[Game] Farlands [v1 - The Beginning]

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

by TumeniNodes » Thu Oct 05, 2017 14:26

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
I'm not your buddy, guy...
 

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

by burli » Thu Oct 05, 2017 15:08

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 » Thu Oct 05, 2017 15:30

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

by burli » Thu Oct 05, 2017 19:31

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
 

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

by toby109tt » Fri Oct 06, 2017 21:15

Best subgame I have seen until now. Keep going

thanks and thats mostly d00meds choice :D

nope.
too bad XD
i'm the co-dev and lead artist of farlands
 

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

by burli » Sat Oct 07, 2017 10:44

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
 

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

by zorman2000 » Sat Oct 07, 2017 16:42

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 » Sat Oct 07, 2017 16:50

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

by azekill_DIABLO » Sat Oct 07, 2017 17:21

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

by burli » Sat Oct 07, 2017 17:30

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

by burli » Sun Oct 08, 2017 11:25

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 » Sun Oct 08, 2017 11:57

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 burli » Sun Oct 08, 2017 13:04

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

by burli » Tue Oct 10, 2017 08:13

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 toby109tt » Tue Oct 17, 2017 12:33

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 » Thu Nov 09, 2017 13:42

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
i'm the co-dev and lead artist of farlands
 

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

by toby109tt » Thu Nov 16, 2017 01:28

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 :)
i'm the co-dev and lead artist of farlands
 

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

by burli » Thu Nov 16, 2017 07:39

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

by Geomorph » Fri Dec 01, 2017 03:58

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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