Re: [Game] Voxellar release [2.0]
Posted: Sat Oct 21, 2017 11:44
That's OK but add doom dragons or something like that
The official Minetest discussion board
https://forum.minetest.net/
I will add a basic frame mod, 'k?It's an open world game about exploring and collecting the maximum of ressources. Or about farming. Or about defending a village. Or about mining in the deepest layers of Earth. Or about getting the best weapon set. Or about building castles. About everything.
Code: Select all
ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'villagers' in callback environment_OnGenerated(): ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: attempt to get length of local 'textures' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: in function 'getVillagerAppearance'
ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2172: in function 'spawnVillager'
ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2621: in function 'spawnOnNonResidential'
ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2743: in function 'part_of_village_spawned'
ERROR[Main]: ...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1249: in function 'place_villages_via_voxelmanip'
ERROR[Main]: ...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1345: in function <...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1302>
ERROR[Main]: C:\games\Minetest\bin\..\builtin\game\register.lua:412: in function <C:\games\Minetest\bin\..\builtin\game\register.lua:392>
Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'advanced_npc' in callback LuaABM::trigger(): ...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: attempt to index local 'all_data' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: ...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: in function 'get_mg_villages_building_data'
ERROR[Main]: ...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:683: in function 'adapt_mg_villages_plotmarker'
ERROR[Main]: ...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:857: in function <...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:841>
That very problematic.... I thought it was fixed. I need to update villages and NPCs... however, the texturepack is not involved in errors.Deadlock wrote:I get some fatal errors when trying to start a new voxellar-world.
Win7 - MT 0.4.16 - Mapgen: valleys
on startup i get:then i added one of the suggested texture-packs: horrorpackCode: Select all
ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'villagers' in callback environment_OnGenerated(): ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: attempt to get length of local 'textures' (a nil value) ERROR[Main]: stack traceback: ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:251: in function 'getVillagerAppearance' ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2172: in function 'spawnVillager' ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2621: in function 'spawnOnNonResidential' ERROR[Main]: ...etest\bin\..\games\Voxellar\mods\MOBS\villagers\init.lua:2743: in function 'part_of_village_spawned' ERROR[Main]: ...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1249: in function 'place_villages_via_voxelmanip' ERROR[Main]: ...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1345: in function <...bin\..\games\Voxellar\mods\MAPGEN\mg_villages/mapgen.lua:1302> ERROR[Main]: C:\games\Minetest\bin\..\builtin\game\register.lua:412: in function <C:\games\Minetest\bin\..\builtin\game\register.lua:392>
and i get:not shure what i do wrong.Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'advanced_npc' in callback LuaABM::trigger(): ...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: attempt to index local 'all_data' (a nil value) ERROR[Main]: stack traceback: ERROR[Main]: ...games\Voxellar\mods\MOBS\advanced_npc/actions/places.lua:261: in function 'get_mg_villages_building_data' ERROR[Main]: ...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:683: in function 'adapt_mg_villages_plotmarker' ERROR[Main]: ...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:857: in function <...bin\..\games\Voxellar\mods\MOBS\advanced_npc/spawner.lua:841>
Thank you for this constructive answer :D I said i will add one!Wuzzy wrote:This game is unplayable, it doesn't appear to have a crafting guide.
Actually what MT version is this game for? I have experienced teh tnt bug before on a normal version of MT. Probabaly my game wasn't updatted enough for the TNT mod. And I mean this mod with frames: https://github.com/minetest-mods/frameazekill_DIABLO wrote:Sorry for the heavy game, i can't do another way...
I will look at this wierd TNT bug...
NPCs... will get updated, just wait for the 2.1
As I wrote earlierI will add a basic frame mod, 'k?It's an open world game about exploring and collecting the maximum of ressources. Or about farming. Or about defending a village. Or about mining in the deepest layers of Earth. Or about getting the best weapon set. Or about building castles. About everything.
It's not an OOM crash and I don't use LuaJIT.I'm sorry for the crash, it isn't unbelievably broken, it's just that it needs a stronk computer and a Lua online build. No luajit because of the limit...
Many people complained it was more disturbing than anything so I removed it. I forgot to re-add it to be honest.Wuzzy wrote:???
I never said I wouldn't maintain it. :O
Are there any bugs in the Help modpack which prevent adoption? I'm not aware of any. Or are you missing a particular must-have feature?
Sure.It's true that it didn't get new features recently but this doesn't mean it's suddenly unusable. Note the Help modpack has been out of WIP since a long time now and I think it's very stable. I've using Help successfully in MineClone 2 for months without any problems.
Well, I did, it works fine ;)Just try to play Voxellar 2.0 for 15 minutes straight in a new world and see for yourselves.
Can you tell me what can I improve?Chem871 wrote:I don't like the combination of mods Azekill chose for it.
I don't know what you mean by “disturbing” but I take a guess: A long, long time ago, there was a sound effect whenever you punched/collected/whatever something new. I eventually realized it is confusing and can get annoying quite fast. So I removed it. But this was a long, long time ago.Many people complained it was more disturbing than anything so I removed it. I forgot to re-add it to be honest.
Are you sure you played exact version 2.0 and not some development version?Well, I did, it works fine ;)
Voxellar: 2.02018-01-13 14:29:47: ACTION[Server]: Giving initial stuff to player singleplayer
2018-01-13 14:29:47: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2018-01-13 14:29:47: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-01-13 14:29:47: ACTION[Server]: singleplayer activates default:pick_steel
2018-01-13 14:29:48: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'villagers' in callback environment_OnGenerated(): .../.minetest/games/ Voxellar/mods/MOBS/villagers/init.lua:251: attempt to get length of local 'textures' (a nil value)
2018-01-13 14:29:48: ERROR[Main]: stack traceback:
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:251: in function 'getVillagerAppearance'
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:2172: in function 'spawnVillager'
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:2621: in function 'spawnOnNonResidential'
2018-01-13 14:29:48: ERROR[Main]: .../.minetest/games/Voxellar/mods/MOBS/villagers/init.lua:2743: in function 'part_of_village_spawned'
2018-01-13 14:29:48: ERROR[Main]: ...netest/games/Voxellar/mods/MAPGEN/mg_villages/mapgen.lua:1249: in function 'place_villages_via_voxelmanip'
2018-01-13 14:29:48: ERROR[Main]: ...netest/games/Voxellar/mods/MAPGEN/mg_villages/mapgen.lua:1345: in function <...netest/games/Voxellar/mods/MAPGEN/mg_villages /mapgen.lua:1302>
2018-01-13 14:29:48: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>
2018-01-13 14:29:49: ACTION[Server]: singleplayer leaves game. List of players:
No people just didn't liked that window popping, even if it was removable.Wuzzy wrote:I don't know what you mean by “disturbing” but I take a guess: A long, long time ago, there was a sound effect whenever you punched/collected/whatever something new. I eventually realized it is confusing and can get annoying quite fast. So I removed it. But this was a long, long time ago.
umm. Let me see... no it's the dev version that I was testing, will release it soon, it doesn't crash on start at all. But the villagers mod are still very WIP.Wuzzy wrote: Are you sure you played exact version 2.0 and not some development version?
What do you mean exactly? The sound effect? As I said, this is gone lone time ago.No people just didn't liked that window popping, even if it was removable.
Do you always put gazillions of files in a single commit? xD Frankly, that's not how Git is supposed to be used.will release it soon
Some people said me that it was useless, and to be honest, i think I lost the copy of the modified version I made. And anyway, I don't think it really helped player to do anything.Wuzzy wrote: What do you mean exactly? The sound effect? As I said, this is gone lone time ago.
If you mean the window pops up for no reason, that's a bug. Note this never happened to me, I just try to guess what you mean. :-/ Please explain what you mean with “that window popping”.
Frankly, I find it hard to believe that anyone finds my modpack disturbing, at least in the latest stable version.
I know but I like to overload their servers xPDo you always put gazillions of files in a single commit? xD Frankly, that's not how Git is supposed to be used.
i'm just thinking that xdecor crafting table is a bit useless.Chem871 wrote:Number one, every stair node, and all the nodes from xdecor's workbench stair/fancy node maker are in creative inventory,
But they are the soul of the game.and number two, you have moretrees and caverealms, which are slightly laggy by themselves.
I fully agree. It's pretty weird.i'm just thinking that xdecor crafting table is a bit useless.
Well said. The trees are actually a good thing in this subgame. No need to dumb them down.But they are the soul of the game.and number two, you have moretrees and caverealms, which are slightly laggy by themselves.