rubenwardy wrote:Maybe call it "nuclear holocaust" rather than just "holocaust"? That would by itself has rather negative connotations.
Dragonop wrote:This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha
... was a genocide in which Adolf Hitler's Nazi Germany and its collaborators killed about six million Jews.
BirgitLachner wrote:I think that the name "Holocaust" is not a good choice.... was a genocide in which Adolf Hitler's Nazi Germany and its collaborators killed about six million Jews.
2016-11-09 22:24:24: ERROR[Main]: ModError: Failed to load and run script from D:\Games\minetest-0.4.14\bin\..\games\aftermath\mods\flowers\init.lua:
2016-11-09 22:24:24: ERROR[Main]: ...st-0.4.14\bin\..\games\aftermath\mods\flowers/mapgen.lua:168: attempt to call field 'get_mapgen_setting' (a nil value)
2016-11-09 22:24:24: ERROR[Main]: stack traceback:
2016-11-09 22:24:24: ERROR[Main]: ...st-0.4.14\bin\..\games\aftermath\mods\flowers/mapgen.lua:168: in main chunk
2016-11-09 22:24:24: ERROR[Main]: [C]: in function 'dofile'
2016-11-09 22:24:24: ERROR[Main]: ...test-0.4.14\bin\..\games\aftermath\mods\flowers\init.lua:12: in main chunk
local mg_params = minetest.get_mapgen_params()
if mg_params.mgname == "v6" then
flowers.register_mgv6_decorations()
elseif mg_params.mgname ~= "singlenode" then
flowers.register_decorations()
end
maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.
Wuzzy wrote:maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.
What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?
PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.
Wuzzy wrote:maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.
What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?
PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.
Wuzzy wrote:Can you give me the relevant error message? Just copy the relevant stuff from debug.txt, please. It bugs me that my mod apparently has a bug. XD
PS: Placing a toxic water bucket crashes the game.
2016-11-13 01:02:36: ERROR[Main]: ServerError: Runtime error from mod 'hudbars' in callback environment_Step(): D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:406: attempt to index a nil value
2016-11-13 01:02:36: ERROR[Main]: stack traceback:
2016-11-13 01:02:36: ERROR[Main]: D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:406: in function 'unhide_hudbar'
2016-11-13 01:02:36: ERROR[Main]: D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:473: in function 'update_hud'
2016-11-13 01:02:36: ERROR[Main]: D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:514: in function <D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:505>
2016-11-13 01:02:36: ERROR[Main]: D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>
2016-11-13 02:05:56: ERROR[Main]: ServerError: Lua: Runtime error from mod 'thirsty' in callback on_dieplayer(): ...\aftermath\mods\thirsty/persistent_player_attributes.lua:109: attempt to index a nil value
2016-11-13 02:05:56: ERROR[Main]: stack traceback:
2016-11-13 02:05:56: ERROR[Main]: ...\aftermath\mods\thirsty/persistent_player_attributes.lua:109: in function 'set_value'
2016-11-13 02:05:56: ERROR[Main]: ...ALLOUT\bin\..\games\aftermath\mods\thirsty/functions.lua:40: in function <...ALLOUT\bin\..\games\aftermath\mods\thirsty/functions.lua:33>
2016-11-13 02:05:56: ERROR[Main]: D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>
2016-11-15 10:38:46: ERROR[Main]: ServerError: Runtime error from mod 'hunger' in callback environment_Step(): ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: attempt to index local 'player' (a nil value)
2016-11-15 10:38:46: ERROR[Main]: stack traceback:
2016-11-15 10:38:46: ERROR[Main]: ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: in function 'setSprinting'
2016-11-15 10:38:46: ERROR[Main]: ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:233: in function <...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:121>
2016-11-15 10:38:46: ERROR[Main]: D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>
2016-11-15 12:52:43: ERROR[Main]: ServerError: Runtime error from mod 'hunger' in callback environment_Step(): ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: attempt to index local 'player' (a nil value)
2016-11-15 12:52:43: ERROR[Main]: stack traceback:
2016-11-15 12:52:43: ERROR[Main]: ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: in function 'setSprinting'
2016-11-15 12:52:43: ERROR[Main]: ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:233: in function <...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:121>
2016-11-15 12:52:43: ERROR[Main]: D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>
2016-11-15 19:34:36: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback luaentity_Step(): ...bin\..\games\aftermath\mods\hud_hunger\hud/itemwheel.lua:172: attempt to index local 'player' (a nil value)
2016-11-15 19:34:36: ERROR[Main]: stack traceback:
2016-11-15 19:34:36: ERROR[Main]: ...bin\..\games\aftermath\mods\hud_hunger\hud/itemwheel.lua:172: in function 'callback'
2016-11-15 19:34:36: ERROR[Main]: D:\FALLOUT\bin\..\builtin\game\falling.lua:92: in function <D:\FALLOUT\bin\..\builtin\game\falling.lua:43>
mr_dean wrote:how long are mob bones protected?
Just wondering...
CuriousNoob wrote:.
I read above that you tweaked the mod, but use of the word ''tricky'' suggests there's already known issues in this area.
...probably missing/overlooking/doing-something-wrong..?
CuriousNoob wrote:CuriousNoob wrote:.
I read above that you tweaked the mod, but use of the word ''tricky'' suggests there's already known issues in this area.
...probably missing/overlooking/doing-something-wrong..?
Hmm, self-quoting, beseeching the silent void --- seems like this is a slow thread, if not totally dead.
Still, for the sake of closure and progress and future Googlers / StartPagers / DuckDuckGoers...
Update :
As I described in the Villages thread, I find that nuking my (old and large and much-experimented) minetest.conf file and starting over seems to have solved the no-villages issue for me --- at least after Mod-Security was disabled.
I've no idea what/how/why, but perhaps one of my ancient attempted-tweaks to mapgen-settings conflicted with the current algorithms in the engine and/or Villages mod.
It is worth saying too, that whatever maikerumine has done to modify the mg_villages + handle_schematics mods into this Aftermath sub-game, has solved the issue with Mod-Security ... it happily creates and launches a new world even with Mod-Security enabled.
Hope it helps someone somewhere.
And FWIW, first-impressions, yes, this sub-game looks more interesting now, but considerably less challenging with the working Villages and lootable chests, at least in singleplayer mode, whereas multi-player would be very much a same-ole-same-ole case of first-come winners-take-all...
Thank you maikerumine
< tumble-weed > < clanging-bell >
;-P
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