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Fails to run in minetest nightly build. #15
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@VanessaE: Plantlife bug. |
It appears to be a node being called for by trunks mod that is undefined in KarlHegbloom's setup. As a rough guess, probably the pine tree node from minetest_game. Is that package up-to-date? KarlHegbloom, can you please insert (copy and paste the above, as the variable names are case-sensitive) |
No you misunderstand. It's obviously happening when the init.lua file is Does anyone else have the technic_game working in daily-build minetest? On Sat, Nov 28, 2015, 13:09 Vanessa Ezekowitz [email protected]
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Hmmm. The above comment refers to a different bug probably related to the one I pasted that error message to, and that error message might be the result of me having deleted something to try and get it running. I'll begin with a fresh check out and go from there so it'll be a little more helpful. If I recall correctly, it had to do with trying to override little brown 3d mushrooms or something. From flowers. |
Yeah, I didn't notice this was for technic_game (I read it as just "technic", i.e. the mod). My upstream mods are not written for this game, per se, rather for minetest_game. |
I actually added a test for a nil result of the registered_nodes lookup, and it now loads... printing this: No such node: default:pinetree ... and so now it bombs with: 2015-11-29 19:19:06: ERROR[Main]: ModError: Failed to load and run script from /usr/share/minetest/games/technic_game/mods/mesecons/mesecons_torch/init.lua: It makes me wonder... is this a feature or a bug? Since this is the technic_game, perhaps I'm expected to learn lua and minetest mod coding? 8-) I wish I had more time for it, honestly. Right now, I've got a very important deadline to meet, so my tiem with Minetest must be restricted to the time I also spend with my son, and we both play. He turned our cliffside mansion into a waterfall! Fun. |
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