[Game] Farlands [v1 - The Beginning]

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

Best subgame I have seen until now. Keep going

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Re: [Game] Farlands [v1 - The Beginning]

by TumeniNodes » Post

burli wrote:Best subgame I have seen until now. Keep going
a burli is spotted :D

I have to agree..., I do like the "wanderer"? (the dude with the backpack) :P
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

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.

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Re: [Game] Farlands [v1 - The Beginning]

by azekill_DIABLO » Post

TumeniNodes wrote: a burli is spotted :D
xD get the pokeballs
Guys who does far to long for reading hastags zouigrbzrgàed wrote: #doyouknowthegamereference?
nope.

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

Woops, got an error message, but I can't upload the screenshot to Github, however. So I will drop it here
screenshot.png
(868.14 KiB) Not downloaded yet

toby109tt
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Re: [Game] Farlands [v1 - The Beginning]

by toby109tt » Post

Best subgame I have seen until now. Keep going
thanks and thats mostly d00meds choice :D
nope.
too bad XD

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

burli wrote:Woops, got an error message, but I can't upload the screenshot to Github, however. So I will drop it here
I fixed this by adding

Code: Select all

         if self and not self.walk_velocity == nil then
             set_velocity(self, self.walk_velocity)
         end
But it would be better to find the real reason

zorman2000
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Re: [Game] Farlands [v1 - The Beginning]

by zorman2000 » Post

burli wrote:
burli wrote:Woops, got an error message, but I can't upload the screenshot to Github, however. So I will drop it here
I fixed this by adding

Code: Select all

         if self and not self.walk_velocity == nil then
             set_velocity(self, self.walk_velocity)
         end
But it would be better to find the real reason
I think set_velocity isn't visible anymore.

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Re: [Game] Farlands [v1 - The Beginning]

by zorman2000 » Post

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!

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azekill_DIABLO
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Re: [Game] Farlands [v1 - The Beginning]

by azekill_DIABLO » Post

zorman2000 wrote: I think set_velocity isn't visible anymore.
it is. (visible?)

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
EDIT2: very nice game! that real good job, animations are lovely, passive mobs have eternal knockback (that hilarous)
Last edited by azekill_DIABLO on Sat Oct 07, 2017 17:36, edited 1 time in total.

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

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.

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

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]

by toby109tt » Post

burli 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
floatlands? We don't have anything in the sky as far as I know not yet at least

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Re: [Game] Farlands [v1 - The Beginning]

by azekill_DIABLO » Post

didn't saw anything in the sky. didn't found tin either i think.

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

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

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,
	})
But I haven't found a mod that supports teleporting or something

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azekill_DIABLO
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Re: [Game] Farlands [v1 - The Beginning]

by azekill_DIABLO » Post

So cool game!
Image
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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

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.

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,
Still a lot of work to do I guess

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Re: [Game] Farlands [v1 - The Beginning]

by Moleman » Post

What animals can you tame and how

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Re: [Game] Farlands [v1 - The Beginning]

by toby109tt » Post

Moleman wrote:What animals can you tame and how
Horse by giving straw

More may be added

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Re: [Game] Farlands [v1 - The Beginning]

by toby109tt » Post

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

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Re: [Game] Farlands [v1 - The Beginning]

by toby109tt » Post

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 :)

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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

I redefined the tundra

Image

should look more like this instead of boring snow on stone

http://www.gettyimages.it/detail/foto/s ... /586890895
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burli
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Re: [Game] Farlands [v1 - The Beginning]

by burli » Post

The swamp.

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Re: [Game] Farlands [v1 - The Beginning]

by azekill_DIABLO » Post

Nice work burli.

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Geomorph
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Re: [Game] Farlands [v1 - The Beginning]

by Geomorph » Post

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.

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