[Mod] Infrastructure [20140514-1] [infrastructure]

i love minetest
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by i love minetest » Fri Dec 06, 2013 19:15

can you please make a mod pack for all the mods I need for this and the other mods I need to run the mod
ps I am getting confused and so is my computer
if you need any more information please don't hesitate to pm me or email me
 

minhazmurks
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by minhazmurks » Sun Dec 29, 2013 00:46

the mod itself works it launches and everything, but every time i punch one of the nodes or even like sometimes lay them down it crashes and the same lua is the error

can you look over advanced_boom_barrier.lua and fix it?
 

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Ragnarok
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by Ragnarok » Sun Dec 29, 2013 12:21

What is your Minetest version? Could you pastebin error log?
 

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Inocudom
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by Inocudom » Sun Dec 29, 2013 15:10

10:07:58: ERROR[MeshUpdateThread]: Waiting for texture infrastructure_crosswalk_warning_light_front_dark.png^[crack:1:0 timed out.
10:07:59: ERROR[MeshUpdateThread]: Waiting for texture infrastructure_crosswalk_warning_light_back.png^[crack:1:0 timed out.
10:07:59: ERROR[main]: ServerError: ...mods\infrastructure/advanced_crosswalk_warning_light.lua:19: attempt to call method 'swap_node' (a nil value)
10:07:59: ERROR[main]: stack traceback:
10:07:59: ERROR[main]: ...mods\infrastructure/advanced_crosswalk_warning_light.lua:19: in function 'on_off_light'
10:07:59: ERROR[main]: ...mods\infrastructure/advanced_crosswalk_warning_light.lua:72: in function <...mods\infrastructure/advanced_crosswalk_warning_light.lua:71>

This error happened when I clicked the crosswalk warning light. I am using a development version of 0.4.8.

Why don't people use this mod more often on servers? Is it because it is not on GitHub?
Last edited by Inocudom on Sun Dec 29, 2013 15:12, edited 1 time in total.
 

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Ragnarok
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by Ragnarok » Sun Dec 29, 2013 16:45

I tried to reproduce this errors on latest Minetest dev, but everything works fine :|
Peoples don't use this mod on servers because of the three reasons, I think:
  • description in first post sucks
  • isn't on GitHub
  • isn't a modpack
 

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Pitriss
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by Pitriss » Sun Dec 29, 2013 16:51

We decided to preffer streets mod just because of lot of strange bugs appeared during our trial on test server. We don't care if it is modpack.

Github (or any other version control) is really advantage as everyone can see what have been done etc.
I reject your reality and substitute my own. (A. Savage, Mythbusters)
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.
 

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Ragnarok
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by Ragnarok » Tue Feb 04, 2014 20:34

Pitriss wrote:strange bugs appeared during our trial on test server

What kind of bugs? Could tou pastebin your debug.txt?

I made few new items in the infrastructure:
  • retroreflective surface for sign "crosswalk",
  • yellow, blinking warning light,
  • grasscrete

Image

Image
 

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Pitriss
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by Pitriss » Wed Feb 05, 2014 00:11

Ragnarok wrote:What kind of bugs? Could tou pastebin your debug.txt?


We don't have any motivation to test this mod again as we already have modified version of streets mod. We don't need this mod anymore.. So we can't/want to provide any debug info now.. I only answered your question. Sorry.
I reject your reality and substitute my own. (A. Savage, Mythbusters)
I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.
 

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hoodedice
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by hoodedice » Wed Feb 05, 2014 03:54

I suggest you talk with the the Streets mod dev, webmaster97, and see if you guys can merge both of your mods. Having a lot of similar nodes is a mess, though both are great mods on their own.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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Inocudom
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by Inocudom » Wed Feb 05, 2014 04:56

hoodedice wrote:I suggest you talk with the the Streets mod dev, webmaster97, and see if you guys can merge both of your mods. Having a lot of similar nodes is a mess, though both are great mods on their own.

I favor the merging route too.
 

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Ragnarok
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by Ragnarok » Sun Feb 09, 2014 20:08

I know, that you would like to merge Streets and Infrastructure mods into one, but I don't want to. If I do that I'll lost control how this mod looks like. I plan to make a modpack and then you'll enable asphalt from streets and other devices from infrastructure mod. I agree there is mess for now.

BTW: I updated Infrastructure :)
 

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Ragnarok
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Re: [Mod] Infrastructure [20140514-1] [infrastructure]

by Ragnarok » Wed May 14, 2014 12:23

I added few new nodes to Infrastructure :) Have fun!
 

bjrohan
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Re: [Mod] Infrastructure [20140514-1] [infrastructure]

by bjrohan » Sun Sep 21, 2014 19:04

Thank you for all of the hard work. Any chance this is on Git, for ease of update in the future?
 

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Inocudom
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Re: [Mod] Infrastructure [20140514-1] [infrastructure]

by Inocudom » Sun Jan 18, 2015 00:33

Cheapie made a fork of this mod on GitHub:
https://github.com/cheapie/infrastructure
If any errors are encountered with that fork, people should probably post them here.

Are there plans to make meshnodes for Cheapie's fork of this mod?
 

greencopper
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Re: [Mod] Infrastructure [20140514-1] [infrastructure]

by greencopper » Thu Mar 12, 2015 20:16

Great mod, could you please post it on Github for easy updating etc.?
 

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Ragnarok
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Re: [Mod] Infrastructure [20140514-1] [infrastructure]

by Ragnarok » Thu Mar 12, 2015 22:32

Thanks :) I plan put it on Github before the end of this year. First I have to learn GitHub :) Please use Cheapie fork instead for now, if you want.
 

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