[Mod] Mars Survive 9 [marssurvive]

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AiTechEye
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Re: [Mod] Mars Survive 7 [marssurvive]

by AiTechEye » Post

ohh, good! thanks!
Last edited by AiTechEye on Sat Dec 24, 2016 14:59, edited 1 time in total.

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Re: [Mod] Mars Survive 7 [marssurvive]

by Diamond knight » Post

Good, maybe the removal of the 3d model could fix the compatibility with 3d armor.

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Re: [Mod] Mars Survive 7 [marssurvive]

by juli » Post

yes but maybe we can make the spacesuits so that they can replace 3d_armor (only on mars), because armor looks like knights and mars like future :) understand?

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.

by linushsao » Post

.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List

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Re: [Mod] Mars Survive 7 [marssurvive]

by AiTechEye » Post

Good, maybe the removal of the 3d model could fix the compatibility with 3d armor.
done in V7
make the spacesuits so that they can replace 3d_armor
try, but start with:

add: "3d_armor?" to depends.txt
then in the code add

if minetest.get_modpath("3d_armor") then
-- update the armor model
armor:set_player_armor(user)
armor:update_inventory(user)
end
..

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Re: [Mod] Mars Survive 7 [marssurvive]

by juli » Post

there is a bug in spacesuit.lua so that if u have an empty spacesuit u get no damage
look in spacesuit.lua at line 170-180
here is the fix:

Code: Select all

		elseif marssurvive.player_sp[player:get_player_name()].sp==0 and					--(set up spacesuit inair but empty)
			n=="marssurvive:air2" and
			stack_one_sp(player:get_inventory()) and
			player:get_inventory():get_stack("main", 1):get_wear()>=65533 then
			marssurvive.player_sp[player:get_player_name()].sp=1
		elseif ((not stack_one_sp(player:get_inventory())) 
		    or player:get_inventory():get_stack("main", 1):get_wear()>=65533) 
		    and n~="ignore" then
		        if n=="air" then								--(no spacesuit and in default air: lose 8 hp)
			player:set_hp(player:get_hp()-8)
		        elseif n~="marssurvive:air2" then						--(no spacesuit and inside something else: lose 1 hp)
			    player:set_hp(player:get_hp()-1)
			end
		end
	end
end)
i have added "or player:get_inventory():get_stack("main", 1):get_wear()>=65533" to the second elseif

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Re: [Mod] Mars Survive 7 [marssurvive]

by juli » Post

And can u make aliens "tameable" ? I mean something like this:
- give aliens some stuff (for example what they drop normaly) - makes them "tamed"
- catch them with a tool like a net or so (only "tamed" aliens are catchable)
- make them be in the team of player (if they are "tamed") -> kills other aliens
- give them "food" to heal them, and tamed aliens don't dig

I could try that too, but i think u understand your code better then me,
so i would have to take more time then u to programm this.

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Re: [Mod] Mars Survive 7 [marssurvive]

by AiTechEye » Post

I could try that too, but i think u understand your code better then me
I do not know so, becaouse this is just one of about 40 mods i posted + i have short memory :P

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Re: [Mod] Mars Survive 7 [marssurvive]

by jakab » Post

i dont understand :/ for me it wont work. if i create a v6 map, and enable the mod, and only then start the game. then it works, but the map isnt the mars! i can jump 2 high block, i start with the right items, but i dont know how to set the map. pls help me. i didnt find anithing in the luas.

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Re: [Mod] Mars Survive 7 [marssurvive]

by AiTechEye » Post

You need V7.
V6 is old and doesn't support this kind of changes,

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Re: [Mod] Mars Survive 7 [marssurvive]

by zaoqi » Post

2017-01-26 20:15:47: ERROR[Main]: generateImage(): Could not load image "marssurvive_oxogen" while building texture
2017-01-26 20:15:47: ERROR[Main]: generateImage(): Creating a dummy image for "marssurvive_oxogen"
2017-01-26 20:15:47: ERROR[Main]: generateImage(): Could not load image "marssurvive_oxogen" while building texture
2017-01-26 20:15:47: ERROR[Main]: generateImage(): Creating a dummy image for "marssurvive_oxogen"
I speak en_CN/zh_CN/wzh_ACN.
My mods: ZNM's Not Minecraft Minecraft-like Commands Crafting+/gamemode

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Re: [Mod] Mars Survive 7r [marssurvive]

by AiTechEye » Post

fixed: marssurvive:stone_glow texture (missing ".png")

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Re: [Mod] Mars Survive 7 [marssurvive]

by jakab » Post

UjEdwin wrote:You need V7.
V6 is old and doesn't support this kind of changes,
nice :> thx :) (how can i find mars tree ?)

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Re: [Mod] Mars Survive 7r [marssurvive]

by AiTechEye » Post

you have to craft them

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Re: [Mod] Mars Survive 7r [marssurvive]

by jakab » Post

make a jatpack for the space! it sould be like flying, but only works in space.
i have made the ores from moreores, and from technic. it has some errors, and not too detailed, but ill put it up here if you dont mind. so eweryone can fix or make it better.

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Re: [Mod] Mars Survive 7r [marssurvive]

by juli » Post

On our marsserver we noticed a mistake in spacesuit, which makes players don't die if they have no food (hud_hunger).
here is the Fix: Change please the on_hp_change function at the end of the spacesuit.lua as the following:

Code: Select all

minetest.register_on_player_hpchange(function(player, hp_change)
	if hp_change < 0 then
	        local inv = player:get_inventory()
	        if stack_one_sp(inv) then
	                local sp = player_get_sp(inv)
		        hp_change = hp_change * (1/sp.heal)
			--minetest.chat_send_all(hp_change)
			if hp_change > -1 then
				return -1
			end
	        end
	end
	return hp_change
end, true)

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Re: [Mod] Mars Survive 7r2 [marssurvive]

by AiTechEye » Post

updated!

jakab
i have made the ores from moreores, and from technic. it has some errors, and not too detailed, but ill put it up here if you dont mind. so eweryone can fix or make it better.
try :-)

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Re: [Mod] Mars Survive 7r2 [marssurvive]

by TheReaperKing » Post

I'm sure you've been asked this before but have you ever thought about using github to store and update your mods? You create such awesome stuff and this way it'd be easier for people to contribute and update your mods and I imagine it would make things easier for you to dev as well. I for one would definitely be updating your mods daily! And pretty much already do :) I'm not trying to pressure you, just an idea. Thanks so much for your incredible work, you are definitely one of my biggest modding inspirations!
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Re: [Mod] Mars Survive 7r2 [marssurvive]

by AiTechEye » Post

Becaouse i think its messy (...)

But do not mind if someone wants to put the files on github... just making us a service :-)

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Re: [Mod] Mars Survive 7r2 [marssurvive]

by TheReaperKing » Post

I was thinking this would be a perfect place for your mods:
http://minetest-mods.github.io/
https://github.com/minetest-mods

It says they want the author to be the one to submit but maybe with your blessing they'd be okay with me adding the mods. I'm not a super .git expert but I know the basics. Let me know what you think and I'd be happy to add the mods!
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Re: [Mod] Mars Survive 7.1 [marssurvive]

by Andrey01 » Post

Why do the mod disable himself in my list of mods?

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Re: [Mod] Mars Survive 7.1 [marssurvive]

by juli » Post

There has been an error that the bullets and the dig lazer can remove immortal entitys,
i fixed it using

Code: Select all

if obj:get_armor_groups().immortal then 
...
end
(fixed for 3 bullets and the dig lazer (tool)
see attachment.
-> EDIT: merged in main mod already by AiTechEye (thx)

@Andrey01 do u have the space mod installed?
there is an conflict between space mod and marrsurvive, because space-mod contains marssurvive too
Attachments
marssurvive_7.2.zip
(993.96 KiB) Downloaded 122 times
Last edited by juli on Tue Apr 25, 2017 17:06, edited 1 time in total.

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Re: [Mod] Mars Survive 7.2 [marssurvive]

by juli » Post

I have added an alien catcher to the mod!
A catched alien will now be friendly to humans and fight all other aliens.
U have to craft the aliencatcher from diglazer+aliengun, it catches an alien by chance 1/10.
I hope u will merge this, then it would be version 7.3 (or 8?) :)
greetings juli
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marssurvive_7.3.zip
(1001.33 KiB) Downloaded 285 times

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Re: [Mod] Mars Survive 7.3 [marssurvive]

by Andrey01 » Post

It is like taming mobs from mobs redo!

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Re: [Mod] Mars Survive 7.3 [marssurvive]

by juli » Post

i'am working atm more on the marssurvive mod.
It seems to become a bit more big, because i program a better air-generation system,
to generate air from plants.

Also i think it would be better to divide the mod into a modpack,
so that there are first 3 parts:
1.marssurvive
2.air/flowers
3.aliens
Is that a good idea? (this question is especially for AiTechEye ;) )

And i think i would fork the mod, if u mean that it shouldn't be a modpack,
if u have no problem with a fork :)

And if u think yes i would make at least a github repo...

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