And what do you mean by the master? You mean just separate each mod from the subgame?I'm still confused...
BlueTangs Rock wrote:so I've configured each indivisual mod to the desired world,clicked the play button,and I got this:
"Failed to load and run script from C:\Users\Cameron\Downloads\minetest-0.4.14-w in64\minetest-0.4.14\bin\..\mods\animals_modpack-master\mobf\init.lua:...in64\minetest-0.4/14\bin\..\builtin\common\serialize.lua:189:attempt to ind ex local 'str' (a nil value) stack traceback: ...in64\minetest-0.4.14\bin\..\builtin\common\serialize.lua:189:in function 'deserialize' ...bin\..\mods\animals_modpack-master\mobf/mob_preserve.lua:40: in function 'init' ...-0.4.14\bin\..\mods\animals_modpack-master\mobf\init.lua:163: in function 'mobf_init_framework' ...0.4.14\bin\..\mods\animals_modpack-master\mobf\init.lua:375:in main chunk Check debug.text for details." What does that mean,and how do I fix this?Please Answer!
BlueTangs Rock wrote:You did not rename the mods folder, removing "-master" therefore they do not work. Go back and rename every mod folder to just the mod name, removing "-master" from each one.
BlueTangs Rock wrote:So on the Wiki,it says on the MineTest.conf file has to be edited with one line saying"name=your subgame's name here."what does it mean by "name"?
BlueTangs Rock wrote:Would it be OK to start my modded world without mobf,and add it later on?since my only problem is the 2 mobf mod packs.
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