find my mods.

I didn't quit the minetest-mods team, but we had a major disagreement, and I am no longer a direct part of it. Make of that what you will. I have zero control over any content in the minetest-mods group on Github - the most I can do if something goes awry is to poke at those who have access. I have even less control over what comes up in a web search.

I do not maintain Technic, I just make pull requests once in a while. When I make such a proposal, I build against my Gitlab repositories (where applicable) and those who merge-in my changes are aware of this, too.

None of my mods depend on "unstable" or "developer" builds of Minetest. They are all written with Minetest 0.4.17.x and standard-issue minetest_game in mind (with optional adaptation to 5.0.0-specific behavior VERY sparingly). Pretty much all of my mods are in active use on my public servers as well (taken together).

As for dependencies, it's simple: if something depends on one of my mods, go to my Gitlab repository to get it, and you should have no trouble. Mixing mods from various repositories works just fine, as long as what you're running is current/up-to-date.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

Heraclitus
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Heraclitus » Post

Thank you for your quick response. As I said, I generally agree with the philosophy behind your changes (and I can understand the anti-Microsoft philosophy) -- it's just not very easy for someone to figure out what's going on unless they follow forums or IRC or whatever. I'm just trying to play a game with my son. As I mentioned, I've been burned before in blindly updating mods, so I tend to only try to update when a new version of Minetest comes out or every six months or so. And so when stuff breaks, I have to spend time tracking down what happened. (Given that I'm using about 50 mods, this is not always straightforward.)

I'm sorry about whatever has happened with the Minetest mods team, but I do wish there were some way of clueing people in that those versions are no longer necessarily the up-to-date mods without having people dig into forum posts. I was really thrilled at the concept of the collected mods team, which I thought might bring some consistency and guaranteed compatibility, so I'm sorry to hear it's not working anymore.

Clearly, given a lot of people you've had to tell this to lately, I'm not the only one who is having difficulty with this. At a minimum, might I suggest that you put a note in the initial posts of your major mods that the Minetest mods versions are not necessarily up-to-date anymore and that people should use Gitlab? (Ideally, it should be flagged in the Minetest-mods versions themselves, but if you have no control over them, I don't know what to say.) It might at least save you some time in replying to people who are accidentally using out-of-date versions. I know for myself since the Minetest mods team came into existence, I've been going there first for updates and only visiting forum posts for links to mods that aren't listed there.
None of my mods depend on "unstable" or "developer" builds of Minetest.
I'm glad to hear it. At some point there were some mods (maybe ones where you're not the primary maintainer; I don't know) that were running out-of-sync with the stable version of MT. Maybe you didn't make those decisions, but I saw a couple posts from you last year that were clarifying that those common mods didn't always conform to the stable version. (I think it popped up in dyes or something.) In any case, that's not relevant to the present discussion, and I'm glad to know that your mods will work with the stable MT version. (I note that the Technic first post declares that it may not always work with the stable version, but if you have no control over that, I'm truly sorry to have associated you with that.)
Mixing mods from various repositories works just fine, as long as what you're running is current/up-to-date.
Except it doesn't. That's why I posted here in the first place. I ended up with a problem because an outdated version of HomeDecor and/or Currency available in GitHub (minetest-mods) made the soda machine in Home Decor non-functional. The Currency mod at GitHub still doesn't contain support for the Minegeld coins. You can I suppose argue that the version at GitHub is not "current/up-to-date," except I have no way of knowing that based on simply updating from that repository. So in that case, downloading the most current versions from different repositories does NOT work.

Again, I know this may not be your problem, and now I know that your mods need to be downloaded from elsewhere. I just do wish the corresponding versions at minetest-mods were flagged somehow if not deleted entirely if they're not going to be maintained.

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Mantar
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Mantar » Post

Heraclitus wrote:So in that case, downloading the most current versions from different repositories does NOT work.
Isn't this a case where you were downloading an outdated version, not the most current one?
But yeah, I feel you there, the github -> gitlab switch bit me too.

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Sadly, we lost several weeks of forum content due to a hardware failure... I was not able to pull anything useful from Google Cache or Wayback Machine to restore the missing content on my threads, so here's a rewrite of my last major Home Decor post, from memory... :-P

Just recently, Home Decor went through what I've taken to calling The Big Split. All of its various components have been turned into semi-independent mods of their own, according to item category (lighting, furniture, laundry, kitchen, bathroom, and so on). This makes it trivial to load only a few things from Home Decor if that's all you want. Big thanks goes to TenPlus1 for splitting the wardrobe into its own mod.

The handlers, API, and internationalization stuff have been combined into a new mod also, homedecor_common. For the most part, this is the only thing from Home Decor that the new mods depend on, besides building_blocks. Also any models or media used by more than one other mod can be found here.

The remains of the big blob, i.e. that which didn't seem to fit elsewhere, became homedecor_misc.

If you have a mod that depends on the former all-in-one homedecor blob, it'll need updated to depend on the specific Home Decor components it actually needs.

In your world config, simply re-enable the entire modpack, to avoid missing content.

Also building_blocks got a new-ish marble texture, all "lamp" and "lantern" items have "light" in their descriptions (for easier searching in Unified Inventory and sfinv), and there have been some minor bugfixes here and there.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Quick update:
  • A new light has been added: "rope" lighting (you know, those soft tubes/hoses filled with LEDs or small light bulbs). Two variants exist - on-floor, and on-ceiling. Placing one forms a little square, but multiple lights placed adjacent connects them together (they're connected nodeboxes, like MT 5.x fence rails).
  • Many light sources can now be turned on/off by right-clicking on them, and they will respond to Mesecons signals, if the mod is present. All lights default to "on" when placed, and will remain "on" until turned off by right-click or by a Mesecons signal, if that light has received a signal change at least once already.
  • Table- and standing lamps change brightness as before on right-click, and will now respond to Digilines messages as well, if that mod is present. "off", "low", "med", "hi", "max" are supported; any other message is ignored. Set the Digilines channel by sneak-punching the lamp (i.e. shift-punch).
  • Rope lighting functions as a Mesecons conductor, thus behaving like a standard Mesecons wire, with altered connection rules. Powering one end of a long, complex string of rope lights will turn the whole string on, and will power whatever's on the other end, also.
  • The wall light switch actually works now, by sending a Mesecons signal (it behaves like a Mesecons wall lever, just looks like a pair push-buttons). Its a little glitchy, but it works.
  • Mesecons and Digilines wire connection rules vary by item type - whatever makes sense for each kind. Some will connect from all sides, some only from the top, some only from their X/Z sides, etc. The connection rules for the ceiling rope light are a little funky, but they work.
In other news, lrfurn is dead, long live lrfurn :-)
  • A new mod has been created: homedecor_seating
  • All of Home Decor's chairs, benches, etc that I could think of have been moved from their respective mods to the new one.
  • The lrfurn mod has been split apart - its tables have been moved into the homedecor_tables mod, and the chair and sofas added to the new seating mod.
  • Since this left lrfurn empty, it has been deleted.
Be sure you enable tables and seating if you want those items to remain in your world. The node names are unchanged, for backward compatibility. Mod authors: if your mod depends on lrfurn, make it depend on homedecor_tables and/or homedecor_seating instead.

Finally, all doors use minetest_game's doors mod API now. Less code duplication, and their code is more reliable than mine.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Quick update: Homedecor now "3d-ifies" minetest_game wood and steel doors and trapdoors, via the existing homedecor_3d_extras mod, to give them some "substance" (as opposed to looking like glass painted only on the player-facing sides... :-P ).

In the name of reducing how much media a given server has to send (or singleplayer has to load), and of style consistency, all of Home Decor's own door models have been moved to that mod also.

So, if you want the 3d style doors, just enable the 3d extras mod (which of course also affects bookshelves and vessels, as before). Without it, all of Home Decor's and minetest_game's doors will remain flat like they'd normally be (though things like alpha and backface culling are retained).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by Starbeamrainbowlabs » Post

Hey!

Just seen your latest post here about 3D models for doors. It sounds great! I can't help but think that it's very similar to this mod though: viewtopic.php?f=9&t=22645

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Yep, there's some similarity, but if the commit log is accurate, I beat that one by a bit over one day. Besides, my models look better, in my not so humble opinion. :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Small update: most light sources mentioned previously that are Digilines-capable are now dimmable, too, just like the table and standing lamps. Plus, they all accept number values as well. The plasma ball and rope lighting are the only ones that are not dimmable now; the former just doesn't seem to make sense, while the latter isn't Digilines-capable anyways.

All controllable lights will now respond to "off" or 0, "low" or 1-3 for their lowest setting, "med" or 3-7, "hi" or 8-11, or "max", "on", or 12-14 for their highest setting. If a light is not dimmable, it'll turn off with "off", "low", or a number less than 4, or on with any of those other messages.

Table and standing lamps will no longer cycle through their five brightness levels on-right-click -- they'll just turn on or off, like everything else. If there's enough demand for it, I could add it back in, but I don't see a use in it myself (though I only dropped that feature for the sake of consistency).

Also, I've moved the medieval torch and wall lamp to homedecor_lighting and made the latter controllable (Mesecons and Digilines like most of the other lights, but only on/off like the plasma ball and rope lights, as dimmable doesn't seem to make sense for it).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Another update: to avoid item name confusion and make things a little less vague, all doors got some renaming treatment. The "bedroom" door is now a "basic panel" door. The "woodglass2" door, i.e. with the semicircle glass insert at the top, is now a Carolina door. It took me this long to realize that the oak, white, and mahogany "wood_glass" doors are actually French doors (I didn't know that when I made them originally), so they've been renamed accordingly as well.

All other normal-sized Home Decor doors (but not the "half" doors) have been renamed to insert "homedecor_" into their node names, for the sake of keeping them as distinct as possible.

Aliases have been added, so everything in-world and in-inventory should translate over without issue, though the craft recipes and the recently-added conversion LBM still use the old names. Those can be fixed later, since the aliases should handle those as well.

HDX users: the relevant textures have been renamed.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Yet another update: rather than rounding to one of the previously-mentioned five levels, all dimmable Home Decor lights can now take on any arbitrary brightness 0 to 14, like the dimmable lights in cheapie's Digistuff mod.

Those five levels are still accepted if desired; "off" equates to 0 of course, "low" = 3, "med" = 7, "hi" = 11, and "max" or "on" = 14.

Some lights will vary their texture(s) in response to brightness, for added effect, and as before, most lights will "go dark" when turned off.

Non-dimmable lights remain unchanged ("off" or a number < 4; "on" or a number > 3).

I also simplified the Mesecons/Digilines connectivity rules: what was "xz-only" or "toponly" is now all-directional, like a Mesecons lightstone, and rope lights are all-directional now, as well (though while they'll take a signal from above or below, they won't visually extend up/down to reach that wire).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

I decided to update the mods on my servers for the first time in two months. When intllib is installed alongside homedecor_modpack, the following crash happens:
2019-06-05 01:38:20: [Main]: Automatically selecting world at [(REMOVED)/bin/../worlds/world]
2019-06-05 01:38:20: WARNING[Main]: Undeclared global variable "intllib" accessed at ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26
2019-06-05 01:38:20: ACTION[Main]: Server: Shutting down
2019-06-05 01:38:20: ERROR[Main]: ModError: Failed to load and run script from (REMOVED)/bin/../games/minetest_game/mods/homedecor_modpack/homedecor_common/init.lua:
2019-06-05 01:38:20: ERROR[Main]: ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26: attempt to index global 'intllib' (a nil value)
2019-06-05 01:38:20: ERROR[Main]: stack traceback:
2019-06-05 01:38:20: ERROR[Main]: ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26: in main chunk
2019-06-05 01:38:20: ERROR[Main]: [C]: in function 'dofile'
2019-06-05 01:38:20: ERROR[Main]: ...st_game/mods/homedecor_modpack/homedecor_common/init.lua:10: in main chunk
Removing intllib from the mods directory allows the server to start.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

VanessaE wrote:Another update: to avoid item name confusion and make things a little less vague, all doors got some renaming treatment. The "bedroom" door is now a "basic panel" door. The "woodglass2" door, i.e. with the semicircle glass insert at the top, is now a Carolina door. It took me this long to realize that the oak, white, and mahogany "wood_glass" doors are actually French doors (I didn't know that when I made them originally), so they've been renamed accordingly as well.

All other normal-sized Home Decor doors (but not the "half" doors) have been renamed to insert "homedecor_" into their node names, for the sake of keeping them as distinct as possible.

Aliases have been added, so everything in-world and in-inventory should translate over without issue, though the craft recipes and the recently-added conversion LBM still use the old names. Those can be fixed later, since the aliases should handle those as well.

HDX users: the relevant textures have been renamed.
Tons of items don't seem to be aliased and are unknown items blocking open spaces, including:

* homedecor:door_wood_glass_white_left
* homedecor:door_wood_glass_white_right
* homedecor:door_exterior_fancy_left
* homedecor:door_exterior_fancy_right
* homedecor:door_wood_glass_mahogany_left
* homedecor:door_wood_glass_mahogany_right

Also, "homedecor:wall_lamp" isn't aliased, and neither is the plasma lamp.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Tons of items don't seem to be aliased and are unknown items blocking open spaces, including:
(six doors nodes)
This should be fixed now.
Also, "homedecor:wall_lamp" isn't aliased, and neither is the plasma lamp.
Er, both of these have appropriate aliases:

Code: Select all

minetest.register_alias("homedecor:plasma_lamp",               "homedecor:plasma_lamp_14")
minetest.register_alias("homedecor:plasma_lamp_max",           "homedecor:plasma_lamp_14")
[...]
minetest.register_alias("homedecor:wall_lamp",                 "homedecor:wall_lamp_14")
minetest.register_alias("homedecor:wall_lamp_max",             "homedecor:wall_lamp_14")
What node names are in your map?

Be sure you update Home Decor to HEAD (commit bde2bf2b) first.
2019-06-05 01:38:20: WARNING[Main]: Undeclared global variable "intllib" accessed at ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26
Looks to me like your copy of intlib is just outdated?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

VanessaE wrote:
Tons of items don't seem to be aliased and are unknown items blocking open spaces, including:
(six doors nodes)
This should be fixed now.
Also, "homedecor:wall_lamp" isn't aliased, and neither is the plasma lamp.
Er, both of these have appropriate aliases:

Code: Select all

minetest.register_alias("homedecor:plasma_lamp",               "homedecor:plasma_lamp_14")
minetest.register_alias("homedecor:plasma_lamp_max",           "homedecor:plasma_lamp_14")
[...]
minetest.register_alias("homedecor:wall_lamp",                 "homedecor:wall_lamp_14")
minetest.register_alias("homedecor:wall_lamp_max",             "homedecor:wall_lamp_14")
What node names are in your map?

Be sure you update Home Decor to HEAD (commit bde2bf2b) first.
I updated to the latest but it doesnt make a difference, the doors I mentioned are still replaced with unknown items.

Also, "homedecor:wall_lamp" and "homedecor:plasma_lamp" are unknown items, when you remove and replace them, the new items are "homedecor:wall_lamp_on" and "homedecor:plasma_lamp_on"
2019-06-05 01:38:20: WARNING[Main]: Undeclared global variable "intllib" accessed at ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26
Looks to me like your copy of intlib is just outdated?
Using the latest version from 2017: https://github.com/minetest-mods/intllib
Did the URL move since then?
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

I updated to the latest but it doesnt make a difference, the doors I mentioned are still replaced with unknown items.
Sounds like the LBM has already been run once on some mapblocks, or maybe I forgot to git push that last change. No biggie. Try updating again. That LBM should run one more time.
Also, "homedecor:wall_lamp" and "homedecor:plasma_lamp" are unknown items, when you remove and replace them, the new items are "homedecor:wall_lamp_on" and "homedecor:plasma_lamp_on"
If you're seeing this, it means you're not running up-to-date code (maybe you updated, but didn't ensure Minetest was loading it?). "_on" lighting nodes and nodes without a suffix are simply not defined at all, but are aliased to defined nodes suffixed with "_14" (and "_off" nodes to "_0"). If you place an "_on" lamp and then point at it while F5 debug is shown, it should show "_14". Or maybe I've made a typo somewhere?

If you're running Dreambuilder, update that too.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

VanessaE wrote:
I updated to the latest but it doesnt make a difference, the doors I mentioned are still replaced with unknown items.
Sounds like the LBM has already been run once on some mapblocks, or maybe I forgot to git push that last change. No biggie. Try updating again. That LBM should run one more time.
Also, "homedecor:wall_lamp" and "homedecor:plasma_lamp" are unknown items, when you remove and replace them, the new items are "homedecor:wall_lamp_on" and "homedecor:plasma_lamp_on"
If you're seeing this, it means you're not running up-to-date code (maybe you updated, but didn't ensure Minetest was loading it?). "_on" lighting nodes and nodes without a suffix are simply not defined at all, but are aliased to defined nodes suffixed with "_14" (and "_off" nodes to "_0"). If you place an "_on" lamp and then point at it while F5 debug is shown, it should show "_14". Or maybe I've made a typo somewhere?

If you're running Dreambuilder, update that too.
I just updated again to e6dc2c55 and still having the exact same problems.

What do you mean by "up to date code"? I'm running Minetest v5.0.1, do I need to use an unstable version for homedecor to work? (I've never heard of Dreambuilder.)

Also, is the 2017 version of intllib not the latest?
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

redblade7 wrote:
VanessaE wrote:
I updated to the latest but it doesnt make a difference, the doors I mentioned are still replaced with unknown items.
Sounds like the LBM has already been run once on some mapblocks, or maybe I forgot to git push that last change. No biggie. Try updating again. That LBM should run one more time.
Also, "homedecor:wall_lamp" and "homedecor:plasma_lamp" are unknown items, when you remove and replace them, the new items are "homedecor:wall_lamp_on" and "homedecor:plasma_lamp_on"
If you're seeing this, it means you're not running up-to-date code (maybe you updated, but didn't ensure Minetest was loading it?). "_on" lighting nodes and nodes without a suffix are simply not defined at all, but are aliased to defined nodes suffixed with "_14" (and "_off" nodes to "_0"). If you place an "_on" lamp and then point at it while F5 debug is shown, it should show "_14". Or maybe I've made a typo somewhere?

If you're running Dreambuilder, update that too.
I just updated again to e6dc2c55 and still having the exact same problems.

What do you mean by "up to date code"? I'm running Minetest v5.0.1, do I need to use an unstable version for homedecor to work? (I've never heard of Dreambuilder.)

Also, is the 2017 version of intllib not the latest?
I am completely confused. How do you "run an LBM"? Was there something I was supposed to do rather than just replace homedecor_modpack in the mods directory with the new one? I tried putting the old version (from April 3) back, but now all the cube lights are unknown items, so I have to restore the original server backup prior to upgrading. That will take some time.

And what is this non-"up to date code"? Do I need the unstable version of Minetest to use the revamped homedecor?
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

What do you mean by "up to date code"?
Oh, I meant the mods, sorry. The engine just needs to be recent - 5.0.0 or 5.0.1 release, etc.
Also, is the 2017 version of intllib not the latest?
I don't know, but the code in Home Decor that uses intllib hasn't been changed in quite some time. File an issue for this one; I'll pass it on to Kaeza, as intllib is his department.
I am completely confused. How do you "run an LBM"?
That's something the engine does on its own if a mod requests it (to convert old doors, in this case). I just have to remember to change its name whenever something new is added to its list of nodes to be converted, to get the engine to re-run it. It's nothing you have to mess with.

Anyway, I think I've fixed the lamps and doors for real this time. More bad/missing aliases again - but this time, I dug into my backup drive and brought up old copies of my test world, and mods from the same date, to find the source of the bug and test my gixes.

Everything should be good now. Please update Home Decor again (now at commit 80ab1271, taged 2019-06-06-3).

Sorry for the confusion. :-)
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

With 80ab1271, I now have no problems, except:

I have to remove intllib or the game still crashes with:
2019-06-06 14:06:47: WARNING[Main]: Undeclared global variable "intllib" accessed at ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26
2019-06-06 14:06:47: ACTION[Main]: Server: Shutting down
2019-06-06 14:06:47: ERROR[Main]: ModError: Failed to load and run script from (REMOVED)/bin/../games/minetest_game/mods/homedecor_modpack/homedecor_common/init.lua:
2019-06-06 14:06:47: ERROR[Main]: ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26: attempt to index global 'intllib' (a nil value)
2019-06-06 14:06:47: ERROR[Main]: stack traceback:
2019-06-06 14:06:47: ERROR[Main]: ...game/mods/homedecor_modpack/homedecor_common/intllib.lua:26: in main chunk
2019-06-06 14:06:47: ERROR[Main]: [C]: in function 'dofile'
2019-06-06 14:06:47: ERROR[Main]: ...st_game/mods/homedecor_modpack/homedecor_common/init.lua:10: in main chunk
So far I've found unknown items for

* chains:chandelier

Are there any bad effects to removing intllib? I only speak English so I don't know what it affects.
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by VanessaE » Post

Intllib's only purpose is to enable translations to other languages, but as I only speak English as well, I don't use it. I can't really debug that stuff if it breaks, hence pointing others at it instead. In any case, I dislike the notion of server-side translations anyways as such things force a given language onto everyone on the server, whether they want it or not. Translations, by nature, ought to be done client-side in my opinion, but I don't think that's possible yet.

So for now, file an issue on the gitlab repo.
chains:chandelier
I'll fix this one soonish. :-P
Fixed.
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

VanessaE wrote:Intllib's only purpose is to enable translations to other languages, but as I only speak English as well, I don't use it. I can't really debug that stuff if it breaks, hence pointing others at it instead. In any case, I dislike the notion of server-side translations anyways as such things force a given language onto everyone on the server, whether they want it or not. Translations, by nature, ought to be done client-side in my opinion, but I don't think that's possible yet.

So for now, file an issue on the gitlab repo.
Filed as:
https://gitlab.com/VanessaE/homedecor_modpack/issues/17
chains:chandelier
I'll fix this one soonish. :-P
Fixed.
Thank you!
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by redblade7 » Post

Just a note Vanessa, with intllib removed, this is what happens to signs_lib:

Image

EDIT: Actually this is an issue whether or not intllib is installed. That user hasn't logged on in years, but I'm pretty sure the original text didn't have this problem.
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Re: [Modpack] Home Decor [git] [homedecor_modpack]

by thedarkcave » Post

I installed it, but there's a bunch of items missing. Like the tv, for example.

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