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Digilins and Mesecons locally

PostPosted: Tue Oct 11, 2016 20:43
by basil60
Hi

I need to have a "portable" version of Minetest to do some modding with kids in a school. I downloaded all my mods from the server, and installed them in the mods directory.
So now I have a local version of my server, and don't need to worry about getting ports open.

On my server, using sub-game carbone-ng, I had 11 pages in my inventory ( key items include digilines and mesecons).
On my local, I only have 5 pages, and digilines and mesecons are missing!!!
Other than I'm a moron, what have I missed - why aren't they showing to be used on my local version?
I have checked world.mt, and load_mods all appear as true.

BTW - it appears to work fine, except as above/

Re: Digilins and Mesecons locally

PostPosted: Tue Oct 11, 2016 20:48
by Krock
What's the newest log output in your debug.txt file? It tells you when a dependency was not found or something else did not run well.

Re: Digilins and Mesecons locally

PostPosted: Wed Oct 12, 2016 08:33
by TitiMoby
Maybe double check you enabled the new mods. I often forgot on my local server.

Re: Digilins and Mesecons locally

PostPosted: Wed Oct 12, 2016 10:04
by basil60
Thank Krok
you were right - the debug.txt text showed in part that it couldn't find the mods
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
 ERROR[Main]: The following mods could not be found: "areas" "asphalt" "asphaltstairs" "australia" "concretestairs" "constructionarea" "delineator" "digilines" "digilines_inventory" "digilines_lcd" "digilines_lightsensor" "digilines_rtc" "dronetest" "dronetest_display"


I included the world.mt (as a txt file so it would upload).
Mods are in the main mod directory - not in the directory for the subgame.

Appreciate further advice.

Re: Digilins and Mesecons locally

PostPosted: Wed Oct 12, 2016 10:12
by Krock
basil60 wrote:Thank Krock
[...]
Mods are in the main mod directory - not in the directory for the subgame.

But the error message tells you that the mods could not be found. Check if you installed the mods into the correct directory, like described here.
Checking the available mods in the GUI is a very helpful thing, it shows you whether the mods were found or not.

Re: Digilins and Mesecons locally

PostPosted: Sat Oct 15, 2016 21:42
by basil60
I was a "moron".
I had copied the mod directory in, and even though I didn't see it until prompted by Krock, had mod/mod

Thanks for your help.