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World won't load now #124

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Alatarius opened this issue Oct 15, 2023 · 5 comments
Open

World won't load now #124

Alatarius opened this issue Oct 15, 2023 · 5 comments

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@Alatarius
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Alatarius commented Oct 15, 2023

Worked fine last night. Tried to start game today and I get this error:

AsyncErr: Lua: Runtime error from mod 'tubelib_addons1' in callback node_on_timer(): ...est\bin..\mods\techpack\tubelib_addons1/autocrafter.lua:87: bad argument #2 to 'get_craft_result' (table expected, got nil)
stack traceback:
[C]: in function 'get_craft_result'
...est\bin..\mods\techpack\tubelib_addons1/autocrafter.lua:87: in function 'get_craft'
...est\bin..\mods\techpack\tubelib_addons1/autocrafter.lua:135: in function <...est\bin..\mods\techpack\tubelib_addons1/autocrafter.lua:131>

[edit] I am getting this error or similar on every world where techage or techpack is an active mod

@joe7575
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joe7575 commented Oct 16, 2023

The error message bad argument #2 to 'get_craft_result makes no sense to me. The function minetest.get_craft_result() has only one argument.

What did you change?

@Alatarius
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I didn't change anything. I don't know anything about coding and I'm too afraid if I mess around with things I will break my whole game. I'm just an end user.

@joe7575
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joe7575 commented Oct 21, 2023

It's very unlikely that it worked yesterday and suddenly it doesn't work today even though you haven't changed anything. Think carefully again. Without further information I cannot help

@Alatarius
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Alatarius commented Nov 29, 2023

So I uninstalled it, created a new world with my most used mods and then reinstalled techage and upon start the world exits without loading and gives me this error message.

ModError: Failed to load and run script from D:\Games\Minetest\bin..\mods\ebiomes\init.lua:
D:\Games\Minetest\bin..\mods\leads/internal.lua:45: Attempt to override non-existent item stair_wood
stack traceback:
[C]: in function 'error'
D:\Games\Minetest\bin..\builtin\game\register.lua:415: in function 'override_item'
D:\Games\Minetest\bin..\mods\leads/internal.lua:45: in function '_after_register_item'
D:\Games\Minetest\bin..\mods\leads/internal.lua:65: in function 'register_item'
D:\Games\Minetest\bin..\builtin\game\register.lua:225: in function 'really_register_node'
...test\bin..\mods\technic_plus\technic_worldgen/nodes.lua:159: in function 'really_register_node'
...est\bin..\mods\technic_plus\technic_worldgen/crafts.lua:163: in function 'register_node'
...es\Minetest\bin..\mods\moreblocks/stairsplus/common.lua:179: in function 'register_single'
...es\Minetest\bin..\mods\moreblocks/stairsplus/stairs.lua:39: in function 'register_stair'
...ames\Minetest\bin..\mods\moreblocks/stairsplus/init.lua:40: in function 'register_all'
D:\Games\Minetest\bin..\mods\ebiomes/savanna.lua:815: in main chunk
[C]: in function 'dofile'
D:\Games\Minetest\bin..\mods\ebiomes\init.lua:46: in main chunk
Check debug.txt for details.

[edit 1] spelling errors

[edit 2 added info] I only get these errors when techage is active as well as it disabling other mods I rely on.

As a suggestion, instead of incorporating mods that may already be installed such as 'basic items' maybe create a function that checks if it's already installed. Plus it might be a good idea to check for other installed biome mods which this mod breaks many of them.

@joe7575
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joe7575 commented Nov 30, 2023

I can't see any connection with techage.
In the errors lines from your post I found mods like: leads, technic_worldgen, moreblocks, and ebiomes.
The reason can't be techage. But installing and activating other mods (like Techage) may affect the order in which the mods are loaded by the game. This could be the reason for the errors.

As a suggestion, instead of incorporating mods that may already be installed such as 'basic items' maybe create a function that checks if it's already installed.

Good idea, but technically not possible AFAIK. This is something the Minetest client has to solve.

However, you don't need to install the Techage modpack. You can install Techage and all dependent mods individually.

Plus it might be a good idea to check for other installed biome mods which this mod breaks many of them.

I don't have the time to regularly test Techage against other mods. It's not just biome mods that could be a problem, potentially any mod can be incompatible with Techage (or any other game-affecting mods).

One solution to solve the problem is to have Techage as an MTG game, so other mods need to be made compatible with Techage in order to install them. But that wouldn't solve your problem

Btw: This is the techpack repository, not the techage one.

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