[modpack] mars_pack [0.0.1][first test release]

juli
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[modpack] mars_pack [0.0.1][first test release]

by juli » Post

I wanna introduce my mars-modpack used to make other mods good useable with the
marssurvive-mod.

The marssurvive-mod version isn't anymore the original, but its a fork of it, the changes are:
- A new air-system making air-generation more fun (using flowers/trees to get air)
- animals are useable now also on mars, they die in vacuum
- divided the mod into a modpack consists of:
1.marssurvive (nodes+default tools etc)
2.marsair (the airsystem)
3.spacesuits (depends on marsair)
4.mars_mobs_redo (also depends on marsair, only some lines of mobs_redo mod changed)
5.initial items
6.aliens

but the modpack should be backwards compatible with the "old" marssurvive mod

Here are some screenshots, manual etc. is comming soon:
->top-left our friendly trader known from mars-server later used to buy animals
Image
The airleak changed too (the animation is much faster then ingame): :)
Image
and the new airgenerator design (ingame it looks better then here):
Image

Source: https://github.com/cpdef/mars_pack
Download: https://github.com/cpdef/mars_pack/archive/master.zip
License: LGPLv.2.0 (have to look for a conflict etc. )
Version: 0.0.1 first release

Thanks too
- AiTechEye for creating the marssurvive mod
- Doomed for the texture/model of the flower-airmaker
- TenPlus1 for creating mobs_redo (changed here)
- Marsserver-players for good improving ideas

comming soon/todo:
- craftig recipes ... [nearly done]
- enable/disable clouds in a marssurvive.conf
- scifi-like rails+carts
- mars-weather + greenhouses to prevent sandstorm/radiation etc. from plants
- imporve friendly aliens (let them do more things)
- add stronger aliens
- more spacesuits
- tell me your ideas

About clouds: i'am still not able to disable clouds if u use minetest 4.15, from mod.
Here are 2 solutions for this Problem:
1.Mars has clouds: https://mars.nasa.gov/MPF//science/clouds.html
2.Disable clouds for your client: Settings->Advanced Settings->Client->Ingame->Basic->enable_clouds->Disable



Please test and report bugs :) best way would be on github.
Last edited by juli on Mon Jun 05, 2017 18:29, edited 5 times in total.

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Devy
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Re: [modpack] mars_pack [0.0.1][first test release]

by Devy » Post

Looks great!

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linushsao
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Re: [modpack] mars_pack [0.0.1][first test release]

by linushsao » Post

Wow...awesome.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List

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D00Med
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Re: [modpack] mars_pack [0.0.1][first test release]

by D00Med » Post

Looks really good!
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

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Re: [modpack] mars_pack [0.0.1][first test release]

by TumeniNodes » Post

hey... stuff's movin around!!!!! :D
this is the sort of things users are looking for... these are the sort of visual features (among others) which attract users and hold their attention. There has to be stuff goin' on. :P

animated textures, animated physics, etc... these sort of things add a lot of depth and life to a game. Everybody wants eyecandy
A Wonderful World

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

ok has somebody tested it already?
Maybe it is good to know for testers, that there is a config.lua (/marsair/config.lua), because normaly the speed of air-generation by plants is very slow, (30 mins for one air or so per flower) so u should increase the speed.

To make the configuration more simple i have add much comments to the config.lua
link is here: https://github.com/cpdef/mars_pack/blob ... config.lua

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Andrey01
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Re: [modpack] mars_pack [0.0.1][first test release]

by Andrey01 » Post

Still mars modpack! Nice! It looks like interesting things!

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

ok now there should be craft-recipes for all things,
maybe they should be improved.

Please also report missing ones, and unknown items in recipes etc. :)

Should i add the ufos to the modpack? I have worked a bit on it and fixed some errors ...

Dr. Dorkman
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Re: [modpack] mars_pack [0.0.1][first test release]

by Dr. Dorkman » Post

You know what would be really awesome to add as a mob? Xenomorphs. Or Predators. Or both. In celebration of our newest Alien Covenant movie of course.

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

@DrDorkman if someone provides a 3d-animation of it to me? :p
i have never used blender etc. much ... i can't make 3d animations

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Christian9
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Re: [modpack] mars_pack [0.0.1][first test release]

by Christian9 » Post

10/10!

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

what means
10/10!
?

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Christian9
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Re: [modpack] mars_pack [0.0.1][first test release]

by Christian9 » Post

It's a good mod, Cool Doritos.

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

Yeah 4.16 released now i'll change the clouds so that people can dis/enable them in a marssurvive.conf!

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azekill_DIABLO
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Re: [modpack] mars_pack [0.0.1][first test release]

by azekill_DIABLO » Post

it looks very complete, i'm impressed... say hello to iron-mars-man!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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turbogus
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Re: [modpack] mars_pack [0.0.1][first test release]

by turbogus » Post

Hello,

I've test in creativ mod and it's a great mod! But I don't understand how to use air generator bloc? I have to put something in the 4 slots to use it ("need 8 air ...") but I don't know why ! I test with oxogen block and air bottle but that don't work...

Will you add farming in this mod pack ? (find seeds in mars dust or something like that ? )

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AiTechEye
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Re: [modpack] mars_pack [0.0.1][first test release]

by AiTechEye » Post

I recommend you to try out this, it adds "space guys" / advanced ai npc

Im sure you dont like the terrible monsters or people walks around in clothes, so disable the other mods in the modpack, but maybe not aliveai_aliens

Aliveai is also a good engine if you want to add advanced monsters

depends
aliveai viewtopic.php?t=16083
spacesuit
marssurvive


download/file.php?mode=view&id=12482

Image
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screenshot_20171001_230607.png
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Michael Eh?
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Re: [modpack] mars_pack [0.0.1][first test release]

by Michael Eh? » Post

how you get this air working... what do you put into the gen? Doesn't work.

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TheGreatCoffeeKing99
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Re: [modpack] mars_pack [0.0.1][first test release]

by TheGreatCoffeeKing99 » Post

Hello,
This modpack seems not to work. The individual mods have unmet dependencies: each other!
ie. marsair needs marssurvive (both are enabled).
The mapgen won't change. Please help. (Using Minetest and Minetest game 0.4.16, and mapgen v7).
Please help.
Thanks.
Hi. I don't have any published mods yet.

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

hmm i hope it will work now, i have now pulled the mars_pack version we use on mars server over it,
because the bugfixes etc are at first there done most times.
It should work with 4.16 stable well ... tested today.

Also some mapgen changes are added, like different sand colors.
For the air generation:
1. its still wip, but some bugs are fixed and its in progress right now.
2. simple setup: use the flower airgen, put one flower on it (shift right) and activate it (left click i think)
3. wait for the first generated air, put it in an air generator.
4. if there are 8 air units in the generator u can generate air! the 4 slots are only, that u can store more air in it.

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Re: [modpack] mars_pack [0.0.1][first test release]

by TechNolaByte » Post

perhaps turning this into a subgame instead of a modpack?
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.

juli
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Re: [modpack] mars_pack [0.0.1][first test release]

by juli » Post

if u need a modpack look here:
https://github.com/linushsao/marsu_game-linus-v0.2
That is the subgame we use on marsserver, based on default and mars_pack, but also many other mods.

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Re: [modpack] mars_pack [0.0.1][first test release]

by BirgitLachner » Post

Nothing works for me :-(

2018-07-22 12:30:05: ERROR[Main]: The following mods could not be found: "mars_mobs_redo"
2018-07-22 12:30:05: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2018-07-22 12:30:06: ERROR[Main]: ModError: Failed to load and run script from /home/birgit/.minetest/mods/mars_pack/marssurvive/init.lua:
2018-07-22 12:30:06: ERROR[Main]: /home/birgit/.minetest/mods/mars_pack/marssurvive/init.lua:2: attempt to index field 'settings' (a nil value)
2018-07-22 12:30:06: ERROR[Main]: stack traceback:
2018-07-22 12:30:06: ERROR[Main]: /home/birgit/.minetest/mods/mars_pack/marssurvive/init.lua:2: in main chunk
2018-07-22 12:30:06: ERROR[Main]: Siehe debug.txt für Details.

I've got the pack from here: https://github.com/cpdef/mars_pack
I don't understand, why there is an error about mars_mobs_redo ... it is integrated.

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Re: [modpack] mars_pack [0.0.1][first test release]

by Krock » Post

BirgitLachner wrote:2018-07-22 12:30:06: ERROR[Main]: /home/birgit/.minetest/mods/mars_pack/marssurvive/init.lua:2: attempt to index field 'settings' (a nil value)
Your Minetest version is outdated, < 0.4.16 to be precise. Update it to 0.4.17.1 (or 0.4.16 if there is no binary) to make this mod work.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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TheGreatCoffeeKing99
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Re: [modpack] mars_pack [0.0.1][first test release]

by TheGreatCoffeeKing99 » Post

Mine does not work. This error was thrown:


2018-07-27 15:55:14: WARNING[Main]: BanManager: creating C:\Users\_____\Desktop\minetest-0.4.17.1-win64\bin\..\worlds\World 1 mars_pack\ipban.txt
2018-07-27 15:55:14: ERROR[Main]: The following mods could not be found: "mars_mobs_redo"
2018-07-27 15:55:15: ERROR[Main]: ModError: Failed to load and run script from C:\Users\Andrew\Desktop\minetest-0.4.17.1-win64\bin\..\mods\mars_pack\marssurvive\init.lua:
2018-07-27 15:55:15: ERROR[Main]: ...4.17.1-win64\bin\..\mods\mars_pack\marssurvive/craft.lua:191: '}' expected (to close '{' at line 189) near 'output'
2018-07-27 15:55:15: ERROR[Main]: stack traceback:
2018-07-27 15:55:15: ERROR[Main]: [C]: in function 'dofile'
2018-07-27 15:55:15: ERROR[Main]: ....4.17.1-win64\bin\..\mods\mars_pack\marssurvive\init.lua:17: in main chunk
2018-07-27 15:55:15: ERROR[Main]: Check debug.txt for details.

I don't know what is going on. Please help.
Thanks.
Hi. I don't have any published mods yet.

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