If Gmail were take every email that it received aimed to your inbox and put it in spam, you'd have a veeeery long list of spam emails. Sad but true for most addresses.
Also here's a screenshot of Basic Trains Subway in Mineclone2 just for fun:
If Gmail were take every email that it received aimed to your inbox and put it in spam, you'd have a veeeery long list of spam emails. Sad but true for most addresses.
If you cannot get on, it's good to raise stuff here. I had heard sounds on Solo Un Altro Clone and it was bugging me. This may be one of them. Things for identifying that it was the shield block sound. I'll look into it.ThePython wrote: ↑Fri Mar 31, 2023 00:28Anyway, the entire reason I wanted to make an account was to say that the shield sound can be heard anywhere (at least on the "Solo Un Altro Clone" server with version 0.82). It's kind of annoying to be doing something, then randomly start hearing shield noises from people fighting in the arena.
If this has been fixed in the past week or so, I wouldn't know about it.
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2023-04-11 13:53:52: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Step(): .../games/mineclone2/mods/ENTITIES/mcl_mobs/effects.lua:301: bad argument #1 to 'random' (interval is empty)
2023-04-11 13:53:52: ERROR[Main]: stack traceback:
2023-04-11 13:53:52: ERROR[Main]: [C]: ?
2023-04-11 13:53:52: ERROR[Main]: [C]: in function 'random'
2023-04-11 13:53:52: ERROR[Main]: .../games/mineclone2/mods/ENTITIES/mcl_mobs/effects.lua:301: in function 'who_are_you_looking_at'
2023-04-11 13:53:52: ERROR[Main]: .../games/mineclone2/mods/ENTITIES/mcl_mobs/effects.lua:328: in function 'check_head_swivel'
2023-04-11 13:53:52: ERROR[Main]: ...test/games/mineclone2/mods/ENTITIES/mcl_mobs/api.lua:360: in function 'on_step_old'
2023-04-11 13:53:52: ERROR[Main]: ...mineclone2/mods/ENVIRONMENT/mcl_void_damage/init.lua:24: in function <...mineclone2/mods/ENVIRONMENT/mcl_void_damage/init.lua:23>
2023-04-11 13:54:02: ERROR[Main]: [Wielded Light] The node 'default:water_source' cannot be registered as lightable because it does not exist.
2023-04-11 13:54:02: ERROR[Main]: [Wielded Light] The node 'default:river_water_source' cannot be registered as lightable because it does not exist.
2023-04-11 13:54:02: ERROR[Main]: worldedit_gui requires a supported gui management mod to be installed.
See: https://git.minetest.land/MineClone2/Mi ... ssues/3357Walker wrote: ↑Tue Apr 11, 2023 12:44updated to Minetest 5.7.0
and have errors multiple times
a simple "/clearobjects quick" fix it a while every timeCode: Select all
2023-04-11 13:53:52: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Step(): .../games/mineclone2/mods/ENTITIES/mcl_mobs/effects.lua:301: bad argument #1 to 'random' (interval is empty) 2023-04-11 13:53:52: ERROR[Main]: stack traceback: 2023-04-11 13:53:52: ERROR[Main]: [C]: ? 2023-04-11 13:53:52: ERROR[Main]: [C]: in function 'random' 2023-04-11 13:53:52: ERROR[Main]: .../games/mineclone2/mods/ENTITIES/mcl_mobs/effects.lua:301: in function 'who_are_you_looking_at' 2023-04-11 13:53:52: ERROR[Main]: .../games/mineclone2/mods/ENTITIES/mcl_mobs/effects.lua:328: in function 'check_head_swivel' 2023-04-11 13:53:52: ERROR[Main]: ...test/games/mineclone2/mods/ENTITIES/mcl_mobs/api.lua:360: in function 'on_step_old' 2023-04-11 13:53:52: ERROR[Main]: ...mineclone2/mods/ENVIRONMENT/mcl_void_damage/init.lua:24: in function <...mineclone2/mods/ENVIRONMENT/mcl_void_damage/init.lua:23> 2023-04-11 13:54:02: ERROR[Main]: [Wielded Light] The node 'default:water_source' cannot be registered as lightable because it does not exist. 2023-04-11 13:54:02: ERROR[Main]: [Wielded Light] The node 'default:river_water_source' cannot be registered as lightable because it does not exist. 2023-04-11 13:54:02: ERROR[Main]: worldedit_gui requires a supported gui management mod to be installed.
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2023-04-13 16:30:55: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod '??' in callback luaentity_Step(): createSector(): pos. over max mapgen limit
2023-04-13 16:30:55: ERROR[Main]: stack traceback:
2023-04-13 16:30:55: ERROR[Main]: [C]: ?
2023-04-13 16:30:55: ERROR[Main]: [C]: in function 'get_natural_light'
2023-04-13 16:30:55: ERROR[Main]: .../games/mineclone2/mods/ENTITIES/mcl_mobs/physics.lua:607: in function 'do_env_damage'
2023-04-13 16:30:55: ERROR[Main]: .../games/mineclone2/mods/ENTITIES/mcl_mobs/physics.lua:801: in function 'env_damage'
2023-04-13 16:30:55: ERROR[Main]: ...test/games/mineclone2/mods/ENTITIES/mcl_mobs/api.lua:395: in function 'on_step_old'
2023-04-13 16:30:55: ERROR[Main]: ...mineclone2/mods/ENVIRONMENT/mcl_void_damage/init.lua:24: in function <...mineclone2/mods/ENVIRONMENT/mcl_void_damage/init.lua:23>
2023-04-13 16:31:06: ERROR[Main]: [Wielded Light] The node 'default:water_source' cannot be registered as lightable because it does not exist.
2023-04-13 16:31:06: ERROR[Main]: [Wielded Light] The node 'default:river_water_source' cannot be registered as lightable because it does not exist.
2023-04-13 16:31:06: ERROR[Main]: worldedit_gui requires a supported gui management mod to be installed.
Why don't you upgrade your MineClone2 to the latest master. That will fix issue 1 I think.Walker wrote: ↑Thu Apr 13, 2023 14:44is there a quick fix for the last two that i can easily patch into my 0.82.0 version?
> viewtopic.php?p=423446#p423446
> viewtopic.php?p=423620#p423620
i hope i can run my servers again quickly ;(
That will almost certainly not fix it.Walker wrote: ↑Thu Apr 13, 2023 16:10> https://git.minetest.land/MineClone2/Mi ... ment-48806
talks about adding "if not self.object:get_pos() then return end" ... is this allready done in 0.82.0 ?
or can i add this myself ? (if yes, where ?)
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2023-04-13 21:00:05: [Main]: 1_get_light loaded!
Cool.Walker wrote: ↑Thu Apr 13, 2023 19:04mod is now in "worldmods"
and loadedCode: Select all
2023-04-13 21:00:05: [Main]: 1_get_light loaded!
not yet ... but other then me, noone was on my server since adding this modMr. Rar wrote: ↑Thu Apr 13, 2023 19:51Cool.Walker wrote: ↑Thu Apr 13, 2023 19:04mod is now in "worldmods"
and loadedCode: Select all
2023-04-13 21:00:05: [Main]: 1_get_light loaded!
Tell me if:
A) You get a get_natural_light crash.
B) You see "minetest.get_natural_light() crash happend!" in the logs.
Nice addition. Thanks for the great update!ancientmariner wrote: ↑Sat Apr 15, 2023 12:11Players can choose a setting to start with a starting inventory - Michieal
In the following file under the game root, you will find the following:KiloCow wrote: ↑Sat Apr 15, 2023 19:12Nice addition. Thanks for the great update!ancientmariner wrote: ↑Sat Apr 15, 2023 12:11Players can choose a setting to start with a starting inventory - Michieal
give_starting_inv = true
This gave me 32 stone, 32 torches and three different iron tools. But how do I change the starting items? And starting items are only handed out upon first time server connection, right? Is it possible to give starting items also after a death/respawn?
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local stuff_string = "mcl_tools:pick_iron,mcl_tools:axe_iron,mcl_tools:shovel_iron,mcl_torches:torch 32,mcl_core:cobble 32"
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# Normally, players drop all their items when they die. Enable this
# setting, so players always keep their inventory on death.
mcl_keepInventory (Keep inventory on death) bool false
What do you mean, they walk through a stone wall?
Thanks for the help. I edited the line and it works perfectly!ancientmariner wrote: ↑Sat Apr 15, 2023 23:45In the following file under the game root, you will find the following:
mods/ITEMS/mcl_starting_inventory/init.lua
It currently has the following:
It should be only a 1 time thing. You can keep items on death with the following:Code: Select all
local stuff_string = "mcl_tools:pick_iron,mcl_tools:axe_iron,mcl_tools:shovel_iron,mcl_torches:torch 32,mcl_core:cobble 32"
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# Normally, players drop all their items when they die. Enable this # setting, so players always keep their inventory on death. mcl_keepInventory (Keep inventory on death) bool false
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