I am using Minetest 0.4.16 already.rubenwardy wrote:Please update to Minetest 0.4.16Fluffgar wrote:What does this mean? Game crashed out with this and now does this whenever I load up that world again.
[Game] Farlands [v1 - The Beginning]
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Re: [Game] Farlands [v1 - The Beginning]
Fluffgardian Texture Pack viewtopic.php?f=4&t=19956
Re: [Game] Farlands [v1 - The Beginning]
Code: Select all
2018-05-25 22:12:52: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'mapgen' in callback environment_OnGenerated(): not enough memory
2018-05-25 22:12:52: ERROR[Main]: Current Lua memory usage: 139 MB
Maybe Minetest 0.5.0 dev hates my computer? Maybe Farlands hates Minetest 0.5.0?
I am just posting this as a warning to other players.
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Re: [Game] Farlands [v1 - The Beginning]
"Warning".. Why? This happens to me even with MTG, in particular when I explore a world in fast-fly mode. Farlands isn't directly at fault here, it is a related to an internal 1GB limit:
https://github.com/minetest/minetest/issues/2988
AFAICT the crash is rare (actually,it usually happens just once to me, at the beginning of the game when the game has to generate mapblocks like crazy) and I haven't noticed any loss when it happens.
https://github.com/minetest/minetest/issues/2988
AFAICT the crash is rare (actually,it usually happens just once to me, at the beginning of the game when the game has to generate mapblocks like crazy) and I haven't noticed any loss when it happens.
- D00Med
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Re: [Game] Farlands [v1 - The Beginning]
It usually happens to me if I fly around a lot generation large areas of the map. So it's only really a problem when trying to find a particular biome :P
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
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Re: [Game] Farlands [v1 - The Beginning]
This is not to spoil the game, but to let people find the mobs they want using Minetest-specific tools. For example, I could find no other zebra mob still available despite several requests and mentions (except for amcaw which has issues). Here is the list of mob eggs that mobs_farlands registers:
Aquatic:
Aquatic:
- Small Fish
- Small Ammonite
- Large Ammonite
- Trilobite
- River Fish
- Piranha
- Dearcmhara
- Whale
- Velociraptor
- Small Bird
- Pterodactyl
- Wasp
- Mammoth
- Elephant
- Cow
- Horse
- Quagga
- Zebra
- Zombie
- Zombie Brute (boss)
- Witch
- Brown Bear
- Swamp Lurker
- Cave Crab
- Crab Spider
- Giant Beetle
- Sheep
- Badger
- Chicken
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Re: [Game] Farlands [v1 - The Beginning]
No point in posting here. This project is cancelled, has been for while now.
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Re: [Game] Farlands [v1 - The Beginning]
So what? The mod still works (I don't remember if it was on 0.4.17 or 5.0.1). If not, you can take models and textures from it, or the working parts (like a few mobs).
- D00Med
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Re: [Game] Farlands [v1 - The Beginning]
It was 0.4.17. And yes, you can of course, still use the parts.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [Game] Farlands [v1 - The Beginning]
I'm running Minetest 5.3.0 and I get this trying to run the mod:
ModError: Failed to load and run script from /home/robins80/.minetest/games/farlands/mods/mobs_redo/init.lua:
Unknown node: fire:basic_flame
stack traceback:
[C]: in function 'get_content_id'
...robins80/.minetest/games/farlands/mods/mobs_redo/api.lua:2795: in main chunk
[C]: in function 'dofile'
...obins80/.minetest/games/farlands/mods/mobs_redo/init.lua:5: in main chunk
Check debug.txt for details.
ModError: Failed to load and run script from /home/robins80/.minetest/games/farlands/mods/mobs_redo/init.lua:
Unknown node: fire:basic_flame
stack traceback:
[C]: in function 'get_content_id'
...robins80/.minetest/games/farlands/mods/mobs_redo/api.lua:2795: in main chunk
[C]: in function 'dofile'
...obins80/.minetest/games/farlands/mods/mobs_redo/init.lua:5: in main chunk
Check debug.txt for details.
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Re: [Game] Farlands [v1 - The Beginning]
robins80: You should use 0.4.x. You'll have less crashes that way
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Re: [Game] Farlands [v1 - The Beginning]
How can I determine what version of minetest game I am using?Lone_Wolf wrote: ↑Sun Nov 01, 2020 15:03Minetest 0.4.17.1 https://github.com/minetest/minetest/re ... g/0.4.17.1
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Re: [Game] Farlands [v1 - The Beginning]
You are playing Farlands so minetest_game doesn't matter. I gave you a link to the 0.4.17.1 Minetest Engine.robins80 wrote: ↑Sun Nov 01, 2020 16:45How can I determine what version of minetest game I am using?Lone_Wolf wrote: ↑Sun Nov 01, 2020 15:03Minetest 0.4.17.1 https://github.com/minetest/minetest/re ... g/0.4.17.1
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Re: [Game] Farlands [v1 - The Beginning]
it work no more i get error
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- Skamiz Kazzarch
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Re: [Game] Farlands [v1 - The Beginning]
I made an updated version for 5.4 which should hopefully resolve most issues caused by changes in the engine.
You can get it here: https://github.com/Skamiz/farlands
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Re: [Game] Farlands [v1 - The Beginning]
thanks, it's working properly now, I have a question is this still a WIP? because I feel like some of the crafting recipes are missing, and also the textures on the armors. And if so, maybe changing some things with the traders, adding different ways to trade instead of just using gold?Skamiz Kazzarch wrote: ↑Sun May 16, 2021 14:54I made an updated version for 5.4 which should hopefully resolve most issues caused by changes in the engine.
You can get it here: https://github.com/Skamiz/farlands
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Re: [Game] Farlands [v1 - The Beginning]
I am not one of the official developers, just a random internet denizen who spent several hours yesterday eliminating the errors and warnings which appeared in the console every time the game was lunched + plus a few crashes from the mobs_redo. (Hopefully without breaking anything else in the process.)
So I can't make any claims about the official project status.
I did notice that there are still a bunch of non-critical issues / improvements that could be made, but wheter or not I get to fixing them depends on my motivation so I won't promise anything. Though If I do I will make sure to post about it here.
Well, feel free to report any issues you find to my fork of the github project. Especialy if it's crashes and other stuff that makes the game literally unplayable. While I don't promise to fix everything, I definitively can't fix it if I don't even know about the problem.
So I can't make any claims about the official project status.
I did notice that there are still a bunch of non-critical issues / improvements that could be made, but wheter or not I get to fixing them depends on my motivation so I won't promise anything. Though If I do I will make sure to post about it here.
Well, feel free to report any issues you find to my fork of the github project. Especialy if it's crashes and other stuff that makes the game literally unplayable. While I don't promise to fix everything, I definitively can't fix it if I don't even know about the problem.
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Re: [Game] Farlands [v1 - The Beginning]
Update:
- corrected player model so it isn't sunken into the ground
- in the trader formspec you now can change which item is selected for purchase, instead of being commited to the first one placed in the Selection slot
- prevented a bug when buying where you could take only a part of the bought stack and the rest would be lost
- corrected all images that caused an iccp error (only relevant for thoose who regulary look into the console)
edit:
Update:
- a lot of the nodes from 'decoblocks' now have recipes
- the watering can now has a recipe
edit:
Update:
- bamboo, baobab, yellow_ipe, palm and willow are now registered for leave decay
- the large pine schematic schematic no longer places needles with 'param2 = 1' which was preventing needles from decaying; note that this fix only helps with newly generated trees, the old ones still won't deacay
- corrected player model so it isn't sunken into the ground
- in the trader formspec you now can change which item is selected for purchase, instead of being commited to the first one placed in the Selection slot
- prevented a bug when buying where you could take only a part of the bought stack and the rest would be lost
- corrected all images that caused an iccp error (only relevant for thoose who regulary look into the console)
edit:
Update:
- a lot of the nodes from 'decoblocks' now have recipes
- the watering can now has a recipe
edit:
Update:
- bamboo, baobab, yellow_ipe, palm and willow are now registered for leave decay
- the large pine schematic schematic no longer places needles with 'param2 = 1' which was preventing needles from decaying; note that this fix only helps with newly generated trees, the old ones still won't deacay
- Skamiz Kazzarch
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Re: [Game] Farlands [v1 - The Beginning]
While going through the code I came accross this pearl:
Just to be perfectly clear, neither 'numbers' nor 'number' are used for anything else.
Hope you enjoy it as much as I did.
Code: Select all
local numbers = {
{1},
{2},
{3},
{4},
}
for _, number in ipairs(numbers) do
local num = number[1]
Hope you enjoy it as much as I did.
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Re: [Game] Farlands [v1 - The Beginning]
how do i update the mod do i just download the new version of the mod and replace the one that i have installed with the new one?
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- Skamiz Kazzarch
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Re: [Game] Farlands [v1 - The Beginning]
YesBag0Cheese wrote: ↑Tue May 18, 2021 15:49Do I just download the new version of the mod and replace the one that i have installed with the new one?
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Re: [Game] Farlands [v1 - The Beginning]
in the same page where I downloaded the last one?
You know the rules and so do I, SAY GOODBYE
- Skamiz Kazzarch
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Re: [Game] Farlands [v1 - The Beginning]
Yes. Whenever I finish a batch of changes I upload them there and I try to never leave the code in a state which doesn't work. That way you can at any point go there and get the latest version without any issues. (Unless I did something wrong, in which case feel free to yell at me.)
edit:
Small Update:
- A fix for two of the new recipes so they retrun the empty bucket.
edit:
Another small Update:
- make bamboo grass buildable_to
- prevent decoblocks:chest from stealing the wielded item
edit:
Update:
- fleeing animals now face the direction they are going
- fixed Ipe occasionally growing with the trunk offset from the spaling position
- added easel recipe, you now can make paintings by putting dyes in it
edit:
Small Update:
- A fix for two of the new recipes so they retrun the empty bucket.
edit:
Another small Update:
- make bamboo grass buildable_to
- prevent decoblocks:chest from stealing the wielded item
edit:
Update:
- fleeing animals now face the direction they are going
- fixed Ipe occasionally growing with the trunk offset from the spaling position
- added easel recipe, you now can make paintings by putting dyes in it
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