The classic error init.lua

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BrunoMine
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The classic error init.lua

by BrunoMine » Sun Apr 28, 2013 03:17

I am a long time with the classic mistake!
I download the mod folder and colorectal Minetest 0.4.6/Mods/Minetest.
Always appears the following error message:

ModError: Failed to load and tun
C:\Users\Bruno\Desktop\minetest-0.4.6\bin\..\mods\minetest\cart-master\init.lua

This occurs with all mods. I tested over 10 and was exactly the same error.
Can anyone give a solution to it!
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jojoa1997
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by jojoa1997 » Sun Apr 28, 2013 05:09

Get rid of the master. Also check topic totals and use the name in [ ]. Finally check the init.lua and either use the name like "<name>:stone" or minetest.get_mod path(<name>)
Coding;
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by sfan5 » Sun Apr 28, 2013 06:48

Moved because wrong section
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xavier108
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by xavier108 » Sun Apr 28, 2013 09:04

sfan5 wrote:Moved because wrong section

What's seem to be wrong??
Ezlif :D
 

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by sfan5 » Sun Apr 28, 2013 09:07

xavier108 wrote:
sfan5 wrote:Moved because wrong section

What's seem to be wrong??

It was in "Discussion in other languages" but is in English
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by xavier108 » Sun Apr 28, 2013 09:08

sfan5 wrote:
xavier108 wrote:
sfan5 wrote:Moved because wrong section

What's seem to be wrong??

It was in "Discussion in other languages" but is in English

Oh ok
Ezlif :D
 

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by BrunoMine » Sun Apr 28, 2013 17:18

I already said in the other topic. I do not speak English fluently. It is necessary to use a simple and readable.
Be as clear as possible.
Thank you!
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by PilzAdam » Sun Apr 28, 2013 17:20

brunob.santos wrote:I already said in the other topic. I do not speak English fluently. It is necessary to use a simple and readable.
Be as clear as possible.
Thank you!

The language in your post is billions of times better than what some native speakers in the forums produce.</offtopic>
 

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by sfan5 » Sun Apr 28, 2013 17:28

/me agrees
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by BrunoMine » Sun Apr 28, 2013 18:06

PilzAdam wrote:
brunob.santos wrote:I already said in the other topic. I do not speak English fluently. It is necessary to use a simple and readable.
Be as clear as possible.
Thank you!

The language in your post is billions of times better than what some native speakers in the forums produce.</offtopic>


understood
I some cases, do not understand what you say.
Specify what to do step by step to resolve the error!
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rubenwardy
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by rubenwardy » Sun Apr 28, 2013 18:15

Look at each mod's forum post (google "minetest modname")

The title will look something like this:

[Mod] Example [1.0][exam]


Rename the mod's folder to the specified name (in bold)
If it is a [Modpack] then you can just leave it.
Last edited by rubenwardy on Sun Apr 28, 2013 18:16, edited 1 time in total.
 

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by BrunoMine » Sun Apr 28, 2013 18:36

thank you
Now I can help other members who speak Portuguese!
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by BrunoMine » Sun Apr 28, 2013 18:47

Just explain me better [Mod pack].
What procedure
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by Topywo » Mon Apr 29, 2013 13:05

brunob.santos wrote:Just explain me better [Mod pack].
What procedure


A modpack is a combination of mods that have a sort of theme together.

The name of a modpack isn't important (afaik). Important is that the name of the mods inside it are correct and that there's a file in the modpack folder called "modpack.txt". This modpack.txt may be empty.

P.s. another way to find (most of the times) the right name to give to a mod folder is to open the init.lua and look how the nodes/entities/tools are called. Since their name is "modname:itemname", the modname is the right name to give to the mod folder.

Example:
minetest.register_node("flowers:dandelion_white", {

modname = flowers --> The right name of the mod is flowers
 


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