[Mod] Specialties [3.5] [specialties]

ashenk69
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by ashenk69 » Sun Dec 09, 2012 16:42

Mito551 wrote:13:07:43: ERROR[main]: ========== ERROR FROM LUA ===========
13:07:43: ERROR[main]: Failed to load and run script from
13:07:43: ERROR[main]: E:\Dropbox\minetest-0.4.4-win32\bin\..\games\dwarves\mods\specialties\init.lua:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: attempt to concatenate local 'technic' (a nil value)
13:07:43: ERROR[main]: stack traceback:
13:07:43: ERROR[main]: .....\games\dwarves\mods\specialties/externalmodify.lua:9: in main chunk
13:07:43: ERROR[main]: [C]: in function 'dofile'
13:07:43: ERROR[main]: ...win32\bin\..\games\dwarves\mods\specialties\init.lua:5: in main chunk
13:07:43: ERROR[main]: =======END OF ERROR FROM LUA ========


Worked on the issue for a while and finally got it resolved. The first issue was really simple just a small condition fix. The real issue was handling node drops when it doesn't know which player did it. I finally got it fixed so if you disable item drops it will add them to your inventory like normal. Also a few other fixes.
 

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Mito551
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by Mito551 » Sun Dec 09, 2012 20:23

thank you!
will be your each realease not working and when a patch with a ver x.1 go out? :D
Last edited by Mito551 on Sun Dec 09, 2012 20:24, edited 1 time in total.
 

ashenk69
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by ashenk69 » Sun Dec 09, 2012 20:54

Mito551 wrote:thank you!
will be your each realease not working and when a patch with a ver x.1 go out? :D


It just seems like there is always something that I forget to test properly.
 

Iqualfragile
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by Iqualfragile » Sun Dec 30, 2012 22:15

can you use a version-controll-system like hg or git for this mod?
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ashenk69
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by ashenk69 » Fri Jan 04, 2013 03:26

Iqualfragile wrote:can you use a version-controll-system like hg or git for this mod?


I updated the first post to include a link to the new git repository.
 

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jojoa1997
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by jojoa1997 » Wed Feb 06, 2013 11:23

you could add an ability that makes them dig faster or dig 2*2 or 3*3
Coding;
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Likwid H-Craft
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by Likwid H-Craft » Wed Feb 06, 2013 14:12

Why I didn't see this early??

Well anyways Now I think I will take this, mod for a test run.
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Consolegamer29
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by Consolegamer29 » Sun Feb 10, 2013 04:27

+5 for effort I will try to play it seem fantastic! Sort of like Fallout,or Elder Scrolls
 

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Mito551
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by Mito551 » Sun Feb 10, 2013 09:32

by the way, there is a comparability issue with farming mod. it crashes when i try to use a hoe.
 

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Menche
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by Menche » Wed Feb 20, 2013 00:22

A crash, when "green thumb" is used without a tool available:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
.minetest/mods/minetest/specialties/init.lua:82: attempt to perform arithmetic on local 'colonpos' (a nil value)
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windmere33
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by windmere33 » Mon Apr 15, 2013 02:00

the farming mod is PilzAdam's, right??
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keyxmakerx
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by keyxmakerx » Sun Jun 09, 2013 16:15

Seems this mod and technic mod doesn't work well together?
11:14:03: ERROR[main]: ========== ERROR FROM LUA ===========
11:14:03: ERROR[main]: Failed to load and run script from
11:14:03: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/specialties/init.lua:
11:14:03: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:12: attempt to index local 'readfile' (a nil value)
11:14:03: ERROR[main]: stack traceback:
11:14:03: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:12: in main chunk
11:14:03: ERROR[main]: [C]: in function 'dofile'
11:14:03: ERROR[main]: ...netest/games/minetest_game/mods/specialties/init.lua:5: in main chunk
11:14:03: ERROR[main]: =======END OF ERROR FROM LUA ========
11:14:03: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
11:14:03: INFO[main]: BanManager: saving to /home/keyxmakerx/.minetest/worlds/Ruby/ipban.txt
11:14:03: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua

In thread 7fba9280c780:
/build/buildd/minetestc55-201306070407/src/main.cpp:2179: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7fba9280c780:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 void Server::sendDetachedInventoryToAll(const string&))
Aborted (core dumped)
keyxmakerx@Tanzanite:~$
 

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MPKAdventurer
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by MPKAdventurer » Sun Jun 09, 2013 17:37

fantastic *---*
great work!
 

keyxmakerx
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by keyxmakerx » Sat Jun 29, 2013 02:24

Hey guys, I know the problem is with itemdrop, but can you guys please fix it! It's one of my favorite mods, but I can't keep holding back these new mods that are coming out!
 

ashenk69
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by ashenk69 » Sat Jun 29, 2013 21:11

Fix a bunch of issues.
Removed dependence to Inventory Plus
Added chat command /spec to open menu
Fixed Technic compatibility issue
Fixed item entities having flame texture on them
Superheat and Green Thumb textures are now 16x16
Updated farming code to current default style
 

keyxmakerx
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by keyxmakerx » Sat Jun 29, 2013 23:05

ashenk69 wrote:Fix a bunch of issues.
Removed dependence to Inventory Plus
Added chat command /spec to open menu
Fixed Technic compatibility issue
Fixed item entities having flame texture on them
Superheat and Green Thumb textures are now 16x16
Updated farming code to current default style


Sorry, but I still get a error. Thanks for trying to fix it though! :3

========== ERROR FROM LUA ===========
18:02:27: ERROR[main]: Failed to load and run script from
18:02:27: ERROR[main]: /usr/share/minetest/games/minetest_game/mods/specialties/init.lua:
18:02:27: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:32: attempt to concatenate global 'technic' (a nil value)
18:02:27: ERROR[main]: stack traceback:
18:02:27: ERROR[main]: ...es/minetest_game/mods/specialties/externalmodify.lua:32: in main chunk
18:02:27: ERROR[main]: [C]: in function 'dofile'
18:02:27: ERROR[main]: ...netest/games/minetest_game/mods/specialties/init.lua:5: in main chunk
18:02:27: ERROR[main]: =======END OF ERROR FROM LUA ========
18:02:27: ERROR[main]: Server: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua
18:02:27: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/share/minetest/games/minetest_game/mods/specialties/init.lua

In thread 7f6caed8e740:
/build/buildd/minetestc55-201306280734/src/main.cpp:2179: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f6caed8e740:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
Aborted
joshua@joshua-p6774y:~$
Last edited by keyxmakerx on Sat Jun 29, 2013 23:06, edited 1 time in total.
 

ashenk69
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by ashenk69 » Sun Jun 30, 2013 03:53

More updates and fixes.
Fixed typo with Technic compatibility
Cleaned up file management
Added feller skill
Added item pickup option
Fixed item drop to work properly

@keyxmakerx
This should fix the issue. It was a small renaming issue from the latest update. If there is another issue let me know.
 

ashenk69
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by ashenk69 » Sun Jun 30, 2013 03:56

The new feller skill only applies to the axe and it works much like the Technic chainsaw. If you break the bottom tree block it will fall all the blocks on the trunk. It will work with any trees that have the item group of "tree".
 

keyxmakerx
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by keyxmakerx » Sun Jun 30, 2013 04:58

Yet another Error =/ This time if just crashes the server without a backtrace. Also no specialties menu option for the mod menu mod. It's the mod that lets you type /m and see your available mods. But it's missing. Although it didn't crash the server upon login this time! It's when I log out that it does this. I'm going to create a new map, and see what that does, but we shall see! ^^
 

keyxmakerx
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by keyxmakerx » Sun Jun 30, 2013 05:06

keyxmakerx wrote:Yet another Error =/ This time if just crashes the server without a backtrace. Also no specialties menu option for the mod menu mod. It's the mod that lets you type /m and see your available mods. But it's missing. Although it didn't crash the server upon login this time! It's when I log out that it does this. I'm going to create a new map, and see what that does, but we shall see! ^^


I lied, heres the error backtrace. Does on new map as well.

00:02:04: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...netest/games/minetest_game/mods/specialties/init.lua:27: attempt to call field 'updateXP' (a nil value)
00:02:04: ERROR[main]: stack traceback:

In thread 7f92c6559740:
/build/buildd/minetestc55-201306280734/src/main.cpp:2179: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f92c6559740:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
Aborted
joshua@joshua-p6774y:~$
 

ashenk69
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by ashenk69 » Sun Jun 30, 2013 20:07

After fixing the errors and bugs with the code I have run Technic and this mode together and they don't seem to cause any issue now. I did notice that the first time you load with Technic and Specialties superheat may not work. All you have to do is reload the world and it should work properly. The reason is that Specialties writes some code into Technic's item drop mod to handle the superheat drops. Otherwise it would cause 2 different drops to occur. Sometimes this is done after Technic loads so the game won't read the change. The relog allows the game to read the code added.

I also fixed the purchasing of the Feller upgrade and the XP gain from it. Now you will gain 1 XP for each block it digs instead of just 1 overall.
 

ashenk69
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by ashenk69 » Mon Jul 01, 2013 23:08

Added HUD display for XP. Works on small and large displays. Also, it is not very intensive because it is only called when XP is changed. I would have liked to use the hud_change function but it was returning wierd results like changing the color of the text even though I input to change "text". I had to end up doing a remove and add sequence to get it to work correctly.
 

keyxmakerx
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by keyxmakerx » Tue Jul 02, 2013 01:49

18:18:29: ACTION[ServerThread]: krist punches object 2355: LuaEntitySAO at (-7.1,4.51,-9.9)
18:18:29: ACTION[ServerThread]: LuaEntitySAO at (-7.1,4.51,-9.9) punched by player krist, damage 2 hp, health now 3 hp
18:18:29: ACTION[ServerThread]: krist punches object 2355: LuaEntitySAO at (-7.1,4.51,-9.9)
18:18:29: ACTION[ServerThread]: LuaEntitySAO at (-7.1,4.51,-9.9) punched by player krist, damage 1 hp, health now 2 hp
18:18:30: ACTION[ServerThread]: krist punches object 2355: LuaEntitySAO at (-7.1,4.51,-9.9)
18:18:30: ACTION[ServerThread]: LuaEntitySAO at (-7.1,4.51,-9.9) punched by player krist, damage 1 hp, health now 1 hp
18:18:31: ACTION[ServerThread]: krist punches object 2355: LuaEntitySAO at (-7.1,4.51,-9.9)
18:18:31: ACTION[ServerThread]: LuaEntitySAO at (-7.1,4.51,-9.9) punched by player krist, damage 1 hp, health now 0 hp
18:19:03: ACTION[ServerThread]: Blaster places node flowers:dandelion_yellow at (-4,5,-7)
[PrivilegeAreas] Saving data
18:19:04: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=2295 m_static_exists=true but static data doesn't actually exist in (2,0,-2)
WARNING: StaticObjectList::remove(): id=2295 not found
18:19:04: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=2348 m_static_exists=true but static data doesn't actually exist in (-1,0,2)
WARNING: StaticObjectList::remove(): id=2348 not found
18:19:04: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=2352 m_static_exists=true but static data doesn't actually exist in (-4,-1,-2)
WARNING: StaticObjectList::remove(): id=2352 not found
18:19:04: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...minetest/games/minetest_game/mods/specialties/xp.lua:33: attempt to perform arithmetic on local 'current' (a nil value)
18:19:04: ERROR[main]: stack traceback:

In thread 7ff548694740:
/build/buildd/minetestc55-201306300858/src/main.cpp:2179: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7ff548694740:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
(Leftover data: #4 void ItemStack::serialize(std::ostream&) const)
Aborted
joshua@joshua-p6774y:~$


I don't know what had happened, and this is the first time it has messed up, just thought you would want to see this.
 

ashenk69
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by ashenk69 » Tue Jul 02, 2013 02:06

I never had that error occur before but I committed a check that should disallow that to occur from now on.

Thanks for reporting errors, it is really helpful.
 

keyxmakerx
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by keyxmakerx » Tue Jul 02, 2013 02:18

ashenk69 wrote:I never had that error occur before but I committed a check that should disallow that to occur from now on.

Thanks for reporting errors, it is really helpful.


Hey I should be thanking you for making such an awesome mod! ^^
 

tinoesroho
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by tinoesroho » Tue Jul 02, 2013 03:10

Hi ashen!

Love the mod to death. Honest, I do. 0.4.7 broke it somehow, and since I didn't have net access, I simply replaced the farming mod with 0.4.5's (!). Works fine, now. I rely on inventory_plus, so I'll probably just wind up forking off. Optional compatibility is nice, but if a person doesn't have inventory_plus, it's just wasted text.

Not that it's an issue with modern hardware.

Anyways. Love the update. Props, dude.
We are what we create.

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ashenk69
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by ashenk69 » Tue Jul 02, 2013 14:53

Added compatibility with Inventory Plus
 

tinoesroho
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by tinoesroho » Tue Jul 02, 2013 20:46

Thanks!
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

keyxmakerx
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by keyxmakerx » Tue Jul 02, 2013 21:54

I don't want to rush you, just curious if there was a time frame for the new abilities you was planning on adding?
 

ashenk69
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by ashenk69 » Wed Jul 03, 2013 02:06

keyxmakerx wrote:I don't want to rush you, just curious if there was a time frame for the new abilities you was planning on adding?

That is kind of something that I have there to say that more skills will and can be added. Some things I have planned for more skill is double drop, 3x3 digging size, golden hand. The golden hand will be a builder skill which will allow you to define the size of area you want to build, the node to fill the area, and where you want to place it from.
 

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