Mod update status (0.4.dev-20120122-1)

kahrl
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Mod update status (0.4.dev-20120122-1)

by kahrl » Mon Jan 23, 2012 12:56

This is a list of mods that have been updated to work with minetest 0.4.dev-20120122-1 (see here for what has been changed). I'll be maintaining this list here, if any mod is missing or has been updated but not marked as such, please post a reply here or send me email.

The purpose is to let users know which mods can be used in the new version, it actually isn't to expose modders who don't update their mods ;)

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Code: Select all
Up? = Has the mod been updated to work with 0.4.dev-20120122-1?
Ch? = Have I (kahrl) checked the code to see if anything else needs updating (deprecated APIs, ...)?

--------------------------------------------------------------
Mod name                   Maintainer       Up?   Ch?   Link
--------------------------------------------------------------
default                    minetest          ✓     ✓
experimental               minetest
give_initial_stuff         minetest          ✓     ✓
bucket                     minetest          ✓     ✓
legacy                     minetest          ✓     ✓
--------------------------------------------------------------
Mod name                   Maintainer       Up?   Ch?   Link
--------------------------------------------------------------
add_tool                   MarkTraceur
animals                    sapier
baking                     randomproof       *2
bottle                     erlehmann
building_blocks            sdzen             ✓          [9]
cement                     erlehmann
christmas                  MrThebuilder3     ✓          [16]
clock                      randomproof       ✓          [11]
coalmod                    sfan5
cube                       erlehmann
deko                       tkerwel           ✓          [18]
dicormod                   darket
die_hard                   robin
doors                      jordan4ibanez
doors                      randomproof       ✓          [12]
doors                      sapier
drop                       xyz               *1    *1   [1]
dynamite                   Nemo08            ✓          [19]
fall                       xyz
farming                    sapier
fire                       neko259           ✓     ✓    [2]
flowers                    ironzorg
gemstones                  ZLovesPancakes
growing                    randomproof       ✓          [15]
gun                        luizbr507         ✓          [22]
hatches                    ironzorg
home_mod                   Lmtea
industrial                 RAPHAEL
leaf_decay                 MarkTraceur
light_meter                sapier
magic_lantern              ironzorg
maxwellsilverhammer        IPushButton2653
mesecons                   Jeija             *3         [17]
mesesword                  Temperest
mineral_detector           randomproof       ✓          [14]
minersd                    Evrim
more_fences                sfan5
moreblocks                 Calinou           ✓          [6]
morechests                 Daraku
morefurnaces               Daraku
moreores                   Calinou           ✓          [7]
moss                       erlehmann
--------------------------------------------------------------
Mod name                   Maintainer       Up?   Ch?   Link
--------------------------------------------------------------
nature                     neko259           ✓     ✓    [3]
node ownership             randomproof
nparticle                  Nemo08            ✓          [20]
nuke                       sfan5             ✓          [8]
nyanland                   Jeija
obsidian                   erlehmann
paintings                  jordan4ibanez
portal                     Nemo08
potions                    Tsumiman
pushable_block             sapier
ropes                      Mirko K.
RTMMP                      Hackeridze                   [4][5]
  alchemistry              Hackeridze
  hoe                      Hackeridze
  hruschev                 Hackeridze
  moarcraft                Hackeridze
  mushrooms                Hackeridze
  pumpkin                  Hackeridze
  watermelon               Hackeridze
  wheat                    Hackeridze
  zhive_belarus            Hackeridze
seasons                    xyz
secret_passage             Gatharoth         ✓     ✓    [23]
sethome                    xyz
shapedcharge               chlue
sponge                     erlehmann
spreaded_locked_chests     chlue
tartan                     Zen SD.
tcluster                   Jeija
throwing                   Jeija             ✓          [21]
vehicles                   xyz
villages                   ironzorg
weed                       RAPHAEL
woolmod                    darket
worldedit                  sfan5             ✓          [10]



*1 Modified version included in upstream now.
*2 Abandoned because better mods are available
*3 Updated in github, but not packaged yet

[1] [2] [3] [4] [5] [6] [7] [8] [9] [10]
[11] [12] [13] [14] [15] [16] [17] [18] [19] [20]
[21] [22] [23]
Last edited by kahrl on Sat Feb 11, 2012 17:31, edited 1 time in total.
 

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redcrab
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by redcrab » Mon Jan 23, 2012 14:00

... I'm currently trying to convert myself 40 mods ... can't wait for modders update ...
after ... several crash due to incompatibility ... and as much lua fixes ... I have
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
 INFO[ServerThread]: Settings: Setting not found: "craftresult_is_preview"


flooding my debug.txt ....
what does it mean ?
How to fix it ?
0.4 for serious builder click here
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kahrl
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by kahrl » Mon Jan 23, 2012 14:28

@redcrab

Heh, sorry, I'm responsible for that. It's harmless. craftresult_is_preview was a setting in player files that determined if the craftresult slot contained an actual item or was just a preview. Since the inventory changes this setting doesn't exist anymore (there are separate craftpreview and craftresult slots now), but the code still checks if the setting exists in order to convert old player files. And because the game loads the player files every five seconds (I think), the error messages flood debug.txt.

I made a patch that fixes it.
 

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neko259
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by neko259 » Mon Jan 23, 2012 14:50

How does minetest.log work? Does it append mod's name before the line? Can I set logging output in minetest.conf (so that the logs would come to files, maybe different levels to different files)? For now I have to manually redirect server output to the log file.
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kahrl
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by kahrl » Mon Jan 23, 2012 15:30

The mod name is not automatically added.

There are four log levels: 'error', 'action', 'info' and 'verbose', if you omit the loglevel, 'info' is used. 'error' logs to debug.txt, stderr and chat. 'action' logs to debug.txt and stderr. 'info' logs to debug.txt and (if minetest was started with --info-on-stderr) to stderr. 'verbose' goes to debug.txt. At least that's how it works on linux.
 

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sdzen
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by sdzen » Mon Jan 23, 2012 17:26

will be updating soonish
[h]Zen S.D.[/h] The next generation of tranquility!
malheureusement mon français n'est pas bon :<
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redcrab
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by redcrab » Mon Jan 23, 2012 17:26

@kahrl : Thanks for this "mod update status" table ... That help me to trigger my server update actions.
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neko259
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by neko259 » Mon Jan 23, 2012 18:23

@kahrl: maybe go to http://c55.me/minetest/wiki/doku.php?id=mods and append version information to every mod there? Wiki needs to be more useful I think.
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neko259
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by neko259 » Mon Jan 23, 2012 18:33

Just wait, I'll make the table at the wiki with version field.
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neko259
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by neko259 » Mon Jan 23, 2012 18:52

Done, check it out please :)
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redcrab
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by redcrab » Mon Jan 23, 2012 20:04

neko259 wrote:Done, check it out please :)


Great shoot :)
Hope this will be refreshed as often as needed .. :)
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neko259
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by neko259 » Mon Jan 23, 2012 20:05

Great shoot :)
Hope this will be refreshed as often as needed .. :)


Everything depends on mod developers. I'm too lazy to maintain the whole list.
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sfan5
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by sfan5 » Tue Jan 24, 2012 06:20

@kahrl: You can check WorldEdit in the List, it needs no Update
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

randomproof
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by randomproof » Tue Jan 24, 2012 16:49

I've updated a few of my mods:
Clock Mod
Mineral Detector
Simple Doors

'baking' is abandoned (There is a better mod available)
'growing' needs no change and i think, like with baking, there is a different, more up-to-date, version available
'node ownership' is on hold until there are native functions to prevent a player from removing nodes
Last edited by randomproof on Tue Jan 24, 2012 16:59, edited 1 time in total.
 

kahrl
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by kahrl » Tue Jan 24, 2012 17:44

@randomproof
Updated the list.

About node ownership, the new version allows something like that (it might be a little bit of a hack though).
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
local old_node_dig = minetest.node_dig
function minetest.node_dig(pos, node, digger)
  if (digger is allowed to dig at pos) then
    old_node_dig(pos, node, digger)
  else
    minetest.log("info", digger:get_player_name() .. " tried to dig at "
        .. minetest.pos_to_string(pos) .. ", which is owned by " .. (name of owner))
  end
end
 

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MrThebuilder3
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by MrThebuilder3 » Tue Jan 24, 2012 17:55

i have updated christmass
 

Daraku
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by Daraku » Tue Jan 24, 2012 18:07

How to add an inventories to the node?
Previously I was add it with "inventory_set_list" function, but now it removed :(

This functionality is critical to my mods, and also for my next mods too.
 

Daraku
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by Daraku » Tue Jan 24, 2012 19:00

Daraku wrote:How to add an inventories to the node?
Previously I was add it with "inventory_set_list" function, but now it removed :(

This functionality is critical to my mods, and also for my next mods too.


I'm figured it out, here is a code line:
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Code: Select all
meta:get_inventory():set_size("0", slots_count)
 

Daraku
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by Daraku » Tue Jan 24, 2012 19:24

Morechest is updated to the latest version.
 

randomproof
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by randomproof » Tue Jan 24, 2012 20:04

kahrl wrote:@randomproof
Updated the list.

About node ownership, the new version allows something like that (it might be a little bit of a hack though).
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
local old_node_dig = minetest.node_dig
function minetest.node_dig(pos, node, digger)
  if (digger is allowed to dig at pos) then
    old_node_dig(pos, node, digger)
  else
    minetest.log("info", digger:get_player_name() .. " tried to dig at "
        .. minetest.pos_to_string(pos) .. ", which is owned by " .. (name of owner))
  end
end

I can't seem to get this to work. The address to the old function is already in the defintion of the node defaults and this doesn't change it in there. I guess I could make a patch for the builtin.lua file that would have to be manually installed.
Last edited by randomproof on Tue Jan 24, 2012 20:11, edited 1 time in total.
 

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neko259
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by neko259 » Tue Jan 24, 2012 20:19

Mod devs, please, fill the wiki mods page! I see that only one man except me did that.
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kahrl
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by kahrl » Tue Jan 24, 2012 20:57

@randomproof:
Oops, shut off my brain there. Of course what I wrote won't work, for the reasons you point out. I'll make a patch so minetest.node_dig can be overridden by mods.
 

randomproof
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by randomproof » Tue Jan 24, 2012 21:18

kahrl wrote:@randomproof:
Oops, shut off my brain there. Of course what I wrote won't work, for the reasons you point out. I'll make a patch so minetest.node_dig can be overridden by mods.

I changed the node_ownership mod to include a change to builtin.lua so that the functions minetest.item_place_node and minetest.node_dig call the callback functions first and if one returns false to not make the actions happen.

With that change node_ownership is now up-to-date for the changes.
Last edited by randomproof on Tue Jan 24, 2012 21:20, edited 1 time in total.
 

kahrl
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by kahrl » Tue Jan 24, 2012 21:20

Won't that break a number of mods, for example mesecons? Okay, they've been broken by itemdef, fair enough :)
This is my patch, BTW: http://paste.pocoo.org/show/540203/ It has some other stuff thrown in, the important part is the redef_wrapper function.
Last edited by kahrl on Tue Jan 24, 2012 21:21, edited 1 time in total.
 

randomproof
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by randomproof » Tue Jan 24, 2012 21:22

kahrl wrote:Won't that break a number of mods, for example mesecons? Okay, they've been broken by itemdef, fair enough :)
This is my patch, BTW: http://paste.pocoo.org/show/540203/

You are right. I noticed that my doors mod needs the node placed by the time that function is called so it can get the metadata. I'll look at your patch.
 

randomproof
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by randomproof » Tue Jan 24, 2012 21:43

randomproof wrote:
kahrl wrote:Won't that break a number of mods, for example mesecons? Okay, they've been broken by itemdef, fair enough :)
This is my patch, BTW: http://paste.pocoo.org/show/540203/

You are right. I noticed that my doors mod needs the node placed by the time that function is called so it can get the metadata. I'll look at your patch.

Your patch works but I've noticed that when an item is dug it is removed on the client even if it isn't removed from the server. You can see this if you dug a chest with something in it. It will disappear but if you log out and back in it will still be there like it should.
 

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Jeija
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by Jeija » Fri Jan 27, 2012 13:52

GitHub version of mesecons mod is also updated now!
Redstone for minetest: Mesecons (mesecons.net)
 

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neko259
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by neko259 » Fri Jan 27, 2012 13:53

Jeija wrote:GitHub version of mesecons mod is also updated now!

When would be the release version?
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Jeija
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by Jeija » Fri Jan 27, 2012 14:14

When someone uploads the new code I wrote on git and someone tests the code then and checks for bugs. Quite soon.
Last edited by Jeija on Fri Jan 27, 2012 14:15, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)
 

kahrl
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by kahrl » Sat Jan 28, 2012 13:27

Updated the list a bit.

@randomprroof
I don't know what to do about that, since digging prevention is always done on the server the client can't really reliably predict if it happens.
 

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