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Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Mon Dec 28, 2015 10:11
by VanessaE
What he means is minetest_game, as in the subgame content installed in /usr/share/minetest/games, or <your minetest dir>/games, or ~/.minetest/games, or similar. "Minetest" (without "game") is the engine that does all the hard work. minetest_game supplies most of the content that you actually play with.

If your mese is different from what the mod expects, it's because your copy of minetest_game is too old. Current minetest_game has the usual mese blocks ("default:mese" alias "default:mese_block"), mese crystals ("default:mese_crystal") which are effectively the mese equivalent to an iron or coal lump, and mese crystal fragments ("default:mese_crystal_fragment"), which are a crystal split into smaller pieces (9 per).

Too old of a minetest_game can also cause mods to crash, as they come to expect certain functions, constants, or content commensurate with newer versions.

That aside, I don't have any ideas how to solve the issues you're having. I leave Pipeworks stuff to Novatux these days, as I'm not actively developing it anymore.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Mon Dec 28, 2015 11:47
by Laudrin
Thanks for your quick reply and clarification, VanessaE.

VanessaE wrote:What he means is minetest_game, as in the subgame content installed in /usr/share/minetest/games, or <your minetest dir>/games, or ~/.minetest/games, or similar.

[...]

If your mese is different from what the mod expects, it's because your copy of minetest_game is too old.


I installed the newest Minetest installation package a few weeks ago on 2015-11-28, which included the minetest_game. That was a new installation and no upgrade, because I did not know Minetest before.

In the files in the minetest_game folder I found no version number to check, but I was assuming the then most recent version of the game was already included.

Looking if there were a standalone version of the game I can update the installation package with I found nothing on the main webpage or in the forum, and a search gave me:

The following words in your search query were ignored because they are too common words: game minetest.


:-/

I have to look into using Github in the next days, maybe I can use a development version.

VanessaE wrote:Too old of a minetest_game can also cause mods to crash, as they come to expect certain functions, constants, or content commensurate with newer versions.

That aside, I don't have any ideas how to solve the issues you're having.


That would explain the problems I'm having right now and I'll look into updating my version of the mintest_game, thank you. :-)

Fortunately I could get my game to work again when running with the pipeworks mod disabled, emptying the chest and running it again with the mod enabled. Filling the chest again, until now everything seems to be working again. Hope I can get around that error until I learned how to update the game.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Mon Dec 28, 2015 21:42
by benrob0329
If your on Windows I recommend sfan5's builds:

viewtopic.php?f=42&t=1523&start=500#p202430

If your on Linux then there should be a package on the downloads page of the main site.

If your on Mac I can't help, as I don't have much experience with Macs.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Thu Jan 07, 2016 10:13
by blackjack
I like this great mod very much! Great job!

Would it be possible to have an item, that acts similar to the node breaker (which digs a node) but it should punch an entity?
I have no experience in modding, so I could not figure out how the wielder.lua really works :)
Thanks for any hint.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Fri Jan 15, 2016 06:02
by UC101
Laudrin wrote:
Napiophelios wrote:Sounds like you have an old copy of the Minetest Game.


Napiophelios, I'm a little bit confused when you say that the Minetest game sounds like an older version. As I wrote in the posting preceding yours, I use 0.4.13, which is labeled as the most recent version on the Minetest homepage.

VanessaE, depending on if Minetest or one of the mods really turn out to be old, maybe I found a bug:

As soon as a tube tries to drop a node on the ground, Minetest crashes:

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
2015-12-28 09:20:15: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-12-28 09:20:15: ERROR[main]: Runtime error from mod 'pipeworks' in callback ScriptApiEnv::environment_Step(): ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
2015-12-28 09:20:15: ERROR[main]: stack traceback:
2015-12-28 09:20:15: ERROR[main]:       ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: in function 'item_drop'
2015-12-28 09:20:15: ERROR[main]:       ...minetest-0.4.13\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
2015-12-28 09:20:15: ERROR[main]:       ...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:347: in function <...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:312>
2015-12-28 09:20:15: ERROR[main]:       ...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:355: in function <...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:335>

In thread 1dec:
server.cpp:511: Server::step: A fatal error occurred: Runtime error from mod 'pipeworks' in callback ScriptApiEnv::environment_Step(): ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
stack traceback:
        ...-win64-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: in function 'item_drop'
        ...minetest-0.4.13\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
        ...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:347: in function <...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:312>
        ...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:355: in function <...64-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:335>


This occurs when a chest is full and another item is transported towards it or when a tube ends without a chest, furnace etc. attached. Once because of a misconfiguration an item was transported back the way it came (towards an chest with space left) and the game also crashed.

If I understand your intention correctly, how the mod should work, the item is supposed to be dropped on the ground (or the tube machine should stop working) if such thing occurs, but not crash the game.

Is there any way one of the other mods I installed (listed here: https://forum.minetest.net/viewtopic.php?p=202400#p202400) altered the item drop function in any way (maybe an explanation why the mese node definition in my game seems to be different from what your pipework mod expects)?

Addition: Now the game crashes 2-3 seconds after starting. :-( I already tried to swap a tube segment and to remove the blinky plant powering the injector, but it seems the injector puts an item into the tube as soon as the game starts, independent of the injector being powered or not.

Is there any way to fix this and get the world and mod running again?



Im having a similar problem. When using with mod with the technic mod, queries will crash the game when running. and the same error message shows up. I really like this mod and its annoying that some of the machinery in the technic mod doesn't work right now.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Tue Jan 19, 2016 04:35
by TheBonsai
I think it comes from MT core, see:

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
--- item.lua.orig   2016-01-19 05:32:58.259046752 +0100
+++ item.lua   2016-01-19 05:32:31.680995300 +0100
@@ -335,7 +335,7 @@
 end
 
 function core.item_drop(itemstack, dropper, pos)
-   if dropper.is_player then
+   if dropper and dropper.is_player then
       local v = dropper:get_look_dir()
       local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
       local cs = itemstack:get_count()


HTH

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Fri Jan 22, 2016 16:12
by addi
I also have the same problem:
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
2016-01-22 17:08:17: ERROR[Main]: ServerError: Runtime error from mod 'pipeworks' in callback environment_Step(): /home/minetest/minetest/bin/../builtin/game/item.lua:351: attempt to index local 'dropper' (a nil value)
2016-01-22 17:08:17: ERROR[Main]: stack traceback:
2016-01-22 17:08:17: ERROR[Main]:    /home/minetest/minetest/bin/../builtin/game/item.lua:351: in function 'item_drop'
2016-01-22 17:08:17: ERROR[Main]:    .../mods/pipeworks/item_transport.lua:252: in function 'on_step'
2016-01-22 17:08:17: ERROR[Main]:    .../mods/pipeworks/luaentity.lua:347: in function '?'
2016-01-22 17:08:17: ERROR[Main]:    ...e/minetest/minetest/bin/../builtin/game/register.lua:355: in function <...e/minetest/minetest/bin/../builtin/game/register.lua:335>

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Feb 07, 2016 12:34
by foxz
Hi,

sorry for my poor english... I'm new with minetest (and minetest modded/modding)

I can't understand how extract item from machine (like furnace, chest, etc...) via pipe...

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Feb 07, 2016 12:59
by DS-minetest
foxz wrote:Hi,

sorry for my poor english... I'm new with minetest (and minetest modded/modding)

I can't understand how extract item from machine (like furnace, chest, etc...) via pipe...

you need a filter-injector, then place it, so that the arrows on it show to pipe, then give the filter-injector a mesecon signal or left click it

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Mon Feb 08, 2016 16:27
by LazerRay
To make an automatic system for emptying a chest, have a signal/detector pipe connected to the filter injector.

Layout Example:

Chest=>Filter Injector=>Signal/Detector Pipe=>The rest of the system

When set up like that you just need to hit the injector once and it basically triggers itself until the chest is empty.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Thu Feb 11, 2016 16:26
by foxz
thanks...
but I make my own mod "extractor" pipe... (modding too easy and cool with mt !!!)

I taked example on "one way pipe".
I added "on_timer" on node to check pointer node by "get_dir".
I checked "main" or "dst" inventory of this node
and if something : inject_tube
etc...
my extractor pipe can be "max" or "1by1" setted by punch (I need learn more about fromspec)

but, now, pipe don't work as well
by example : if pipe.itemstack:get_count()=5 and node.inv:get_count()=95, pipe don't inject 4 and keep 1 in travel...
I'll make another pipe "injecter" who can do this against touch pipeworks coding logics while I don't lean more about mt mod coding.

I prefere have 1 pipe to do lot against tone of machine...
my long time's plan is make something like "AE2" or "logistic pipe" mc mod ported to mt

Re: [Mod] Pipeworks [20131128] [pipeworks] FATAL ERROR!!!

PostPosted: Sat Feb 20, 2016 16:11
by HalloHallo
Hello!
Can someone please help me with this:

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
2016-02-20 13:42:58: ACTION[ServerThread]: hallohallo places node default:stone at (-172,-9,715)
2016-02-20 13:42:59: ACTION[ServerThread]: hallohallo digs default:stone at (-171,-9,715)
2016-02-20 13:43:01: ACTION[ServerThread]: hallohallo takes stuff from chest at (-172,-4,733)
2016-02-20 13:43:01: ACTION[ServerThread]: hallohallo takes stuff from chest at (-172,-6,733)
2016-02-20 13:43:04: ACTION[ServerThread]: hallohallo places node technic:mv_cable0 at (-183,-9,716)
2016-02-20 13:43:05: ACTION[ServerThread]: hallohallo takes stuff from chest at (-174,-5,721)
2016-02-20 13:43:05: ACTION[ServerThread]: hallohallo takes stuff from chest at (-174,-5,726)
2016-02-20 13:43:05: ACTION[ServerThread]: hallohallo takes stuff from chest at (-168,-5,722)
2016-02-20 13:43:05: ACTION[ServerThread]: hallohallo places node technic:mv_cable0 at (-182,-9,716)
2016-02-20 13:43:05: ACTION[ServerThread]: hallohallo places node technic:mv_cable0 at (-182,-10,716)
2016-02-20 13:43:07: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-02-20 13:43:07: ERROR[main]: Runtime error from mod 'pipeworks' in callback ScriptApiEnv::environment_Step(): ...-win32-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
2016-02-20 13:43:07: ERROR[main]: stack traceback:
2016-02-20 13:43:07: ERROR[main]:    ...-win32-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: in function 'item_drop'
2016-02-20 13:43:07: ERROR[main]:    ...minetest-0.4.13\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
2016-02-20 13:43:07: ERROR[main]:    ...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:347: in function <...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:312>
2016-02-20 13:43:07: ERROR[main]:    ...32-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:355: in function <...32-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:335>

In thread 1a78:
server.cpp:511: Server::step: A fatal error occurred: Runtime error from mod 'pipeworks' in callback ScriptApiEnv::environment_Step(): ...-win32-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: attempt to index local 'dropper' (a nil value)
stack traceback:
   ...-win32-msvc\minetest-0.4.13\bin\..\builtin\game\item.lua:338: in function 'item_drop'
   ...minetest-0.4.13\bin\..\mods\pipeworks/item_transport.lua:252: in function 'on_step'
   ...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:347: in function <...msvc\minetest-0.4.13\bin\..\mods\pipeworks/luaentity.lua:312>
   ...32-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:355: in function <...32-msvc\minetest-0.4.13\bin\..\builtin\game\register.lua:335>
2016-02-20 13:43:07: ACTION[ServerThread]: hallohallo leaves game. List of players:
Debug stacks:
DEBUG STACK FOR THREAD 264:
#0  ServerThread::Thread
#1  Server::AsyncRunStep
#2  Server::DeleteClient
(Leftover data: #3  ItemStack::deSerialize)
(Leftover data: #4  ItemStack::serialize)
(Leftover data: #5  getCraftingResult)
(Leftover data: #6  ItemStack::deSerialize)
DEBUG STACK FOR THREAD 318:
#0  EmergeThread::Thread
(Leftover data: #1  ServerMap::loadBlock)
(Leftover data: #2  ServerMap::loadBlock)
(Leftover data: #3  ItemStack::deSerialize)
DEBUG STACK FOR THREAD 10fc:
#0  UpdateThread::Thread
DEBUG STACK FOR THREAD 1600:
#0  CurlFetchThread::Thread
DEBUG STACK FOR THREAD 1a78:
#0  main
#1  Server::step
(Leftover data: #2  ClientEnvironment::step)
(Leftover data: #3  Client::Receive)
(Leftover data: #4  Client::ProcessData)
(Leftover data: #5  MeshUpdateQueue::addBlock)
DEBUG STACK FOR THREAD 1bbc:
#0  UpdateThread::Thread


I often had problems like that when i was not paying attention and doing mistakes in the building of machine-constructions. But I could always cure it, by finding the problem. So this time i tried to fix the "standard problem-causers" after it broke down, like taking away the power prom the machines to look around, checking boxes for possible overload. but i didn't found anything, so i removed the whole stage where the machines stood that i think caused this problem (all other machines where out of range and later i checked many of them for issues too), but the game still crashes when i start it with the pipeworks-mod enabled. i just don't know what to do now. I could explode!!!

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sat Feb 20, 2016 20:57
by kaeza
(Repost from your other topic)

Looks the same as Issue #127.
You'll have to update your Minetest version to an unstable one. Try Krock's or sfan5's builds.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sat Feb 27, 2016 08:03
by Prot
I think StackWise Filter Injector not really correct, if i filter some stack of 10, and if in chest more than 10, it drop exactly 10, it's ok, but, if in chest less than 10, it drop what's left. How to disable it drop less then listen in filter? I need exactly stack, don't more AND don't less?

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Thu Mar 03, 2016 21:24
by DoyleChris
I am trying to setup a pipe system to transfer water over my Castle that I am making but im running into a few problems.

I would like to run water under the ground like a sewer system, then have it piped under to my farm and trees to water them.
But i have tried the water pump but i need either the spigot or fountain to make the water come out of the pipes.
I was wondering if i could make it so if i put a valve into a pass though plate and have the water enter a trough with out using a spigot or fountain.
Next is there a way to make a pumping station to increase water pressure, instead of the pressure of it flowing.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Wed May 04, 2016 21:56
by sofar
Marshall_maz wrote:Don't know if this was asked before , but can't the sorting tubes default state be changed to all colors "off" instead of "on" after placing it. It rarely happens that one uses all channels and always have to switch off all the unused ones. Would be easier if all is off by default and just toggle the ones in use on.


I'll merge a patch for this. Care to give it a try?

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Tue May 24, 2016 09:11
by Lejo
I had an Problem with pipeworks in the new version 0.4.14.
I just build that:
Old Picture
If I punch the filter the Server shutdown.
Here the Error:
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
2016-05-24 10:54:12: ERROR[Main]: ServerError: Lua: Runtime error from mod 'pipeworks' in callback node_on_punch(): /home/kinder/minetest/bin/../mods/denaid/init.lua:1330: attempt to call method 'is_player' (a nil value)
2016-05-24 10:54:12: ERROR[Main]: stack traceback:
2016-05-24 10:54:12: ERROR[Main]:    /home/kinder/minetest/bin/../mods/denaid/init.lua:1330: in function 'allow_metadata_inventory_take'
2016-05-24 10:54:12: ERROR[Main]:    ...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:90: in function 'grabAndFire'
2016-05-24 10:54:12: ERROR[Main]:    ...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:254: in function 'punch_filter'
2016-05-24 10:54:12: ERROR[Main]:    ...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:375: in function <...inder/minetest/bin/../mods/pipeworks/filter-injector.lua:374>
2016-05-24 10:54:12: ACTION[Server]: [mana] Wrote mana data into /home/kinder/minetest/bin/../worlds/jzuij/mana.mt.
2016-05-24 10:54:12: [Server]: [Chatplus] Saving data
2016-05-24 10:54:12: ACTION[Server]: singleplayer leaves game. List of players:
2016-05-24 10:54:13: ERROR[MeshUpdate]: Waiting for texture pipeworks_filter_side.png^[applyfiltersformesh^[crack:1:0^[applyfiltersformesh timed out.
2016-05-24 10:54:14: ERROR[MeshUpdate]: Waiting for texture pipeworks_filter_output.png^[applyfiltersformesh^[crack:1:0^[applyfiltersformesh timed out.
2016-05-24 10:54:14: WARNING[Main]: [xban] Unable to save database: Write failed
2016-05-24 10:54:14: ACTION[Main]: [playereffects] Server shuts down. Rescuing data into playereffects.mt
2016-05-24 10:54:14: ACTION[Main]: [playereffects] Wrote playereffects data into /home/kinder/minetest/bin/../worlds/jzuij/playereffects.mt.
2016-05-24 10:54:14: ACTION[Main]: [mana] Server shuts down. Rescuing data into mana.mt
2016-05-24 10:54:14: ACTION[Main]: [mana] Wrote mana data into /home/kinder/minetest/bin/../worlds/jzuij/mana.mt.


I hope it is possible to fix this Problem.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Tue May 24, 2016 16:45
by sofar
Lejo wrote:I had an Problem with pipeworks in the new version 0.4.14.

If I punch the filter the Server shutdown.
Here the Error:
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
2016-05-24 10:54:12: ERROR[Main]: ServerError: Lua: Runtime error from mod 'pipeworks' in callback node_on_punch(): /home/kinder/minetest/bin/../mods/denaid/init.lua:1330: attempt to call method 'is_player' (a nil value)


the crash happens in the
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
denaid
mod, not in pipeworks.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Tue May 24, 2016 17:13
by Lejo
I update the denaid mod and now it works fine.
Thanks a lot

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Wed May 25, 2016 10:09
by orwell
This was due to my hacky way to enforce rightclick and inventory protection, inventory protection couldn't handle player to be nil at this time. I fixed it in the latest version since I had the same problem.
Sorry that v. 1.2 contained tons of bugs...
EDIT: no, it wasn't that player was nil, pipeworks passed a dummy player(a table) with only the method get_player_name(), not is_player().

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Sep 11, 2016 22:15
by Jesseman1
Quick question: I'm not sure if the current version of Pipeworks I have is up-to-date, but if I build any sort of system with the water pipes, they stop registering a lack of water: the pipes will fill with water, indicated by the small window turning blue, and faucets/fountain heads will produce water, but will not register any change if I turn the pump off or even destroy it. Has this error been patched?

*EDIT* Also, it will cause the game to randomly crash, but only while the water pipes or related pieces are placed.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Thu Sep 29, 2016 12:49
by SegFault22
It wouldn't make much sense to transport liquid tungsten through the regular pipes, as they should melt from the heat. So, is it possible to use functionality of this mod to add more types of pipes, designed to handle high heat or high pressure - and, if it is possible to do that, how difficult would it be to cause the regular pipes to melt/explode if high temperature or high pressure is applied to them (difficult, as in, requiring a small modification [less], or overhauling significant portions of the system [more])?

There is much potential for the functionality of this mod to work with other mods and create more immersion-factor - for example, a multiblock smelter that produces liquid metal, could output said liquid metal which would then be guided to flow to a "caster", where some amount of liquid metal is poured into a form to make a part (tool head/handle, nails, rebar, saw blade disc, pipe, slugs, I-beam...); or, a multiblock coal coke oven producing a small amount of creosote oil as a byproduct, which could then be piped out and either put into a machine for soaking track ties or put into a liquid-fueled power generator

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Oct 23, 2016 14:19
by manawy
In my survival world, I have a machine called "the bonemeal generator" (see picture). Using the ethereal mod, this machine places and digs dirt blocks to generate bones, that will be turned into bonemeal to fuel my other automatic farms. I currently have 8 node breakers that fire every 2 ticks.

The way I understand the node breaker is that it impersonates the player to dig blocks. This is a problem when hunger mods are activated too. Mod hunger doesn't update the hunger properly (viewtopic.php?f=11&t=6342&start=250), hbhunger (viewtopic.php?f=11&t=11336) is more reliable in these conditions but the hunger is dropping way too fast.

I would expect that these machines do not impact my hunger. I guess the machines have to impersonate the player so protection mods can be used in multiplayer server. But is there a method to distinguish the machine from the player ?

For example, hbhungers change the hunger using a callback registered by "minetest.register_on_dig_node". (see the end of (http://repo.or.cz/minetest_hbhunger.git ... hunger.lua) (http://dev.minetest.net/minetest.register_on_placenode). How can I distinguish the player and the wielder node in such a function ? (I was thinking using the position but it seems to be a bit buggy).


edit: grammar

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Oct 23, 2016 15:22
by Nore
There is a field called is_fake_player for this purpose: https://github.com/minetest-mods/pipeworks/blob/master/wielder.lua#L85. The mod then just can check that if this field is true, then the player is one created by pipeworks.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Oct 23, 2016 15:45
by manawy
Indeed, modifying the function to check this field works ! Thanks

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sat Oct 29, 2016 18:45
by Wuzzy
Can you please edit the wiki page accordingly?
http://dev.minetest.net/Mod_interoperability

Most modders won't be aware of the “fake player”. Besides, do you really have to create fake players? Isn't there a better solution? It seems awfully hackish and destroys many assumptions modders can make about players. :-(
The problem with your approach is, that it makes is_player() completely mostly meaningless. :-(

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Sun Oct 30, 2016 08:11
by Nore
Besides, do you really have to create fake players? Isn't there a better solution? It seems awfully hackish and destroys many assumptions modders can make about players. :-(
The problem with your approach is, that it makes is_player() completely mostly meaningless. :-(

The point of is_player is to make the difference between player entities and other entities. In our use case, deployers/etc should be assimilated to player entities - unless the mod specifically chooses not to do so.

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Fri Nov 04, 2016 13:26
by cHyper
which mods do i need to run the technic mod? mesecons or something else?
do i need the pipeworks to tun the technic mod? do i need the latest version?
do i need moreores or moreblocks to run this technic mod?

thanks for your answers!!!

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Fri Dec 02, 2016 02:11
by Hobb3s
I've just upgraded to the latest minetest 0.4.14 and the latest mods for pipeworks, mese, etc. All seems good after a few days of tweaking, just looking at the deployer and I can place it, works as it's supposed to. I just can't remove it, once it's placed it can't be destroyed. Any ideas?

Re: [Mod] Pipeworks [20131128] [pipeworks]

PostPosted: Fri Dec 02, 2016 02:12
by Nathan.S
Make sure there is nothing in the inventory of the deployer, only thing I can think of.