[Game] Farlands [v1 - The Beginning]
Re: [Game] Farlands [v1 - The Beginning]
Best subgame I have seen until now. Keep going
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Re: [Game] Farlands [v1 - The Beginning]
a burli is spotted :Dburli wrote:Best subgame I have seen until now. Keep going
I have to agree..., I do like the "wanderer"? (the dude with the backpack) :P
A Wonderful World
Re: [Game] Farlands [v1 - The Beginning]
I'm still hanging around and try some mods or supgames from time to time.
I like the mapgen from this subgame. But there is still a lot of work to do with mobs (I had a giant whale in a small river!!??). And it is raining often.
I like the mapgen from this subgame. But there is still a lot of work to do with mobs (I had a giant whale in a small river!!??). And it is raining often.
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Re: [Game] Farlands [v1 - The Beginning]
xD get the pokeballsTumeniNodes wrote: a burli is spotted :D
nope.Guys who does far to long for reading hastags zouigrbzrgàed wrote: #doyouknowthegamereference?
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Re: [Game] Farlands [v1 - The Beginning]
Woops, got an error message, but I can't upload the screenshot to Github, however. So I will drop it here
Re: [Game] Farlands [v1 - The Beginning]
thanks and thats mostly d00meds choice :DBest subgame I have seen until now. Keep going
too bad XDnope.
Re: [Game] Farlands [v1 - The Beginning]
I fixed this by addingburli wrote:Woops, got an error message, but I can't upload the screenshot to Github, however. So I will drop it here
Code: Select all
if self and not self.walk_velocity == nil then
set_velocity(self, self.walk_velocity)
end
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Re: [Game] Farlands [v1 - The Beginning]
I think set_velocity isn't visible anymore.burli wrote:I fixed this by addingburli wrote:Woops, got an error message, but I can't upload the screenshot to Github, however. So I will drop it here
But it would be better to find the real reasonCode: Select all
if self and not self.walk_velocity == nil then set_velocity(self, self.walk_velocity) end
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Re: [Game] Farlands [v1 - The Beginning]
This subgame is amazing!
I love the textures, the different and detailed plants and the models! They are great!
The concepts are also really good, I like that there is automation, farming, dinosaurs, some exploration and village building!
I'm thinking about adding support for this subgame to my advanced_npc mod.
However, what puzzles me right now is how to make the machines work. Is there any guide on how they work?
The villages book is great btw, one of these for machines would be awesome!
I love the textures, the different and detailed plants and the models! They are great!
The concepts are also really good, I like that there is automation, farming, dinosaurs, some exploration and village building!
I'm thinking about adding support for this subgame to my advanced_npc mod.
However, what puzzles me right now is how to make the machines work. Is there any guide on how they work?
The villages book is great btw, one of these for machines would be awesome!
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Re: [Game] Farlands [v1 - The Beginning]
it is. (visible?)zorman2000 wrote: I think set_velocity isn't visible anymore.
edit: little bug while starting!
Code: Select all
2017-10-07 19:24:21: ERROR[Server]: Better HUD[error]: Given HUD element "armor" does not exist hõõõõ
Last edited by azekill_DIABLO on Sat Oct 07, 2017 17:36, edited 1 time in total.
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Re: [Game] Farlands [v1 - The Beginning]
But I can't play without it. This happens after a while in two different worlds and every time I start a game, it crashes immediately.
Re: [Game] Farlands [v1 - The Beginning]
Is there a built in way to get up to the floatlands? Teleporter? Wings? Or do I have to stack me up?
And tin ore is extremely rare. I literally found a hand full in four worlds. Tin is rarer than gold
And tin ore is extremely rare. I literally found a hand full in four worlds. Tin is rarer than gold
Re: [Game] Farlands [v1 - The Beginning]
floatlands? We don't have anything in the sky as far as I know not yet at leastburli wrote:Is there a built in way to get up to the floatlands? Teleporter? Wings? Or do I have to stack me up?
And tin ore is extremely rare. I literally found a hand full in four worlds. Tin is rarer than gold
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Re: [Game] Farlands [v1 - The Beginning]
didn't saw anything in the sky. didn't found tin either i think.
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Re: [Game] Farlands [v1 - The Beginning]
I mean the default floatlands from Mapgen v7. I looked into the ore registration and noticed that some ores are registered for them like this
But I haven't found a mod that supports teleporting or something
Code: Select all
minetest.register_ore({
ore_type = "scatter",
ore = "default:stone_with_coal",
wherein = "default:stone",
clust_scarcity = 8 * 8 * 8,
clust_num_ores = 9,
clust_size = 3,
y_min = 1025,
y_max = 31000,
})
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Re: [Game] Farlands [v1 - The Beginning]
So cool game!
- Attachments
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- screenshot_20171008_172752.jpeg (233.5 KiB) Viewed 683 times
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Re: [Game] Farlands [v1 - The Beginning]
I really like this subgame, but it is highly incomplete. To make powered rails I need a crystal shard, but I can't find any. I searched the code without success.
Also Mese is removed from the map, but some mods seems to need mese like whichcraft.
Still a lot of work to do I guess
Also Mese is removed from the map, but some mods seems to need mese like whichcraft.
Code: Select all
on_rightclick = function(pos, node, clicker, item, _)
local wield_item = clicker:get_wielded_item():get_name()
if wield_item == "default:mese_crystal_fragment" then
minetest.set_node(pos, {name="witchcraft:brewing_stand", param2=node.param2})
item:take_item()
end
end,
Re: [Game] Farlands [v1 - The Beginning]
What animals can you tame and how
Re: [Game] Farlands [v1 - The Beginning]
Horse by giving strawMoleman wrote:What animals can you tame and how
More may be added
Re: [Game] Farlands [v1 - The Beginning]
we got burli and tacigar now helping with farlands devellopment for v1.1
the farlands dev team is getting ever bigger as farlands gets bigger
burli is porting farlands to minetest 0.5.0 (it has alot of good features)
and tacigar is makig a pet api more on that later :D
the farlands dev team is getting ever bigger as farlands gets bigger
burli is porting farlands to minetest 0.5.0 (it has alot of good features)
and tacigar is makig a pet api more on that later :D
Re: [Game] Farlands [v1 - The Beginning]
Update news for 1.1
Buril has been working very hard on the mapgen and I must say he keeps impressing me :)
Some changes include
better swamps (they are flat errrrr)
Tree schematics are now more randomised
There is now a setting for nodebox leaves yaaaaaayyy
And (hopefully) many more updates to come!
Stay tuned everyone have a good day :)
Buril has been working very hard on the mapgen and I must say he keeps impressing me :)
Some changes include
better swamps (they are flat errrrr)
Tree schematics are now more randomised
There is now a setting for nodebox leaves yaaaaaayyy
And (hopefully) many more updates to come!
Stay tuned everyone have a good day :)
Re: [Game] Farlands [v1 - The Beginning]
I redefined the tundra
should look more like this instead of boring snow on stone
http://www.gettyimages.it/detail/foto/s ... /586890895
should look more like this instead of boring snow on stone
http://www.gettyimages.it/detail/foto/s ... /586890895
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- screenshot_20171116_083416.jpg (870.9 KiB) Viewed 683 times
Re: [Game] Farlands [v1 - The Beginning]
The swamp.
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- screenshot_20171116_091841.jpg (844.99 KiB) Viewed 683 times
- azekill_DIABLO
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Re: [Game] Farlands [v1 - The Beginning]
Nice work burli.
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Re: [Game] Farlands [v1 - The Beginning]
Fun game!! I got my village built and set up a beacon. At least two villagers have showed up and are wandering around. Now Minetest crashes with the following error:
AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_npc' in callback
luaentity_Step(): ...mes\Minetest\bin\..\games\farlands\mods\mobs_npc/npc.lua:2
06: attempt to call global 'set_velocity' (a nil value)
stack traceback:
...mes\Minetest\bin\..\games\farlands\mods\mobs_npc/npc.lua:206: in function 'do_custom'
...es\Minetest\bin\..\games\farlands\mods\mobs_redo/api.lua:2407: in function
<...es\Minetest\bin\..\games\farlands\mods\mobs_redo/api:lua:2349>
Running Minetest 4.16 on Windows 10.
AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_npc' in callback
luaentity_Step(): ...mes\Minetest\bin\..\games\farlands\mods\mobs_npc/npc.lua:2
06: attempt to call global 'set_velocity' (a nil value)
stack traceback:
...mes\Minetest\bin\..\games\farlands\mods\mobs_npc/npc.lua:206: in function 'do_custom'
...es\Minetest\bin\..\games\farlands\mods\mobs_redo/api.lua:2407: in function
<...es\Minetest\bin\..\games\farlands\mods\mobs_redo/api:lua:2349>
Running Minetest 4.16 on Windows 10.
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