Time |
Nick |
Message |
00:02 |
Wayward_One |
yes |
00:02 |
x0 |
Alright good. |
00:02 |
x0 |
I'm having trouble booting up a single player world with Mesecons. |
00:03 |
x0 |
I get this error in debug.txt http://pastebin.com/7YKnA31U |
00:03 |
x0 |
And it will display on the minetest window "ModError: Failed to load and run /home/x0/.minetest/mods/Jeija-minetest-mod-mesecons-eb41647/mesecons_movestones/init.lua" |
00:04 |
Wayward_One |
hmm, never seen that before |
00:05 |
x0 |
I also tried disabling movestone |
00:05 |
x0 |
Then it gave me the some other error with some other thing |
00:05 |
x0 |
I don't remember what |
00:05 |
x0 |
But it did |
00:06 |
Wayward_One |
maybe try asking on #minetest as well. there are many more people there who may be able to help |
00:06 |
x0 |
I'll do that |
00:06 |
Wayward_One |
i already relayed your question there for you |
00:06 |
x0 |
Thank you |
00:07 |
Wayward_One |
you're welcome:) |
00:07 |
LazyJ |
The mod name may be the problem. |
00:07 |
LazyJ |
When you unzip the mod, rename it to just "mesecons". Double checking what I have... |
00:08 |
x0 |
Well we have deduced that I have a year old version of Minetest. |
00:08 |
LazyJ |
Ah |
00:08 |
Wayward_One |
heh, not sure why i didn't notice that first :P |
00:08 |
LazyJ |
That may have a thing or two to do with it. ;) |
00:09 |
LazyJ |
I checked my copy of Mesecons and it has a 'modpack.txt' so the top-level name may not be the problem. |
00:10 |
LazyJ |
But then... it is lengthy. I make modpacks of all the mods I use so I can rename the top-level with the date of the release. |
00:11 |
LazyJ |
I.e. "mesecons_2015_01_23" |
00:11 |
LazyJ |
That way I know what release I'm running. |
00:12 |
LazyJ |
I have a lot of "testing" worlds so the date helps for those mods I haven't evaluated for a long time. |
00:13 |
LazyJ |
Ugh... watching my fingers while I type I missed Wayward_One's comment. |
00:14 |
LazyJ |
My comment about "it having a thing or two to do with it" was referring to the 1yr out-of-date Minetest engine. |
00:14 |
LazyJ |
Ok, done typing this wall-o-text. ;) |
00:14 |
Wayward_One |
lol :P |
00:15 |
x0 |
What is a good resource for learning Lua? |
00:15 |
x0 |
Preferably a book or something like that |
00:16 |
LazyJ |
http://www.amazon.com/Beginning-Lua-Programming-Kurt-Jung/dp/0470069171 |
00:17 |
x0 |
Thanks. |
00:17 |
LazyJ |
The next pieces of the puzzle are in Minetest and minetest_game. |
00:17 |
LazyJ |
In the docs folder: "lua_api.txt" |
00:17 |
LazyJ |
In minetest_game: "game_api.txt" |
00:18 |
LazyJ |
Then there is Mintest's Developer Wiki: http://dev.minetest.net/Main_Page |
00:27 |
Wuzzy |
hi all |
00:28 |
Wuzzy |
quick question about hud_set_flags |
00:28 |
Wuzzy |
will this function alter HUD flags for the fields which are not specified? |
00:28 |
Wuzzy |
i.e. |
00:28 |
Wuzzy |
player:set_hud_flags({healthbar=false}) |
00:29 |
Wuzzy |
what happens to the other HUD elements, like hotbar? |
02:06 |
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05:40 |
x0 |
How do you protect things? |
05:43 |
LazyJ |
To prevent other players from digging blocks? Most servers use the Areas mod. |
05:44 |
LazyJ |
To make your mod's nodes work with protection, checking the metadate for ownership has to be added. |
05:45 |
LazyJ |
If you are creating a tool, have the tool check for ownership first. |
05:46 |
LazyJ |
*metadata for ownership... |
05:47 |
LazyJ |
Though, now that I think of it, you might not have to add anything to the nodes of your mod. |
05:48 |
LazyJ |
Yeah. It was just the tools that had to check for ownership first. |
05:48 |
x0 |
Just telling me about the Areas mod was enough. |
05:48 |
x0 |
Thank you anyway |
05:48 |
LazyJ |
yw ;) |
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21:48 |
farfadet46 |
bonjour des français ici ? |
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