[GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

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maikerumine
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[GAME] [SERVER] Post-Apocalyptic World [aftermath][v1.3]

by maikerumine » Sat Dec 05, 2015 23:58

Image

SERVER ONLINE:
23.28.87.79:30104
https://discord.gg/4FwBcbh

SERVER MAP SMALL:
Image

SERVER MAP LARGE:
https://www.dropbox.com/s/4yxbf0q4808t1ih/20170416after.png?dl=0


--Created by maikerumine and Aiden Garvin --Minetest 0.4.14/4.15 game: "Aftermath" --namespace: aftermath --(c) 2015-2017 by: maikerumine and Aiden Garvin --https://github.com/maikerumine/aftermath --LGPLv2.1 (SEE BOTTOM) --Inspired by Blockmen's Wasteland game.
https://github.com/BlockMen/Wasteland/releases/tag/0.5


INTRODUCTION:     You awaken in the centre of a rustic village after a long while, time seems to have forgotten about you, as you did it. You realize there was a great war, a total catastrophe, nothing is as it seems. There are killers out at night to raid and loot your things, as well as an unidentified creature of some sort.. You look in your inventory and find an assortment of items, some of which are firearms and wood. The realization that you have to survive at all costs is awakening, your adrenaline starts to pump as you make haste to the nearest abandoned building to look for things for this epic adventure. Can you survive a night? Can you make it a week? Can your mind accept that this is life after the great war? You must start again, from scratch, in a bombed out radioactive world. This is AFTERMATH.   AFTERMATH  


CREATED BY:   The great team at minetest.net for a collaboration of ideas, mods, and friendship. Celeron C55: for creating minetest in his house back in 2010. http://wiki.minetest.net/Main_Page Maikerumine: for the "hack-coding" Aiden Garvin: for the idea for gameplay Blockmen: for the original minetest concept in his Wasteland game   toby109tt: for creating the textures: Header logo -aftermath New wood textures new dead leaves new canned food new atom soda texture New Hud items region and many more!!   And read the readme's in the mod section for all other contributors     NOTES: There are NO diamond or Mese tools in game except the climbing pick. Let's be realistic folks, any crystal would shatter and a complete diamond tool would be unrealistic. Mese can be used to craft guns- see crafting guide in game. Duct-tape is your best friend, you will need this to craft ANY tool. You can smelt any metal item down into ingots, this can help your gameplay. Cooking a steel pick will reward you with a very durable carbon-steel pick. The Anvil has been modified for no more infinate fixing, your hammer will be ablre to fix about one and a half tools, use wisely, or have lots of hammers. The Ranged weapons are VERY powerful, almost one shot one kill on most mobs, however ammo is slightly scarse. Stones found in the landscape can be crafted into cobble. Dry shrubs can be crafted into sticks.  


CRAFTING:   See included crafting guide in inventory for specifics.   To craft any tool: You need duct-tape! See craft guide for exact details on crafting.   To make clean farmable water: *craft four cactus and a bucket. *cook a bucket of clean water. *to get bucket of clean water: bucket of toxic water+sand_gravel.   To make mese shards (it is not in ore generation to keep things somewhat realistic.) *find in village chest. *craft obsidian shard+copper_ingot+glass+alien hide = mese_shard_stasis. *craft obsidian shard+tin_ingot+glass+alien hide = mese_shard_stasis. *craft obsidian shard+silver_ingot+glass+alien hide = mese_shard_stasis. *cook mese_shard_stasis for mese shard, or use an alien clar with mese_shard_stasis to skip the cooking. *nine mese shards make mese crystal.   TO GET WOOD: *chop using axe *craft four sticks to make wood planks *punch leaves for sticks *plant only on green grass or good dirt, all other dry_dirt and dirt_with_dry_grass is non grow able.  


RADIATION:   *The dried lake beds are filled with radioactive water and mud. *The mud is very radioactive, you will be dead before you even touch it. *The glimmering green toxic water is dangerous, but you can scoop up with bucket to refine. *The HUD isn't working as of this release. *Good luck roaming at night!  


MINING:   *The dig levels are much tougher, you will need steel pick to mine stone. *The way to mine is find a cave and explore it like you would in real life. *craft TNT to clear more stone *Diamonds are used for protection blocks *gold_lump is used to pay npc for random item.  


BUILDING:   *This ain't minecraft. *This is MUCH harder. *You will need an axe to chop all wooden items except bookshelf and bed. *most dirt and clay must be dug with shovel *always keep one axe in your inventory or you will get stuck. It might be wise to have a spawn function.  


MOBS:   Maikerumines smart mobs and Oussama's Future_Pack mobs (with changed textures, behaviours, and strengths) are what you will encounter here. *Monsters are bad. *Some NPC's are bad, you will figure this out on your first night. *Good NPC's will help fight bad monsters. *NPC's are your best option from escaping an attack. *Right click NPC to command them to your side. *Give bread or meat to heal them. *Give gold_lump to recieve random item. *Cook mob meat to make edible meat. --https://github.com/maikerumine/mobs_fallout --https://github.com/Oussamarer/Future_pack  


FARMING:   Tenplus1's great farming mod. *Pretty awesome and incorporated into village chests, you will have food if you explore. *Use food in hand to plant seed of same food type except wheat and cotton. *You will never run out of food if you make a farm. --https://github.com/tenplus1/farming  


HUD:   THERE ARE SOME HUDS HERE... This may be optimised in the future. http://repo.or.cz/w/minetest_hudbars.git https://github.com/BlockMen/hunger https://github.com/BlockMen/hud --Beware The Dark is renamed to Radiation, currently trying to get the radiation to show up so this is WIP. https://forum.minetest.net/viewtopic.php?f=11&t=12845&hilit=beware+the+dark Also, zipped it the thirsty mod which adds drinking water a neccessity to the game. https://forum.minetest.net/viewtopic.php?f=9&t=11820&hilit=%5Bmod%5D+thirsty  


ARMOR:   *YOU only have WOOD, IRON, GOLD, and BRONZE *Future development will incorporate radiation to your armor protection. https://github.com/stujones11/minetest-3d_armor--I believe the armor is the game is from Carbone though.  


PROTECTOR:   This is a modified version from TenPlus1's protector redo mod. *Craft 8 stone around one mese block. *Protection is r5. *You get one protectors. --https://github.com/tenplus1/protector  


GUNS!:   Modified versions of shooter and Ranged Weapons: --https://github.com/maikerumine/extreme_survival/tree/master/mods/shooter --https://forum.minetest.net/viewtopic.php?f=9&t=15173&hilit=ranged+weapons You can smelt down the weapons into iron and other items to help you on your way.  


VILLAGES: A.K.A. SOKOMINE's amasing compilation with a few expert Minetest coders, please read the readme's.   This one is tricky... I have re-coded a few things for this game, specifically: the chests, the mapgen, the trees, the buildings (some will look more bombed out due to having cottages installed but only for the hammer and anvil. *Villages are your bread and butter. YOu will need to stay a night or to on your initial experience with this game. *Right click traders to buy things, this comes in very handy. *Chests will have MUCH to loot, the world is never ending, have fun. *Type "/visit "#"" to teleport to a nearby village. *Type "/vmap" to see surrounding villages. *Did I mention these villages are your bread and butter? *Make a base in a far away village for optimum safety against online players, however, if you got there, they will get there too.   --https://github.com/maikerumine/aftermath/tree/master/mods/mg_villages --https://github.com/Sokomine/village_modern_houses --https://github.com/Sokomine/cottages --https://github.com/Sokomine/handle_schematics --https://github.com/Sokomine/village_gambit  


CITYSCAPE!:   Real lifelike cities generate in the terrain filled with loot! Mine down a car for scrap metals, or hide in the sewer system at night, just be sure to be safe and always on your toes whilst in the cities! --https://github.com/duane-r/cityscape  


PATHV7 (soon to be pathvalleys):   --https://github.com/paramat/pathv7 --https://github.com/paramat/roadv7 --https://github.com/paramat/pathv6alt This incredible mod generates roadways that are drivable and explorable throughout the map, a great way to find villages and cities.  


SCIFI_NODES:   --https://github.com/D00Med/scifi_nodes Customised a bit to add the special planlife into the scenery, all nodes are found in creative only at this time. Great for building any futuristic looking builds!  


VEHICLES:   --https://github.com/D00Med/vehicles Currently buggy when punching vehicle, however vehicle parts are to be found in cities by mining wrecked cars for loot.  


PATHOGEN:   --https://github.com/bas080/pathogen You better not get sick! Adds a few infectious nodes to the game if your health and hunger are too low, you will get infected.  


MEDICINE:   --https://github.com/Andrey2470T/hello-world Adds some medical items to help heal you while on your adventures.  


SKYBOX:   --https://github.com/minetest-mods/skybox Brings immersion to your gameplay by adding 6 different skyboxes to change the mood. Currently set to a default sky, soon to have more functionality. Comment out the sky.lua in the aftermath folder to regain control of your skybox choice.  


WEATHER_PACK and LIGHTNING:   --https://github.com/xeranas/weather_pack --https://github.com/minetest-mods/lightning Immersive rain, snow, and thunder. Goes well with this type of game. Currently modded to interact with skybox a bit, these two are WIP to work together.  


HANDHOLDS:   --https://github.com/Ezhh/handholds Adds a climbing pick to scale verticle walls, very important to have!  


BAKEDCLAY:   --https://github.com/tenplus1/bakedclay Adds a colourful blocks for building out of clay, which there is a LOT of in this mapgen.  


ASPHALT:   --https://github.com/AndrejIT/asphalt Create asphalt roads that save in protection! As long as there is a protector on either end of a roadway, all connected of course, then it remains protected.         LICENSE:   License of source code:

LGPLv2.1 for Aftermath game, based off of minetest_game (SEE BOTTOM FOR ORIGINAL LICENSE INFO.) WTFPL or otherwise stated in mods.   License of media:

Any Custom texture from maikerumine: Maikerumine (CC BY-SA 3.0) INSERT LIST HERE toby109tt: for creating the textures: Header logo -aftermath New wood textures new dead leaves new canned food new atom soda texture New Hud items region   or otherwise stated in mods included in this subgame.
Image


Browse Code: https://github.com/maikerumine/aftermath   DOWNLOAD: https://github.com/maikerumine/aftermath/archive/master.zip        
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Last edited by maikerumine on Fri Jul 06, 2018 16:21, edited 9 times in total.
 

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rubenwardy
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Re: [Game] Post-apocalyptic Fallout World [holocaust]

by rubenwardy » Sun Dec 06, 2015 00:01

Maybe call it "nuclear holocaust" rather than just "holocaust"? That word by itself has rather negative connotations.
Last edited by rubenwardy on Sun Dec 06, 2015 00:31, edited 1 time in total.
 

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Re: [Game] Post-apocalyptic Fallout World [holocaust]

by maikerumine » Sun Dec 06, 2015 00:21

rubenwardy wrote:Maybe call it "nuclear holocaust" rather than just "holocaust"? That would by itself has rather negative connotations.

agreed!
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by Dragonop » Sun Dec 06, 2015 02:49

This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by maikerumine » Sun Dec 06, 2015 03:21

Dragonop wrote:This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha

Get this from main land, a quick scoop with bucket works like a charm. ;-) The MUD is instant death, till I make a special suit of armor for the game.
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by necron099 » Sun Dec 06, 2015 17:59

I've been messing around with a subgame like this for awhile. One thing I did to my toxic water was to give it a light_source = (x). Gave it a spooky glow at night time :)
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by Samson1 » Wed Mar 16, 2016 21:36

It's such a pity Minetest does not have Minecraft's AI or PvP ^_^
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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by wilkgr76 » Wed Apr 20, 2016 22:33

This looks awesome, trying it out.

Just saw your latest commit: "Redo the damn code. still not right" lol
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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by maikerumine » Mon Nov 07, 2016 06:06

REVAMPED!
Download here
https://github.com/maikerumine/nuclear_holocaust.git

Lots of changes an tweaks.

*Less radioactivity, now you actually have a chance to explore.
*Custom mobs, re written and have lots of guns for drops, you will need them.
*tweaked some crafting recipes, you will now need to find duct_tape to make tools.
*Added carbon_steel tools
*Added a health_pack that restores hunger and health.
*Added flowers in the chests of villages and homes.
*updating from 4.13 mods to 4.14


Planning on adding more unique things to make for better all around gameplay. :)

Server us up again on 23.28.87.79 port 30001


Have fun and survive!
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by BirgitLachner » Mon Nov 07, 2016 07:44

I think that the name "Holocaust" is not a good choice.

... was a genocide in which Adolf Hitler's Nazi Germany and its collaborators killed about six million Jews.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath

by maikerumine » Mon Nov 07, 2016 15:43

BirgitLachner wrote:I think that the name "Holocaust" is not a good choice.

... was a genocide in which Adolf Hitler's Nazi Germany and its collaborators killed about six million Jews.

I know. :(


I wanter to name it "Fallout" but not get in trouble with the real game.
Also Wasteland has already been made.

I finally decided to name it "Aftermath" :)

This will stick and we can start branding it.

Thank you all for the input, it really means a lot.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Xudo » Wed Nov 09, 2016 16:52

Looks like this game is deprecated at this moment.
I'v downloaded and installed aftermath game in minetest 0.4.14
When I launch new world, it shows following error:
2016-11-09 22:24:24: ERROR[Main]: ModError: Failed to load and run script from D:\Games\minetest-0.4.14\bin\..\games\aftermath\mods\flowers\init.lua:
2016-11-09 22:24:24: ERROR[Main]: ...st-0.4.14\bin\..\games\aftermath\mods\flowers/mapgen.lua:168: attempt to call field 'get_mapgen_setting' (a nil value)
2016-11-09 22:24:24: ERROR[Main]: stack traceback:
2016-11-09 22:24:24: ERROR[Main]: ...st-0.4.14\bin\..\games\aftermath\mods\flowers/mapgen.lua:168: in main chunk
2016-11-09 22:24:24: ERROR[Main]: [C]: in function 'dofile'
2016-11-09 22:24:24: ERROR[Main]: ...test-0.4.14\bin\..\games\aftermath\mods\flowers\init.lua:12: in main chunk


I have found a solution for this problem, though.
I have changed last lines of aftermath\mods\flowers\mapgen.lua to this (from original minetest)
Code: Select all
local mg_params = minetest.get_mapgen_params()
if mg_params.mgname == "v6" then
   flowers.register_mgv6_decorations()
elseif mg_params.mgname ~= "singlenode" then
   flowers.register_decorations()
end

After this I have launched the game successfully.

I was spawned in snow desert in front of some house. I have killed some agressive NPCs and dying from dehydration. Bones of those NPCs are not lootable and I don't understand how to get water.

I could use some hint about water =)
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Diamond knight » Thu Nov 10, 2016 22:36

you find water in ruined villages, also maybe make the human mobs have more fallouty themed skins, like ripped clothes, bandoliers, etc
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Tue Nov 15, 2016 06:08

Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.

Tweaked mobs a bit as usual.

More smelting crafts- melt those extra guns!!
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Wuzzy » Wed Nov 16, 2016 03:04

maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.


What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?


PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.

EDIT: Placing a toxic water bucket crashes the game.
Last edited by Wuzzy on Wed Nov 16, 2016 04:02, edited 1 time in total.
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Wed Nov 16, 2016 03:18

Wuzzy wrote:
maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.


What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?


PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.

Yes, something in hudbars about nil, when player re joins and player file is broken. :/ I need this mod, it is the best looking!!!!


Yes, mud is toxic, you will need to make a bridge, or else, new seed. then things are "easier" do not forget night, the mobs will hurt pretty bad.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Wed Nov 16, 2016 03:19

Wuzzy wrote:
maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.


What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?


PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.

Thirsty was the forst culprit, then hudbars went weird.

I tried to fix for two weeks now but still problems.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Wuzzy » Wed Nov 16, 2016 04:04

Can you give me the relevant error message? Just copy the relevant stuff from debug.txt, please. It bugs me that my mod apparently has a bug. XD

PS: Placing a toxic water bucket crashes the game.
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Wed Nov 16, 2016 13:44

Wuzzy wrote:Can you give me the relevant error message? Just copy the relevant stuff from debug.txt, please. It bugs me that my mod apparently has a bug. XD

PS: Placing a toxic water bucket crashes the game.

Thanks for the bug , I'll fix asap.

Here are the debugs for the hud:
Code: Select all
2016-11-13 01:02:36: ERROR[Main]: ServerError: Runtime error from mod 'hudbars' in callback environment_Step(): D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:406: attempt to index a nil value
2016-11-13 01:02:36: ERROR[Main]: stack traceback:
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:406: in function 'unhide_hudbar'
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:473: in function 'update_hud'
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:514: in function <D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:505>
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>



Thirsty error:
Code: Select all
2016-11-13 02:05:56: ERROR[Main]: ServerError: Lua: Runtime error from mod 'thirsty' in callback on_dieplayer(): ...\aftermath\mods\thirsty/persistent_player_attributes.lua:109: attempt to index a nil value
2016-11-13 02:05:56: ERROR[Main]: stack traceback:
2016-11-13 02:05:56: ERROR[Main]:    ...\aftermath\mods\thirsty/persistent_player_attributes.lua:109: in function 'set_value'
2016-11-13 02:05:56: ERROR[Main]:    ...ALLOUT\bin\..\games\aftermath\mods\thirsty/functions.lua:40: in function <...ALLOUT\bin\..\games\aftermath\mods\thirsty/functions.lua:33>
2016-11-13 02:05:56: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>




hud_hunger as well:
Code: Select all
2016-11-15 10:38:46: ERROR[Main]: ServerError: Runtime error from mod 'hunger' in callback environment_Step(): ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: attempt to index local 'player' (a nil value)
2016-11-15 10:38:46: ERROR[Main]: stack traceback:
2016-11-15 10:38:46: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: in function 'setSprinting'
2016-11-15 10:38:46: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:233: in function <...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:121>
2016-11-15 10:38:46: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>



And sprinting:
Code: Select all
2016-11-15 12:52:43: ERROR[Main]: ServerError: Runtime error from mod 'hunger' in callback environment_Step(): ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: attempt to index local 'player' (a nil value)
2016-11-15 12:52:43: ERROR[Main]: stack traceback:
2016-11-15 12:52:43: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: in function 'setSprinting'
2016-11-15 12:52:43: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:233: in function <...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:121>
2016-11-15 12:52:43: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>



Don't forget itemwheel:
Code: Select all
2016-11-15 19:34:36: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback luaentity_Step(): ...bin\..\games\aftermath\mods\hud_hunger\hud/itemwheel.lua:172: attempt to index local 'player' (a nil value)
2016-11-15 19:34:36: ERROR[Main]: stack traceback:
2016-11-15 19:34:36: ERROR[Main]:    ...bin\..\games\aftermath\mods\hud_hunger\hud/itemwheel.lua:172: in function 'callback'
2016-11-15 19:34:36: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\falling.lua:92: in function <D:\FALLOUT\bin\..\builtin\game\falling.lua:43>



Sigh... I don't know what to do. :/
 

Gordini
New member
 
Posts: 7
Joined: Fri Apr 12, 2013 15:22
Location: Ruhrgebiet, Germany

Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Gordini » Tue Nov 22, 2016 16:13

Hello,

let me first say that i like this server, because it is hard to play and very challenging.

I found a tiny little bug: There are two types of tin ore lumbs.
But one, if cooked, gives silver ingots.

With kind regards,
Gordini.
 

Sick-D!!
Member
 
Posts: 24
Joined: Mon Jan 12, 2015 15:36
GitHub: Sick-D
IRC: Sick-D
In-game: Sick-D

Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Sick-D!! » Tue Nov 29, 2016 10:27

This. Sounds. So. Damn. Amazing!!! :D I will try it! :)
Some Videos in German?[in BlockLiebeCity] https://www.youtube.com/user/SickDDubstep

Twitter https://twitter.com/SickD_LP

Interestet to play with us in BlockLiebeCity? Contact me!
Just want to Visit BlockLiebeCity ??
Server: blockliebecity.2nk.de:30000 (IPv6 Only!!)

Bye bye ;)
 

User avatar
Inocudom
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IRC: Inocudom
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Inocudom » Thu Dec 01, 2016 13:39

Yeah, people often laugh at wise men like Mike From Around The World, BPEarthWatch, and dockidds, but this subgame proves that they are indeed telling the truth. You could put diaries in houses describing how people laughed at and mocked these wise men while proclaiming peace and safety until sudden destruction came upon every last one of them. Also, you do know that the toxic water in this subgame is a reference to Wormwood, I hope? Very good reference if that is the case.
My whole legacy is an abomination.
 

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xeranas
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Posts: 152
Joined: Fri Feb 05, 2016 11:06

Re: [Game] Post-apocalyptic Fallout World [aftermath]

by xeranas » Thu Dec 01, 2016 18:10

Any reason to name readme in txt extension? Just giving md would look much better (actually formatted) in github.
 

mr_dean
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Posts: 30
Joined: Fri Jan 06, 2017 00:38
Location: Modding...
In-game: mr_dean

Re: [Game] Post-apocalyptic Fallout World [aftermath]

by mr_dean » Sat Jan 14, 2017 02:11

how long are mob bones protected?
Just wondering...
I know you believe you understand what you think I said, but, I am not sure that what you heard is not what I meant. - Author Unknown
 

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