[Game] Exile v0.3.17

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Re: [Game] Exile v0.3.5

by rubenwardy » Post

Mantar wrote:
Fri Apr 15, 2022 17:43
But Minetest's metadata subsystem doesn't. Quirky!
It does if you use :get instead of :get_string. No equiv for other types though
Renewed Tab (my browser add-on) | Donate | Mods | Minetest Modding Book

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Re: [Game] Exile v0.3.5

by Mantar » Post

Good to know.

A new release is out, v0.3.6 and v0.2.9 for Minetest 5.3.0.

Changes:
- Craftable dyes, made from randomly selected plants
- Wielded_light replaces Illumination mod
- Iron chests and basic protection for valuable items
- Trees regrow after a rainy season, not only during rain
- Transfer water directly between pots and bottles
- Further cooking pot improvements
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Re: [Game] Exile v0.3.6

by Jackknife » Post

Will saplings be added later? I know trees in real life take a long time to grow but it would be nice in case you start out in an area
that doesn’t have very many around.
I have noticed whenever I hollow out a tree to use as a shelter it fills back in over time.

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Re: [Game] Exile v0.3.6

by Jackknife » Post

I tried getting the game to load after I updated it but now it won't work.
A bunch of errors came up:

21:58:54: ACTION[Main]: Installed package to C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile
2022-04-16 21:59:06: WARNING[Main]: Mod player_monoids at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\player_monoids:
2022-04-16 21:59:06: WARNING[Main]: description.txt is deprecated, please use mod.conf instead.
2022-04-16 21:59:06: WARNING[Main]: Mod naturalslopeslib at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\naturalslopeslib:
2022-04-16 21:59:06: WARNING[Main]: Mods not having a mod.conf file with the name is deprecated.
2022-04-16 21:59:06: WARNING[Main]: Mod grafitti at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\grafitti:
2022-04-16 21:59:06: WARNING[Main]: Mods not having a mod.conf file with the name is deprecated.
2022-04-16 21:59:06: ERROR[Main]: ModError: Failed to load and run script from C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\artifacts\init.lua:
2022-04-16 21:59:06: ERROR[Main]: ...etest-5.5.0-win64\bin\..\builtin\common\misc_helpers.lua:610: attempt to index local 'str' (a nil value)
2022-04-16 21:59:06: ERROR[Main]: stack traceback:
2022-04-16 21:59:06: ERROR[Main]: ...etest-5.5.0-win64\bin\..\builtin\common\misc_helpers.lua:610: in function 'S'
2022-04-16 21:59:06: ERROR[Main]: ...-win64\bin\..\games\exile\mods\artifacts/transporter.lua:25: in main chunk
2022-04-16 21:59:06: ERROR[Main]: [C]: in function 'dofile'
2022-04-16 21:59:06: ERROR[Main]: ...t-5.5.0-win64\bin\..\games\exile\mods\artifacts\init.lua:20: in main chunk
2022-04-16 21:59:06: ERROR[Main]: Check debug.txt for details.
2022-04-16 21:59:06: ACTION[Main]: Server: Shutting down
2022-04-16 21:59:10: WARNING[Main]: Mod player_monoids at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\player_monoids:
2022-04-16 21:59:10: WARNING[Main]: description.txt is deprecated, please use mod.conf instead.
2022-04-16 21:59:10: WARNING[Main]: Mod naturalslopeslib at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\naturalslopeslib:
2022-04-16 21:59:10: WARNING[Main]: Mods not having a mod.conf file with the name is deprecated.
2022-04-16 21:59:10: WARNING[Main]: Mod grafitti at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\grafitti:
2022-04-16 21:59:10: WARNING[Main]: Mods not having a mod.conf file with the name is deprecated.
2022-04-16 21:59:10: ERROR[Main]: ModError: Failed to load and run script from C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\artifacts\init.lua:
2022-04-16 21:59:10: ERROR[Main]: ...etest-5.5.0-win64\bin\..\builtin\common\misc_helpers.lua:610: attempt to index local 'str' (a nil value)
2022-04-16 21:59:10: ERROR[Main]: stack traceback:
2022-04-16 21:59:10: ERROR[Main]: ...etest-5.5.0-win64\bin\..\builtin\common\misc_helpers.lua:610: in function 'S'
2022-04-16 21:59:10: ERROR[Main]: ...-win64\bin\..\games\exile\mods\artifacts/transporter.lua:25: in main chunk
2022-04-16 21:59:10: ERROR[Main]: [C]: in function 'dofile'
2022-04-16 21:59:10: ERROR[Main]: ...t-5.5.0-win64\bin\..\games\exile\mods\artifacts\init.lua:20: in main chunk
2022-04-16 21:59:10: ERROR[Main]: Check debug.txt for details.
2022-04-16 21:59:10: ACTION[Main]: Server: Shutting down
2022-04-16 21:59:15: WARNING[Main]: Mod player_monoids at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\player_monoids:
2022-04-16 21:59:15: WARNING[Main]: description.txt is deprecated, please use mod.conf instead.
2022-04-16 21:59:15: WARNING[Main]: Mod naturalslopeslib at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\naturalslopeslib:
2022-04-16 21:59:15: WARNING[Main]: Mods not having a mod.conf file with the name is deprecated.
2022-04-16 21:59:15: WARNING[Main]: Mod grafitti at C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\grafitti:
2022-04-16 21:59:15: WARNING[Main]: Mods not having a mod.conf file with the name is deprecated.
2022-04-16 21:59:15: ERROR[Main]: ModError: Failed to load and run script from C:\Users\Jackknife\Downloads\minetest-5.5.0-win64\bin\..\games\exile\mods\artifacts\init.lua:
2022-04-16 21:59:15: ERROR[Main]: ...etest-5.5.0-win64\bin\..\builtin\common\misc_helpers.lua:610: attempt to index local 'str' (a nil value)
2022-04-16 21:59:15: ERROR[Main]: stack traceback:
2022-04-16 21:59:15: ERROR[Main]: ...etest-5.5.0-win64\bin\..\builtin\common\misc_helpers.lua:610: in function 'S'
2022-04-16 21:59:15: ERROR[Main]: ...-win64\bin\..\games\exile\mods\artifacts/transporter.lua:25: in main chunk
2022-04-16 21:59:15: ERROR[Main]: [C]: in function 'dofile'
2022-04-16 21:59:15: ERROR[Main]: ...t-5.5.0-win64\bin\..\games\exile\mods\artifacts\init.lua:20: in main chunk
2022-04-16 21:59:15: ERROR[Main]: Check debug.txt for details.
2022-04-16 21:59:15: ACTION[Main]: Server: Shutting down

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Re: [Game] Exile v0.3.6

by Mantar » Post

Saplings are on the drawing board, but they're not an easy thing to do in an Exile manner. It needs to be planted and then grow node by node over years until it becomes a full sized tree, which is difficult because we only have the schematic for the fully grown tree, and would have to devise a way to make it fill out from a single node in a way that appears natural.

The bug's fixed, the broken release has been withdrawn and a proper one put up in its place. Hopefully contentdb will act accordingly and update you to the new v0.3.6; in the unlikely event that it doesn't, you might need to remove and reinstall from contentdb to get it to update. If that happens let me know.
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Re: [Game] Exile v0.3.6

by Jackknife » Post

It works great now. I noticed the slacked lime has no visual difference between with the ruined slacked lime.
The trees used to fill in after hollowing out the center in older versions. I don't know
if that has changed any since then.

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Re: [Game] Exile v0.3.6

by Wizard Of mkdir » Post

The way tree nodes grow back, is that when you remove a tree node it leaves an invisible tree marker node (same for leaves I think). If it is raining, the tree marker nodes have a chance to change back into tree nodes, so the tree will grow back eventually if it has not sustained too much damage (the marker nodes disappear if they are not near extant tree or leaf nodes). Something like this could be done potentially for whole trees, i. e. placing a schematic of special marker nodes that will grow. Although on the timescales people play, trees would probably not grow a lot, at least if adhering to real-life like growth speeds. Instead, I think other arboriculture practices could be added, e. g. coppicing, where certain trees grow back their nodes quicker (maraka could have that), so in around a year the tree would grow its leaves and logs back if harvested correctly (although I guess can be done currently also).

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Re: [Game] Exile v0.3.6

by Mantar » Post

The most recent change makes it so trees can grow back if it has rained since they were last loaded, rather than only growing back if it's raining at that moment.

That method is a simple way to do it, but trees wouldn't grow naturally without some guidance; you'd get a tree node that swells to a tree blob and on outward in every direction in exactly the way that trees don't. Making them grow upward and spread out branches correctly so you end up at, or at least near, the schematic is a sticky problem.
Timescale's not a huge problem on multiplayer, LoC has seen 164 years pass now.
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Re: [Game] Exile v0.3.6

by Dokimi » Post

My idea for instant tree growth was to add an artifact that can place tree schematics. It's magic-science. Anything goes when it comes to artifacts, as long as its not overpowered.

But yeah, I deliberately didn't allow normal Minetest insta-tree growth with saplings. That doesn't fit the game. I never thought of a decent way to do staged tree growth though.

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Re: [Game] Exile v0.3.6

by Mantar » Post

I can see a number of ways to do it, from brute force "build a series of growth-stage schematics" (which is far too labor-intensive) to a couple of ways of programmatically faking our way up from a seed to a full-grown tree. Whether those will be believable enough is something I'd like to find out in a rainy-day coding session someday.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.6

by ShadMOrdre » Post

Brute force schematics aren't as labor intensive as on would think, since only four or five would need to be made. Each could simply be a trimmed version of the full grown tree schem, just with more air nodes, and less trunk/leaf nodes.

Lua tables work so much better than .mts schematics, simply because you can hand edit the node defs, and use shortened variables to make the schem visually readable. Ethereal originally inspired this way of thinking, and I use this for all the schems in my gal mod. This includes Aotearoa, Australia, Ethereal, Valley_c, Moretrees, Cool_trees and others for a total of 187 trees.

Here is an Acacia tree, using a preloaded table to determine leaf, trunk, and fruit nodes at runtime using lua table schematics.

Having the engine support decoration life cycles would be the ultimate solution.

In the mean time, having rnd_trees, a_trees, or even an implementation of Dokimis' Ecobots could also be a plausible solution.

Provide a schematic of a full grown tree. Using any of the growth logic from above mods, grow into the schematic, with the growing "head" node being a special leaf node, instead of a trunk node. The sapling could grow into either another, larger scaled plantlike tree, or a node box trunk, until large enough to make the normal sized trunk seem realistic.

Node timers to trigger the next stage.

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Re: [Game] Exile v0.3.6

by Mantar » Post

Well four or five would need to be made for each tree, and then you'd need that many schematics for any new trees added to mainline or by mods, and that's a lot to ask.
A programmatic solution like you describe would be preferable, and is what I'll most likely go with if/when I get around to what is admittedly not a very important feature -- just one tree is already large enough to give you more wood than most players will know what to do with, and if you're willing to take a small slice at a time, it grows back.
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Re: [Game] Exile v0.3.7

by Mantar » Post

A new release is out now: 0.3.7 and 0.2.10

Changes:
- balance: limited fire spread for multiplayer
- many airboat improvements, including strafe movement with AUX1
- Haze overlay warns of extreme heat
- animal probes to watch the health and age of livestock
- underwater plants spread and replenish
- beds and thatch reduce fall damage
- some valuable nodes have protection in multiplayer
- beginnings of i18n French translation, early translation support
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.7

by Mantar » Post

Update release: 0.3.8 and 0.2.11
- New tech rebalance, multiple ways up the tech tree
- Massive rings left scattered on the surface by the Ancients
- Throwable spears for hunting and fighting
- Improved canoe and airboat performance; the airboat strafes with AUX1
- Fire resistance for tree trunks and other nodes
- Ability to cut sedimentary rock blocks intact with a chisel
- Clump falling for drystack/thatch, build ceilings with supports
- Better, more survivable gundu fish, enables fish farming
- Can eat unmelted snow for thirst, with drawbacks
- Spanish translation

Update v3.8a/v0.2.11a: Clump falling is removed for now, it seems to cause hanging on slower systems

Update v03.8b/v0.2.11b: Some minor improvements and bug fixes
If you have a wooden chest with a trash can overlapping inventory, dig and replace it to load the fixed one.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.8c

by Mantar » Post

A new pointfix release is out for Exile, v0.3.8c/v0.2.11c:
- Fixed a crash on Minetest 5.6.0
- Enabled shadows by default when running on MT 5.6.0+
- Pots fill with rainwater even if the player is away
- Many, many bug fixes

Progress on the big v0.4.0 update proceeds slow but steady. I hope to have it out by the end of the month, but we will see.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.8c

by DreamsInBlocks » Post

Thank you for all your hard work on this game.

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Re: [Game] Exile v0.3.8c

by Daons » Post

A random question, Can plants still grow when a block turns into a slope/pike.

Anperla seems very slow to grow in comparison to other items.

Thanks

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Re: [Game] Exile v0.3.8c

by Mantar » Post

Thank you! I love Exile too.
Plants will grow just fine on a slope or pike. Anperla tubers take longer to grow than most other plants. When you're growing things, loam is the best type of soil, silt is next best, then clay is quite a bit worse, and sand/gravel are terrible. Wet is better than dry, and tilled agricultural soil is better than regular soil. (You can make it by right clicking grassy soil with the digging stick, or by mixing plain soil with a fertilizer like wood ash or some of the sea plants)
Also make sure your non-mushroom plants have plenty of sun, and they will only grow when temperatures are moderate. Rain will accelerate their growth, too.
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Re: [Game] Exile v0.3.8c

by Daons » Post

Mantar wrote:
Sun Aug 07, 2022 19:39
Thank you! I love Exile too.
Plants will grow just fine on a slope or pike. Anperla tubers take longer to grow than most other plants. When you're growing things, loam is the best type of soil, silt is next best, then clay is quite a bit worse, and sand/gravel are terrible. Wet is better than dry, and tilled agricultural soil is better than regular soil. (You can make it by right clicking grassy soil with the digging stick, or by mixing plain soil with a fertilizer like wood ash or some of the sea plants)
Also make sure your non-mushroom plants have plenty of sun, and they will only grow when temperatures are moderate. Rain will accelerate their growth, too.
Thanks for letting me know, it is a very enjoyable and challenging concept.

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Re: [Game] Exile v0.3.8a

by Mantar » Post

A minor bugfix release is out: v0.3.8d/v0.2.11d
Fixed a few minor bugs, including a possible crash if you had a player log out while still in bed on a version prior to v0.3.8c and then had them log back in after the update.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.8c

by lord_of_the_dumpster » Post

Hi!
I'm a big fan of Exile and I want to contribute to the project, but I need some hints to get started.
I have a general understanding of programming, basic git skills but I have no lua/minetest programming experience. What's the fastest way to get started?
I did read Dokimi's design guidelines and I fully agree with it.

Some areas I would like to work on and ideas I consider interesting:
- reworking the heat/temperature engine (the current one appears to be very simple and broken in more than one way)
- improving farming (plant diseases, different soil requirements, etc.), nature (adding seasonal variability (flowers in spring?), maybe giving plants more development stages) and food (food going stale, preserving food)
- adding some plants or biomes (a nice biome would be a post-industrial wasteland filled with rusty pumpjacks where nothing or almost nothing grows because the soil and water are poisonous)
- adding some rare overground structures, e.g. small shelters with bones of dead exiles who made some wrong survival choices, e.g. a cute and tiny Nebiyi farm
- removing unneeded HUDs to replace them with a more immersive experience like in NodeCore
- giving more freedom to do stupid choices (cooking inedible/barely edible things)
- adding more/improving chemical and physical processes (boiling water including saltwater to make salt, making charcoal from logs, making tar or even methanol by dry distillation of wood), adding CO2 + hot air blocks for more realistic fires and possibly even killing the player etc.
- making geology more realistic
- making smelting more realistic (in real life iron and slag are liquid and iron is denser than slag)

The most urgent thing right now in my opinion is the heat/temperature engine. I found it extremely hard to design a working kiln/smelter because my real life intuition was proved wrong by the game. I tried to make a kiln for bricks by replicating real life brick kilns. I found out that the chamber with air can't get hot enough because the air doesn't appear to accumulate heat as in real life (walls of the kiln don't appear to accumulate heat either). Another problem is how ice in water stays solid even in summer. I checked the source code and it appears that melting is by chance rather than conditional.
I propose to add "specific heat capacity" and "temperature" properties to each block to allow realistic heat transfer (if the engine permits), or make a simplified version where only the blocks with a heat source nearby are subject to the simulation.
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Re: [Game] Exile v0.3.8c

by Mantar » Post

I'd be glad to have you aboard! A lot of those things are already on my (massive) todo list, and I'd love to have some help with them.

I have a plan to rework the heat and temperature engine to improve performance, and thus open up the possibility of more detailed mechanics, but it may make an already complex system moreso. If you have ideas on that front that'd be great. Crop diseases, seasonal changes, food spoilage, ruined shelters from long-dead exiles, and boiling saltwater to get salt are all on my personal roadmap as well.

You should join our IRC channels, #Exile and #Exile-dev on freeirc.org. That's where most development discussion happens. I'd recommend Hexchat to connect, though you can connect through a web browser with https://kiwiirc.com/nextclient/irc.mini ... .org#Exile
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.8c

by lord_of_the_dumpster » Post

Mantar wrote:
Wed Sep 14, 2022 20:03
You should join our IRC channels, #Exile and #Exile-dev on freeirc.org. That's where most development discussion happens. I'd recommend Hexchat to connect, though you can connect through a web browser with https://kiwiirc.com/nextclient/irc.mini ... .org#Exile
I'm in a different timezone (Europe) and I deduced you must live in the US so it would be nice to know when you're available on the channel (UTC time). I hope the channel keeps logs? I'm going to download Hexchat and join tomorrow (it's 1:30 am here).

Anyway, I guess I need to start with the official Lua documentation on the website and Minetest resources?
https://minetest.gitlab.io/minetest/
https://rubenwardy.com/minetest_modding ... index.html

Can you think of some simple tasks to get me started?
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Re: [Game] Exile v0.3.8c

by MisterE » Post

Mantar wrote:
Wed Sep 14, 2022 20:03
I'd be glad to have you aboard! A lot of those things are already on my (massive) todo list, and I'd love to have some help with them.

I have a plan to rework the heat and temperature engine to improve performance, and thus open up the possibility of more detailed mechanics, but it may make an already complex system moreso. If you have ideas on that front that'd be great. Crop diseases, seasonal changes, food spoilage, ruined shelters from long-dead exiles, and boiling saltwater to get salt are all on my personal roadmap as well.

You should join our IRC channels, #Exile and #Exile-dev on freeirc.org. That's where most development discussion happens. I'd recommend Hexchat to connect, though you can connect through a web browser with https://kiwiirc.com/nextclient/irc.mini ... .org#Exile
just fyi, you can join the same channel, bridged to matrix and discord,
here: https://matrix.to/#/#landofcatastropheingame:matrix.org
and here: https://discord.gg/fqcEMNenhA (in the #exile-in-game channel)

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Re: [Game] Exile v0.3.8c

by Mantar » Post

lotd: I believe I've tagged a few issues on the tracker with "good first issue" for that.
MrE: While that's true, that's only for #Exile, my #Exile-dev channel is IRC only. (Which is fine with me, Discord can go kick rocks, and I like that I can see the full user list in the channel, and kick anyone who might be causing trouble without having to open a Matrix client or whatever and go find them first)
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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