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Description
This is the terminal output when I add the demo test specs to aussieforks/australia
.minetest/mods/australia$ mineunit
I: Mineunit configuration loaded from spec/mineunit.conf
I: Mod configuration loaded from mod.conf
I: Setting modpath australia .
I: Mineunit initialized, current modname is australia
I: File not found: spec/fixtures/fonts
I: File not found: spec/fixtures/fonts
I: Settings object created from: spec/fixtures/minetest.conf
I: Running custom core.get_us_time with step increment: 100
I: Loading fixture spec/fixtures/default.lua
I: Loading fixture spec/fixtures/mesecons.lua
I: Setting modpath mesecons spec/fixtures
I: Setting modpath mesecons_mvps spec/fixtures
I: Loading fixture spec/fixtures/digilines.lua
I: Setting modpath digilines spec/fixtures
I: Loading fixture spec/fixtures/pipeworks.lua
I: Setting modpath pipeworks spec/fixtures
I: Loading source init.lua
E: * Not loading MOD: Australia *
E: MOD: Australia requires mod functions which are
E: not exposed by your Minetest build.
I: Executing register_on_mods_loaded functions
I: Sam places node default:sand at (0,1,0)
●I: node under is buildable to
I: Sam places node default:sandstone at (2,1,0)
●I: node under is buildable to
I: Sam places node default:sandstonebrick at (3,1,0)
●I: node under is buildable to
I: Sam places node default:stonebrick at (4,1,0)
●I: node under is buildable to
I: Sam places node default:furnace at (5,1,0)
●I: node under is buildable to
I: Sam places node default:stone at (6,1,0)
●I: node under is buildable to
I: Sam places node default:steelblock at (7,1,0)
●◌●
8 successes / 0 failures / 0 errors / 1 pending : 0.024418 seconds
Pending → spec/init_spec.lua @ 61
Demo tests placed all nodes
spec/init_spec.lua:61: This test might be too simple for potentially complex operation and fails if node is changed
The mod code doesn't load due to a missing C++ API function (l_get_biome_id)
The builtin Lua code does not manage these numeric IDs, rather they have a C++ getter available as minetest.get_biome_id. How should these IDs be provided, some kind of fork to the builtin code to record biome IDs inside Lua so they can be provided later? I'm just not sure where the code would go or I'd bring a PR. I do think it belongs inside mineunit instead of a test fixture.
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