Mods not working

User avatar
neko259
Member
 
Posts: 769
Joined: Sun Jun 19, 2011 06:51

Mods not working

by neko259 » Sun Mar 18, 2012 18:15

After updating to the latest version mods just stopped working. It's just like there are no mods at all.
Bitcoin donations: 18r66dJmUjwTmWRTFnorpGMzs8d4B8jzbw
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

by sfan5 » Sun Mar 18, 2012 18:45

The Mods are now in share/server/games/mesetint/mods
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
neko259
Member
 
Posts: 769
Joined: Sun Jun 19, 2011 06:51

by neko259 » Sun Mar 18, 2012 18:56

Emm, not in .minetest/usermods any more? And not in data/mods when run-in-place.
Bitcoin donations: 18r66dJmUjwTmWRTFnorpGMzs8d4B8jzbw
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

by sfan5 » Sun Mar 18, 2012 18:59

Yep!
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
RabbiBob
Member
 
Posts: 335
Joined: Sat Jan 28, 2012 22:40

by RabbiBob » Sun Mar 18, 2012 21:49

sfan5 wrote:The Mods are now in share/server/games/mesetint/mods


+1

Thanks :)
 

User avatar
sdzen
Member
 
Posts: 1170
Joined: Fri Aug 05, 2011 22:33

by sdzen » Sun Mar 18, 2012 22:26

they really dont run anymore i cant dig any mod generated thing AND i updated my building blocks mod to follow the material thing to see if that was it still nothing
[h]Zen S.D.[/h] The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
 

User avatar
jordan4ibanez
Member
 
Posts: 1865
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

by jordan4ibanez » Sun Mar 18, 2012 22:28

sdzen wrote:they really dont run anymore i cant dig any mod generated thing AND i updated my building blocks mod to follow the material thing to see if that was it still nothing

because they need toe be updated to the delicious new digging code
Last edited by jordan4ibanez on Sun Mar 18, 2012 22:29, edited 1 time in total.
If you can think it, you can make it.
 

User avatar
sdzen
Member
 
Posts: 1170
Joined: Fri Aug 05, 2011 22:33

by sdzen » Sun Mar 18, 2012 22:31

i did with one of my mods as a test GEUSS WHAT? no dice! only false grass on my mod is working for some reason!
[h]Zen S.D.[/h] The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
 

User avatar
RabbiBob
Member
 
Posts: 335
Joined: Sat Jan 28, 2012 22:40

by RabbiBob » Sun Mar 18, 2012 22:39

Search for groups in the default\init.lua to see the difference. I haven't had time to look beyond that this evening, but it only took a minute to update my Mod to work in the latest.
 

User avatar
sdzen
Member
 
Posts: 1170
Joined: Fri Aug 05, 2011 22:33

by sdzen » Sun Mar 18, 2012 22:53

i did just figured out my plight i was using my hand!
[h]Zen S.D.[/h] The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
 

User avatar
LolManKuba
Member
 
Posts: 939
Joined: Fri Feb 10, 2012 22:36

by LolManKuba » Mon Mar 19, 2012 00:20

RabbiBob wrote:Search for groups in the default\init.lua to see the difference. I haven't had time to look beyond that this evening, but it only took a minute to update my Mod to work in the latest.

I can't find it, can you copy and paste the code showing where it is? (I'm on windows XP)
Last edited by LolManKuba on Mon Mar 19, 2012 00:21, edited 1 time in total.
 

User avatar
RabbiBob
Member
 
Posts: 335
Joined: Sat Jan 28, 2012 22:40

by RabbiBob » Mon Mar 19, 2012 00:34

LolManKuba wrote:I can't find it, can you copy and paste the code showing where it is? (I'm on windows XP)


Start here, I think it's where your first issue is.
 

User avatar
LolManKuba
Member
 
Posts: 939
Joined: Fri Feb 10, 2012 22:36

by LolManKuba » Mon Mar 19, 2012 00:49

RabbiBob I cut the files into a diff. directory and pulled the init.lua now what?
(Finally my 100th forum post!)
 

User avatar
RabbiBob
Member
 
Posts: 335
Joined: Sat Jan 28, 2012 22:40

by RabbiBob » Mon Mar 19, 2012 00:55

If you did it right, you have the current default\init.lua in the right place and default:*items* should now be diggable.

Personally, I started fresh and only copied my world into the new build first and once that worked, then I started bringing my mods into it one by one. Worst case, start over fresh.
 

User avatar
LolManKuba
Member
 
Posts: 939
Joined: Fri Feb 10, 2012 22:36

by LolManKuba » Mon Mar 19, 2012 01:03

Um I put the newest init.lua in a seperate folder. And added in the other init.lua in. Did I do it correct or wrong?
I'll respond in the morning.
 

User avatar
RabbiBob
Member
 
Posts: 335
Joined: Sat Jan 28, 2012 22:40

by RabbiBob » Mon Mar 19, 2012 01:06

Start fresh, it's less confusing.

Unpack new build
Migrate world (if needed)
Start game and verify it works
If works, stop game and migrate mods
 


Return to Minetest Problems

Who is online

Users browsing this forum: Bing [Bot] and 7 guests

cron