[Mod] Gates [1.8] [gates]

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Stef
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by Stef » Wed Jun 27, 2012 06:04

version 1.6 downloadlink is broken :(
Sorry for my crappy english, im dutch :D
 

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Splizard
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by Splizard » Wed Jun 27, 2012 06:20

Stef wrote:version 1.6 downloadlink is broken :(

Sorry about that, it should be fixed now.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Stef
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by Stef » Wed Jun 27, 2012 06:21

thx
Sorry for my crappy english, im dutch :D
 

Temperest
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by Temperest » Thu Jun 28, 2012 02:58

Excellent work!
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

neo
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by neo » Thu Jun 28, 2012 07:21

Tx ! Great work !
 

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MirceaKitsune
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by MirceaKitsune » Thu Jun 28, 2012 09:23

Since we already have fences and doors, I suggest this is merged in minetest_game (but only one type of gate please, like MC has). Not sure if there's a point to have stone gates before you have stone fences... though if both existed that would be nice.
 

neo
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by neo » Thu Jun 28, 2012 10:57

Last edited by neo on Thu Jun 28, 2012 10:57, edited 1 time in total.
 

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MirceaKitsune
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by MirceaKitsune » Thu Jun 28, 2012 19:02

Nice, that looks like a good idea.
 

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GloopMaster
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by GloopMaster » Mon Sep 03, 2012 20:09

http://minetest.net/forum/viewtopic.php?pid=40875

since this mod refused to work for me.
Meow.

That is all.
 

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Splizard
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by Splizard » Mon Sep 03, 2012 21:18

GloopMaster wrote:http://minetest.net/forum/viewtopic.php?pid=40875

since this mod refused to work for me.

Why does the mod not work? It seems to work fine for me...
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

noname
 

by noname » Thu Sep 06, 2012 12:10

I sometimes (fairly often) got a crash in gates/init.lua line 68 when using the TNT mod and blowing stuff up.

I changed this line:

if gates.registered_nodes["on_punch"][node.name] ~= nil then

to:

if node and gates.registered_nodes["on_punch"][node.name] ~= nil then

Seems to work.
 

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GloopMaster
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by GloopMaster » Thu Sep 06, 2012 13:29

noname wrote:I sometimes (fairly often) got a crash in gates/init.lua line 68 when using the TNT mod and blowing stuff up.

I changed this line:

if gates.registered_nodes["on_punch"][node.name] ~= nil then

to:

if node and gates.registered_nodes["on_punch"][node.name] ~= nil then

Seems to work.


ah... well i guess that means my gates are kind of redundant now :)
Meow.

That is all.
 

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rubenwardy
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by rubenwardy » Tue Sep 11, 2012 16:47

BUG:

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
17:44:42: INFO[main]:   setNodeNoCheck, deactivateFarObjects: Static data changed considerably...: 1
17:44:42: INFO[main]: ServerMap: Saved map to C:\Users\Andrew\Desktop\MineTest\minetest-0.4.3\bin\..\worlds\MyWorld
17:44:42: INFO[main]: RollbackManager::~RollbackManager()
17:44:42: INFO[main]: RollbackManager::flush()
17:44:42: INFO[main]: Server: Deinitializing scripting
17:44:42: INFO[main]: BanManager: saving to C:\Users\Andrew\Desktop\MineTest\minetest-0.4.3\bin\..\worlds\MyWorld\ipban.txt
17:44:43: ERROR[main]: ServerError: LuaError: error: ...-0.4.3\bin\..\mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value)
 

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qwrwed
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by qwrwed » Tue Sep 11, 2012 18:46

The 1.6 link doesn't work.
 

wulfsdad
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by wulfsdad » Mon Dec 31, 2012 12:40

Something in mesecons_gates is conflicting with this. I'm just getting around to trying out mesecons. After installing it, loading an old world, and punching a gate, I got an error message:

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
...
\mods\minetest\gates-1.6\gates\init.lua:68: attempt to index field 'registered_nodes' (a nil value)


Removing the mesecons_gates module (but leaving the rest) solved the issue. Since I want to try the mesecon gates, but don't want to remove the 3D-gates, I'll look through the code when I wake up and see If I can find a solution.
But, hopefully someone will beat me to it....
 

wulfsdad
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by wulfsdad » Tue Jan 01, 2013 00:58

The workaround is simple: I modified mesecons_gates/init.lua lines 91 and 101 to replace "gates" with "mgates." If any of the other mesicon files rely on the gates definition then they will have to be changed too, so it might be easier to change this mod's definition. Maybe to "_gates" or whatever.
 

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Misty
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by Misty » Tue Feb 04, 2014 00:28

Could someone please post a screenshot of the gates in the open position?
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natan.virgiliio
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by natan.virgiliio » Thu Feb 27, 2014 23:49

o seu mod não é compativel com o mod mesecons
 

TeTpaAka
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by TeTpaAka » Fri Feb 28, 2014 20:00

There is a bug when placing one gates over another. When you open one, the other changes to the same type.
 

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JPRuehmann
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by JPRuehmann » Mon Mar 31, 2014 08:21

Hello

I get the following error if I try to load gates_iron

10:18:17: ERROR[main]: ========== ERROR FROM LUA ===========
10:18:17: ERROR[main]: Failed to load and run script from
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: attempt to call method 'register_on_signal_on' (a nil value)
10:18:17: ERROR[main]: stack traceback:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: in main chunk
10:18:17: ERROR[main]: ======= END OF ERROR FROM LUA ========
10:18:17: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua
10:18:17: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua

How can I get it work?

Thanks,
JPR
 

UOAbigail
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by UOAbigail » Mon Mar 31, 2014 23:53

Greetings ;)

JPRuehmann wrote:Hello

I get the following error if I try to load gates_iron

10:18:17: ERROR[main]: ========== ERROR FROM LUA ===========
10:18:17: ERROR[main]: Failed to load and run script from
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: attempt to call method 'register_on_signal_on' (a nil value)
10:18:17: ERROR[main]: stack traceback:
10:18:17: ERROR[main]: /usr/local/share/minetest/mods/gates_iron/init.lua:167: in main chunk
10:18:17: ERROR[main]: ======= END OF ERROR FROM LUA ========
10:18:17: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua
10:18:17: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/local/share/minetest/mods/gates_iron/init.lua

How can I get it work?

Thanks,
JPR


I have not used this mod specifically, but I believe the 'register_on_signal_on' method is defined within mesecons itself. (I have not dug thru the code the verify this however.)

If you do not have mesecons, this might be the problem.

If you do have mesecons then I am sorry for wasting your time :P hehe

Peace
UOAbigail
 

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hoodedice
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by hoodedice » Tue Apr 01, 2014 00:07

Usually a mod with a 'dependency' notes it in the depends.txt in the mod folder. If the mod does indeed utilize Mesecons, then I think the mod dev, or the users have to write mesecons in the depends.txt and save it. And also install mesecons.

EDIT: Ah, Mesecons is noted as a 'soft' dependency.

Depends: default, mesecons (optional), xFences (recommended)


But because the API changes, and because I haven't seen the developer in a while, I think the depends.txt has not been updated =/
Last edited by hoodedice on Tue Apr 01, 2014 00:08, edited 1 time in total.
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JPRuehmann
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by JPRuehmann » Tue Apr 01, 2014 17:53

Thanks for the Replies.

@UOAbigail yes I have mesecons installed and activated.
@hoodedice the depends.txt is there and default, mesecons ad gates in it.

bye,
JPR
 

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Splizard
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by Splizard » Tue Apr 01, 2014 21:43

@JPRuehmann
The mod hasn't been updated in a while and the iron gates have not been updated for the latest mesecon versions.
If you remove the iron gates folder though the mod should work fine.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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JPRuehmann
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by JPRuehmann » Wed Apr 02, 2014 11:10

Hello

I have disabled it in the games .mt file
load_mod_gates_iron = false
so it wont disturb.
But I would like to try it out.
so a Hint to change would be loved by me.

Thanks,
JPR
 

alcipri
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by alcipri » Sun Apr 13, 2014 18:19

Please, can you upload a version without iron gate? Or explain how to disable it.
 

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by Sokomine » Sun Apr 13, 2014 20:06

If you don't want a particular item, you might just comment out or delete the relevant lines for the receipe. Receipes start with minetest.register_craft
A list of my mods can be found here.
 

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Achilles
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by Achilles » Tue Apr 15, 2014 15:08

Amazing mod :)
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Splizard
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New Version 1.8

by Splizard » Sun Apr 20, 2014 10:16

New Version!
Version 1.8
  • Make iron gates only usable by the placer.
  • Remove mesecon support.
  • Update gates API.
  • Open with right click.
  • New textures for iron gates.
  • You can't close a gate while a player is inside it.
 

Daven
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Re: [Mod] Gates [1.8] [gates]

by Daven » Fri Apr 25, 2014 00:42

Cool mod
 

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