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Liquids not working

PostPosted: Sat Feb 02, 2013 17:48
by LorenzoVulcan
So,i was testing about a problem with liquids.

Liquids doesn't flow,source just involves as a normal block,and console prints this error:
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Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "lulzpack:meltedbretonium_source" at (-19,23,-15) (block (-2,1,-1))


This doesn't happens with vanilla liquids (lava and water).

I started testing with various mod for searching some conflicts and i reached a conclusion:

Here is my list of mods:
0gb_us
aaa_recipeshooks
bucket
building_blocks
builtinitem
clean
conifers
craft_guide
creative
default
diamonds
docfarming
doors
dye
fire
inventory_plus
lulzpack

With this mod set liquids work,but when i install any other mod,just one either,liquids stop working and console gives me that error.

Can anyone help me please?

PostPosted: Sat Feb 02, 2013 19:25
by doserj
I guess this is the following bug: https://github.com/celeron55/minetest/issues/414

PostPosted: Sat Feb 02, 2013 21:39
by LorenzoVulcan
doserj wrote:I guess this is the following bug: https://github.com/celeron55/minetest/issues/414


That's the same error but this also happens without pipeworks.

PostPosted: Sat Feb 02, 2013 21:45
by pandaro
I've also found with my mod gases, occurs when a block trying to replace another.in the falling

PostPosted: Sun Feb 03, 2013 12:26
by doserj
LorenzoVulcan wrote:
doserj wrote:I guess this is the following bug: https://github.com/celeron55/minetest/issues/414


That's the same error but this also happens without pipeworks.


The point is: that bug is fixed in current upstream git. So do you still have this problem when using a fresh version from git?

PostPosted: Sun Feb 03, 2013 13:14
by LorenzoVulcan
doserj wrote:
LorenzoVulcan wrote:
doserj wrote:I guess this is the following bug: https://github.com/celeron55/minetest/issues/414


That's the same error but this also happens without pipeworks.


The point is: that bug is fixed in current upstream git. So do you still have this problem when using a fresh version from git?


No,i'm working with 0.4.4 stable.Isn't there any chance to fix this without using an unstable git version?

PostPosted: Sun Feb 03, 2013 14:54
by mauvebic
To make liquids work in stable you have to remove any/all dependencies from the mod defining them - dont ask me why, i just know it works lol

PostPosted: Sun Feb 03, 2013 15:19
by LorenzoVulcan
mauvebic wrote:To make liquids work in stable you have to remove any/all dependencies from the mod defining them - dont ask me why, i just know it works lol

Must i remove also default depens?

PostPosted: Sun Feb 03, 2013 15:27
by mauvebic
I find it simpler not to have a depends.txt for liquids. Ideally, do what i did and define a seperate mod just for your liquids, and have other mods depend on that instead :-)

PostPosted: Sun Feb 03, 2013 15:39
by LorenzoVulcan
mauvebic wrote:I find it simpler not to have a depends.txt for liquids. Ideally, do what i did and define a seperate mod just for your liquids, and have other mods depend on that instead :-)

I don't need it because my mod doesn't have depends,thanks! :)

PostPosted: Sun Feb 03, 2013 17:46
by doserj
mauvebic wrote:To make liquids work in stable you have to remove any/all dependencies from the mod defining them - dont ask me why, i just know it works lol


The bug is an 8-bit overflow error. As long as your liquids get ID's assigned which are smaller than 256, everything works. Things break if you get liquids with ID's over 255. Now, ID's are assigned in the order of loading mods, and mods are loaded in order of dependencies that are needed, i.e., mods without dependencies are loaded first. So if your mod with liquids has no dependencies, it is loaded early and you have good chances that your liquids have low enough ID's.

PostPosted: Sun Feb 03, 2013 17:48
by LorenzoVulcan
doserj wrote:
mauvebic wrote:To make liquids work in stable you have to remove any/all dependencies from the mod defining them - dont ask me why, i just know it works lol


The bug is an 8-bit overflow error. As long as your liquids get ID's assigned which are smaller than 256, everything works. Things break if you get liquids with ID's over 255. Now, ID's are assigned in the order of loading mods, and mods are loaded in order of dependencies that are needed, i.e., mods without dependencies are loaded first. So if your mod with liquids has no dependencies, it is loaded early and you have good chances that your liquids have low enough ID's.


Ok,thanks for explaination.Hope new version will be released early.

PostPosted: Sun Feb 03, 2013 17:52
by mauvebic
doserj wrote:
mauvebic wrote:To make liquids work in stable you have to remove any/all dependencies from the mod defining them - dont ask me why, i just know it works lol


The bug is an 8-bit overflow error. As long as your liquids get ID's assigned which are smaller than 256, everything works. Things break if you get liquids with ID's over 255. Now, ID's are assigned in the order of loading mods, and mods are loaded in order of dependencies that are needed, i.e., mods without dependencies are loaded first. So if your mod with liquids has no dependencies, it is loaded early and you have good chances that your liquids have low enough ID's.


Makes sense :-) At any rate my liquids had nothing to do with pipeworks other than pipeworks could move them, so having liquids as a low-level mod for 0.4.4 stable works out ok :-) I cant take bets on servers with lots and lots of mods though :/