[Mod] Farming Redo [1.40] [farming]

Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Mon Apr 01, 2019 11:22 pm

Compartmentalize? How do I issue a call what? I have used the custom moreore mod from tenplus1, and it did not work. Commenting out the line tr= .... gives me a warning in console when the server first starts "value tr uninitialized", other than that the commenting trick works good and the hoe has no toolranks
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 12:02 am

My bad. I hadn't noticed the bugfix was released yesterday. Might well be this all works with 5.0.1. Maybe I'll check later. Or maybe we will stick with the latest dev. I'll leave it up to the kids.

By compartmentalize, in this context I mean if you end up with errors, remove mods until you get rid of the errors. Or maybe easier, start with nothing and add until you get errors, since you will probably hit it at 3 mods.

Re: minetest.log, just open pretty much any init.lua (or most of the rest, for that matter) and search for "minetest.log" for an example. Basically, the format is

Code: Select all
minetest.log("string")


and it will add a line to debug.txt.

In this case, you could say something like,

Code: Select all
minetest.log("MYDEBUG -- tr="..tostring(tr))

but since you know it's uninitialized, you already know the answer. (Putting "MYDEBUG" just helps you search for it in debug.txt)

Mostly, minetest.log is pretty good at concatenating pretty much anything, converting variables as needed, but the first time you count on that, it won't work. ;-)
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 12:20 am

ThorfinnS wrote:My bad. I hadn't noticed the bugfix was released yesterday. Might well be this all works with 5.0.1. Maybe I'll check later. Or maybe we will stick with the latest dev. I'll leave it up to the kids.



What do you mean might well be this all works with 5.0.1?
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 12:27 am

Are you using the latest bugfix version? Came out yesterday? Or are you using the one from early March?
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 12:43 am

Early March....
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 1:24 am

Yeah, I haven't read what all the bugfixes are. One I had been encountering had to do with dungeon loot, and that made it into issues, but I have no idea if that patch was included in this release or not. All I'm getting at is that there is a newer stable release, and it might help out what you are seeing. Then again, it might not. Depends on why exactly those dependencies could not be satisfied. You might want to at least check out the changelog and see.

If you are happy without toolranks on hoes, maybe your tweak is fine. I didn't see anything else obvious that would affect, but I didn't read the code very closely, nor did I do any testing. (In fact, since we are using one of the compost mods, we rarely use hoes at all. And when we do, we rarely use anything other than wood that we use for fuel when it gets worn.) It does concern me that TenPlus1 is able to load without errors, using evidently the exact same code I cloned. I didn't see any indication that any of the deprecated functions were being discontinued, but it's possible there are new settings I have to use. Or maybe there's a problem with 5.1. I don't know.

But if you got the latest stable from the main page, then cloned TenPlus1's Farming Redo and moreores from his notabug page, and lisacvuk's toolranks straight from the repo, just those mods, started single player and could get them to load without errors, [EDIT] apart from the warning about the default farming being replaced [/EDIT] that would be a good starting point. Be sure to check debug.txt, though.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Lone_Wolf » Tue Apr 02, 2019 1:37 am

ThorfinnS wrote:Yeah, I haven't read what all the bugfixes are. One I had been encountering had to do with dungeon loot, and that made it into issues, but I have no idea if that patch was included in this release or not.

It was. I'm pretty sure
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 5:26 am

Well I am completely embarassed, but still having problems. Come to find out, i compiled source for MT5.1 Dev build and had been running on that version this entire time. I copied over all my world data and everything in my mod folder except for farming/toolranks/moreores. After installing the correct stable version using the PPA "sudo add-apt-repository ppa:minetestdevs/stable" I cloned farming and moreores from notabug.com/tenplus1 and toolranks from its respective repo.

Still same error =(. If i disable the mod moreores, everything runs. is something conflicting with moreores maybe?
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Re: [Mod] Farming Redo [1.40] [farming]

Postby TenPlus1 » Tue Apr 02, 2019 6:20 am

It is very odd that you are still having bugs arise from the same mods we are using on Xanadu, you shouldn't need to edit the code at all for things to work, but you could try this as a stop-gap measure:

>edit hoes.lua in farming mod and change line 3 to read: local tr = nil

this will tell farming that toolranks isn't available for use on the hoes and stop the tr errors on your system.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 3:31 pm

Ok now im completely lost. I think i have something wrong in my server configs? I have no idea. I turned off every mod. Deleted all three problem mods - farming, moreores, toolranks. I then cloned all three fresh from the repos. I enabled only those three mods, The server still has a dependency breakdown.
2019-04-02 09:25:29: [Main]: Automatically selecting world at [/home/ganome/.minetest/worlds/hopegoodseed]
2019-04-02 09:25:29: WARNING[Main]: Mod name conflict detected: "farming"
2019-04-02 09:25:29: WARNING[Main]: Will not load: /usr/share/minetest/games/minetest_game/mods/farming
2019-04-02 09:25:29: WARNING[Main]: Overridden by: /home/ganome/.minetest/mods/farming
2019-04-02 09:25:29: ERROR[Main]: mod "farming" has unsatisfied dependencies: "toolranks"
2019-04-02 09:25:29: ERROR[Main]: mod "moreores" has unsatisfied dependencies: "farming"
2019-04-02 09:25:29: ERROR[Main]: mod "toolranks" has unsatisfied dependencies: "moreores"
2019-04-02 09:25:29: ACTION[Server]: Announcing to servers.minetest.net
2019-04-02 09:25:29: ACTION[Main]: World at [/home/ganome/.minetest/worlds/hopegoodseed]
2019-04-02 09:25:29: ACTION[Main]: Server for gameid="minetest" listening on 0.0.0.0:30000.
2019-04-02 09:25:37: ERROR[Server]: LuaEntity name "xdecor:f_item" not defined
2019-04-02 09:25:37: ERROR[Server]: LuaEntity name "3d_armor_stand:armor_entity" not defined
2019-04-02 09:25:37: ERROR[Server]: LuaEntity name "3d_armor_stand:armor_entity" not defined
2019-04-02 09:25:37: ERROR[Server]: LuaEntity name "3d_armor_stand:armor_entity" not defined
2019-04-02 09:25:37: ERROR[Server]: LuaEntity name "3d_armor_stand:armor_entity" not defined
2019-04-02 09:25:37: ERROR[Server]: Item "mesecons_blinkyplant:blinky_plant_off" not defined at position (92,-2,1399)
2019-04-02 09:25:37: ERROR[Server]: Item "mesecons_blinkyplant:blinky_plant_off" not defined at position (94,-3,1406)
2019-04-02 09:25:37: ERROR[Server]: Item "mesecons_pressureplates:pressure_plate_stone_off" not defined at position (84,-3,1398)
2019-04-02 09:25:37: ERROR[Server]: Item "mesecons_pressureplates:pressure_plate_stone_off" not defined at position (88,-3,1402)
2019-04-02 09:25:37: ERROR[Server]: Item "mesecons_pressureplates:pressure_plate_stone_off" not defined at position (82,-3,1399)
2019-04-02 09:25:37: ERROR[Server]: LuaEntity name "xdecor:f_item" not defined
2019-04-02 09:25:39: ACTION[Server]: Ganome [73.78.77.196] joins game.
2019-04-02 09:25:39: ACTION[Server]: Ganome joins game. List of players: Ganome
2019-04-02 09:25:42: ACTION[Server]: Ganome shuts down server
2019-04-02 09:25:42: ACTION[Main]: Server: Shutting down

Can someone point me in a direction?
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 5:06 pm

I think you were on to something earlier, Ganome. I don't know how the engine deals with what I understand to be unresolvable demands. As I understand it, an optional depend means that mod A is saying, "If you have mod B enabled, load it before you load me." If that's the way it works:

  • Moreores is saying, "Load farming before you load me."
  • Toolranks is saying, "Load moreores before you load me."
  • Farming redo is saying, "Load toolranks before you load me."

No matter what order you load, you have to disobey at least one of those directives. What does the engine do? I don't know, but I suspect that reporting back unsatisfied dependencies is a clue. To further confuse things does moreores mean default farming or farming redo? And TenPlus1's fork of moreores wants to load both toolranks and farming before loading moreores. So how does the engine resolve that?

Now remember, these are not fatal errors. The game will load and play. If you don't check the debug.txt, the only indication will be that the mods aren't in fact loaded. In my quick test of all 3 mods, I see default-style jungle grass (not farming redo style), and did not manage to get any crop seeds from 22 dry grass. Nor did the axe give any warning before it broke. No idea about mithril or silver. The game crashed with a dungeon loot fatal, which I'm guessing happened as I entered a new mapchunk. But disabling moreores and restarting and now I have no errors, plus I have farming redo-style jungle grass, got all grain types from 4 grass, 5 jungle grass and 7 dry grass, and repaired my axe.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 5:10 pm

Since I am running all the optional depends, could I switch around the optional? And make one of them required all of the mods. Like farming. Edit the depends for toolranks and moreores and make it require farming not optionally require farming. Would that fix the circle logic?

Edit: I have already tried removing the toolranks optional depend completely from farming. That did not work
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 5:18 pm

I don't know where you are getting your mesecon and armor stand and such from, Ganome. Sounds like there still some other mods there. Might have missed something, but I did not see "blinky_plant" in any of the three mods.

The first few lines, the warning and the three main errors, though, yeah, that's what I'm getting, too. But like I said, you can obviously join the world, so that's not sufficient to know it's loading correctly.

[EDIT]
Removing depends should mean that some nodes and such will not be loaded, or possibly not loaded in time to be of any use. For example, one could not meaningfully define the crafting recipe for the mithril scythe in a world until you've defined mithril. I guess the easiest way to find out what the engine does in that case is deliberately typo a recipe somewhere and see.
[/EDIT]
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 5:33 pm

What if I just remove toolranks? Because I don't understand your edit. Mithril would still be defined from moreores. Why switch a recipe? I'm completely confused as to everything you said.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 6:14 pm

I just meant in a base world where you have nothing causing issues. Once you end up with problems, you kind of have to resolve that before you can move on to anything else. Creating a mymod that turned dirt into dirt with grass would let you rapidly find out what happens if you typo it. Adding a dependency on moreores would allow you to see what happens if you spell mithril correctly and incorrectly.

If I were you, until I understood where my game was getting mesecons and 3d armor from, that's what I would focus on. After resolving that, then trying to understand why TenPlus1 is able to get the three to load without main errors and I'm not. Again, I'm not that interested in adding more metals when I have next to no use for the ones already in the game.

Maybe take it to the modding discussion forum? More likely to be seen by someone with the answers anyway. I still have to refer to the dev docs on methods from time to time.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby TenPlus1 » Tue Apr 02, 2019 6:34 pm

If you can run the world without the toolranks mod then do so, at least until the dependency issues have been looked at and sorted out.

I'm still wondering what the issue is as I have all three of those mods working together.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby Ganome » Tue Apr 02, 2019 6:37 pm

Well your advice is logical. But we've already covered these steps and eliminating all the mods and knowing where the problem is. So I don't know why we're repeating the same steps? I will move it to a different form and stop spamming this thread
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Re: [Mod] Farming Redo [1.40] [farming]

Postby TenPlus1 » Tue Apr 02, 2019 7:05 pm

Ganome: I've removed 'farming' dependency in my own MoreOres mod and moved the silver and mithril hoe's into Farming Redo which already has the toolrank dependency... See if that helps...
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 7:14 pm

Ten, (or anyone else) have you tried just a barebones thing to see if maybe parts of Ethereal etc. resolves it? I D/Led the latest stable (5.0.1) from the main page and git cloned the three mods this morning, getting the same problems. Swap in your version of moreores, and it's actually one more problem.

Again, not that big of a deal to me, other than the puzzle of why it's functioning differently for me than it is for you. Maybe the Windows build is different? Maybe I'll try building my own Ubuntu and see.

Ganome, I had missed the first line of your debug.txt. You are loading an existing world, not generating a new one. Those can probably be ignored; it's likely just stuff you placed earlier and will show up as pink now. I find it's easiest to just gen a new world rather than try to work around a bunch of undefined nodes. Works better with farming anyway, since it places crops when it gens the mapchunk.
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Re: [Mod] Farming Redo [1.40] [farming]

Postby TenPlus1 » Tue Apr 02, 2019 7:25 pm

To save issue please try these:

https://notabug.org/TenPlus1/farming (soft dependency for toolranks)
https://notabug.org/TenPlus1/moreores (soft dependency for toolranks)
https://notabug.org/TenPlus1/toolranks (has no dependencies other than default)
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Tue Apr 02, 2019 8:47 pm

That did the trick in 5.0.1. Later this afternoon, I'll probably have an answer from 5.1.0, but I suspect that's OK, too.

Naturally, the random seed put me in the middle of the savanna with no high ground or low ground, but I did find a coffee eventually. Ran into jungle just before dark and was able to confirm the cotton and rice there.

[EDIT]
Your new (presumably) add_tool function is nicely done. Makes it very easy to see how to add new expansion tools.

Emphasizes the ideal scope of mods, though. In the long run, it might be a good idea to move the mithril and silver tools (apart from hoe and scythe) into moreores so those who don't want farming but do want toolranks on their mithril tools can do so.
[/EDIT]

[EDIT2]
Thinking about it, if I recall correctly, that's how RandomOres handles it. The toolranks support is within the mod that adds the metal and tool.
[/EDIT2]
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Re: [Mod] Farming Redo [1.40] [farming]

Postby KatzEyez » Sat Apr 06, 2019 2:52 pm

Sorry for this question but I am probably one of the rare people who hordes everything because they hate to throw it away, which leads me to wondering: Is there anything we can re-use these leftover seeds for - like cottonseed oil.. since we can't smelt with them (not that they'd last very long I'm sure)?
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Re: [Mod] Farming Redo [1.40] [farming]

Postby TenPlus1 » Sun Apr 07, 2019 1:39 pm

Apart from burning as fuel and feeding to chicken mobs, I'll look into uses for extra seeds and see what appears :)
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Re: [Mod] Farming Redo [1.40] [farming]

Postby ThorfinnS » Wed Apr 10, 2019 3:56 pm

Seed oils can be used as feedstock for plastics if you wanted a tie-in to Technic(?) and Vanessa's Basic Materials and probably a lot others I don't know about.

Maybe that would be better as a second recipe in the biofuels mod, though.
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