![]() Sounds, especially game-provided defaults of node walking, damaging and breaking sounds.I would like to put some of these features in a library mod, which I have a (stub WIP) repository for here. Similarly for crafting materials, you can assign a string to hold the contents of whatever your game's steel/wrought iron/iron bar equivalent is and use that in the recipes. My opinion now is that the best thing to do for simple mods that want to get default sounds from the base game is to optionally depend on default/mcl_core etc and assign variables to get the sounds from. I've come back to this problem after encountering again a few times. I'm not sure if it's worth coding this special case in or not. If there are multiple trees in the dependency forest, and there is a nil value error thrown during load, and that nil error is to a table the same name as a mod name in the current game, report back with the text "does this mod depend on game mod without declaring it?". You would have to analyse the dependencies when loading a world and figure out if it's a forest of just one tree or multiple. I get that it's hard to handle this special case. So in a dependency forest, minetest_game mods sit in a different dependency tree. Also, advtrains_train_rocket depends on advtrains, but advtrains does not depend on default either. I would have thought default would be loaded first as it's a part of the game - minetest_game in this case. So when you use features provided by "default" in your mod, the mod needs to depend on "default" like it needs to depend on every other mod whose features it uses. Relevant commit that fixed the problem for reference.ĭespite the name "default" the mod is nothing special. Maybe this is why it gets confused and instead of telling you you're missing dependencies, it throws itself into this exception. It's subtle - default should be there - after all, I'm playing minetest_game. I do like it in principle that it makes you fix your dependencies but I don't like in practice how it doesn't tell you why it's happening. However, if you have any other mod enabled that depends on default, the error goes away! Well, as it turned out, if your mod is running on its own and it doesn't depend on default in its mod.conf, it seems to act like default doesn't exist. Weirdly enough, enabling mesecons fixed it. 22:13:11: ERROR: Check debug.txt for details. 5.4.0-win64\bin\.\mods\advtrains_train_rocket\a:144: attempt to index global 'default' (a nil value) Code: Select all 021-07-05 22:13:11: ERROR: ModError: Failed to load and run script from F:\Non-installs\minetest-5.4.0-win64\bin\.\mods\advtrains_train_rocket\a:
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