I was also lucky in that the mod was written such that the creature entered a "stunned" state and could no longer cause damage while going through their death animation, otherwise the fix would have been much more intrusive. It appeared that newer versions of the engine automatically remove things at 0 health. The set_hp(0) method call to set_hp(1) and the creatures began animating properly. After a few hours of searching, I eventually took a lucky guess: I changed This had actually cropped up in my 0.4.14 to 0.4.16 upgrade, but I hadn't gotten around to it. Last, a visually displeasing bug in cme would cause the creatures to simply vanish on death, dropping loot, rather than play through their death animation. ![]() Next, and I feel lucky to have discovered this in my limited testing, the pyramids mod would crash the server when the falling nodes should have been activated thankfully, this was a simple fix: changing a function call from nodeupdate() to minetest.check_for_falling(). I submitted a pull request, but the author wasn't interested in the compatibility, so I created fork First, all existing instances of the Crafting Guide from the craftguide mod were now appearing as " Unknown Node" it turned out that both the item had been renamed from xdecor:crafting_guide to craftguide:book and the alias had been removed in-between when I first installed the mod and when I'd done the upgrade. There were, of course, a few problems with some of the mods after I'd upgraded. Slightly more confusing was the signs_lib mod, which draws written text directly on the sign, as the upstream repo at no longer existed! After some hunting around I eventually settled on, which, in addition to various bug fixes, added support for steel signs in addition to wooden ones. pyramids, a fun mod which generates its namesake in deserts, was created by the same author as the cme mod mentioned earlier and was also abandoned, so no changes were made. The mapfix mod, which fixes weird lighting and fluid propagation issues, had mostly fixes. Since I maintain a fork of farming_plus, there were no additional changes. craftguide, however, had seen numerous improvements, such as: "progressive mode" (which only shows recipes for items that the player has ever had in their inventory, rather than all recipes by default), cooking results and time, a wall-mounted sign rather than a book, a /craft command, and more. The cme mod (Creatures Mod Engine) had been abandoned by its creator and thus had no changes. Unlike the Minetest engine and game, the extra mods that I'd installed did not all come from a single source and were thus far more varied in their changes. Next up were the extra mods I'd installed. The changes seemed reasonable enough, so I went ahead and did the upgrade. The default game's changes were much more recognizable and included things such as: dungeon loot, more flower types, torches being flooded by water, blueberry bushes, fireflies and butterflies, binoculars, and minimap kits. ![]() The game engine changes were mostly incomprehensible to me, although I did recognize that a new type of map-generation, Carpathian, was added (see below). I decided to begin by reading the commit logs of the respective repositories, and then doing the actual upgrade. Part of what made upgrading my Minetest world tricky was that the world actually consisted of a number of separate components: the game engine, the " game" (a default set of mods for the game, formally called minetest_game or "Minetest game"), and, finally, all of the individual mods that I'd added to my world. Despite this being a large number of tasks, they all had to be done in one go, making for a rather tiring, though engaging, stretch of work and a lengthy blog. Hosting took a rather large amount of work, because, in addition to provisioning the server, I also: abused Portage into acting like a configuration manager, restricted access to authorized accounts only, created a bridge to my IRC server, configured the server to auto-restart on crash, and created a custom backup solution. In addition, I had also long desired to host the world on a permanent server rather than just my gaming rig, because, as said rig has bright blue LEDs on it which keep me up at night, it makes a poor server. ![]() Having finally fixed the tree-growth issue, it was time for me to upgrade my Minetest world to the newest version, including updating all of its mods. Minetest 5.0.1 Upgrade and Server Hosting Prev: Adding the InspIRCd – Next: Flashing the Librem5 Due to the COVID-19 outbreak, those of us at ask users to wash their keyboards before and after visiting so as to avoid spreading the contagion to other visitors of the site.
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