First I placed the doors that are in Minetest Game by default in the world, after that I enabled the mod here
But the doors from Minetest Game are still in the inventory, but can't be placed after I enabled the mod, message says: item "itemstring" not defined.
Then I disabled the mod again, without placing the doors from the mod, and the placed doors from before (default ones) are still there.
But if I disable it when I placed the "Redo of Minetest (Game) Doors" doors, then the doors, even the previously default ones, turn into unknown nodes.
I noticed the itemstring issue there, I thought I fixed that, ugh, I'll see about what's goin wrong in that regard
Yeah that'll happen when you disable the mod X3 - the doors will become unknown nodes. The previously default doors become the redo doors through forced alias and why that happened - it's intended to fully redo and replace them.
That's something I could guess with replacing, but that they turn into unknown nodes when disabled, after placing doors with mod enabled, was something were I don't know if intended or not.
Well, don't know if this could help, eventhough it's for preventing that stairs and slabs that are in MTG by default turn into unknown nodes when disabling moreblocks, while the code is used with another mod.
In the Forum in the Moreblocks Topic last page there is a comment from Shamiz Kazzarch, don't know if the link send directly to it.
But in case of the stairs/slabs by moreblock, you need both mods enabled, moreblock and less block, then when you want to disable it, you first disable moreblock, but keep less block enabled, the code in less block converts the moreblock stairs/slabs back to they MTG versions. Go back into the world with less blocks enabled, then leave, after that less block can be disabled too.
That's how the code works in case of the stairs/slabs in moreblock together with less block.
So I don't know if it works without an extra mod, too. And I have no programing/modding knowledge.
It's only guessing from my part, not knowing, so it can be that it don't work in this case here, with your mod.
Oh, well in that case yeah that makes sense that it works with an accessory mod X3
Someone would have to make a mod that converts them back - tho it's not ideal as it'd likely be corrupted-ish (MTG doors have states of 0 to 3, 4 nodes + a craftitem (5 items) versus my states of 0 to 1, and 2 nodes). I don't think I myself would want to go through the effort of making such a system
It could work if someone went ahead and attempted to make a mod for it ;p
Ahahaha it's fine, I should've mentioned having done that, and it's a reasonable thing to inquire because of me not mentioning it anywhere X3
I wish I could fix it though, I'm just not entirely sure how I'd go about doing that - or if it's even possible. Just seems that the inventory doesn't update its itemstacks to aliases unlike dropped items and placed nodes.
I tested this mod in creative.
First I placed the doors that are in Minetest Game by default in the world, after that I enabled the mod here
But the doors from Minetest Game are still in the inventory, but can't be placed after I enabled the mod, message says: item "itemstring" not defined.
Then I disabled the mod again, without placing the doors from the mod, and the placed doors from before (default ones) are still there. But if I disable it when I placed the "Redo of Minetest (Game) Doors" doors, then the doors, even the previously default ones, turn into unknown nodes.
I noticed the itemstring issue there, I thought I fixed that, ugh, I'll see about what's goin wrong in that regard
Yeah that'll happen when you disable the mod X3 - the doors will become unknown nodes. The previously default doors become the redo doors through forced alias and why that happened - it's intended to fully redo and replace them.
That's something I could guess with replacing, but that they turn into unknown nodes when disabled, after placing doors with mod enabled, was something were I don't know if intended or not.
It's not intended, but I have no control other it either ;p
Welp, time for more testing to fix that itemstring issue tho ;o
Well, don't know if this could help, eventhough it's for preventing that stairs and slabs that are in MTG by default turn into unknown nodes when disabling moreblocks, while the code is used with another mod. In the Forum in the Moreblocks Topic last page there is a comment from Shamiz Kazzarch, don't know if the link send directly to it.
https://forum.minetest.net/posting.php?mode=quote&p=426579
Would like to post the code directly here, but it looks like a catastophe here in the comment. And I don't know if this could help in some ways.
Odd, that's possible? Not sure how...
I'll take a look at it later when I'm on computer ;o thanks
Well I don't know if it works, too.
But in case of the stairs/slabs by moreblock, you need both mods enabled, moreblock and less block, then when you want to disable it, you first disable moreblock, but keep less block enabled, the code in less block converts the moreblock stairs/slabs back to they MTG versions. Go back into the world with less blocks enabled, then leave, after that less block can be disabled too.
That's how the code works in case of the stairs/slabs in moreblock together with less block.
So I don't know if it works without an extra mod, too. And I have no programing/modding knowledge.
It's only guessing from my part, not knowing, so it can be that it don't work in this case here, with your mod.
Oh, well in that case yeah that makes sense that it works with an accessory mod X3
Someone would have to make a mod that converts them back - tho it's not ideal as it'd likely be corrupted-ish (MTG doors have states of 0 to 3, 4 nodes + a craftitem (5 items) versus my states of 0 to 1, and 2 nodes). I don't think I myself would want to go through the effort of making such a system
It could work if someone went ahead and attempted to make a mod for it ;p
Don't think there's much I can do about the itemstring error unfortunately
Though it's easily fixed by just dropping the item and picking it up again (converts it seamlessly)
Understandable, and thought so.
And good to know now, that I need to throw the doors in the inventory that still belonged to MTG, to the ground, to convert them.
Why didn't I try this before, before I opened this topic. -_-
Well in the end, thank you. ;)
Ahahaha it's fine, I should've mentioned having done that, and it's a reasonable thing to inquire because of me not mentioning it anywhere X3
I wish I could fix it though, I'm just not entirely sure how I'd go about doing that - or if it's even possible. Just seems that the inventory doesn't update its itemstacks to aliases unlike dropped items and placed nodes.
No problemo :D