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[abandoned Modpack] Duane's World [duane_world]

Posted: Sun Jul 09, 2017 06:48
by duane
Edit: This mod is abandoned now that I've switched to Squaresville C.

This modpack includes most of my mods and others that greatly enhance them. Squaresville is used as the mapgen by default, and is tightly integrated with big_trees, booty, fun_caves, geomoria, zigg, and nmobs. It pretty much requires the minetest_game and its mods or a close equivalent.

Screenshots
+ Spoiler

My mods:

big_trees
body_pillow
booty
chaos
cloudscape
dpies
elixirs
fun_caves
fun_guns
fun_tools
geomoria
hard_mobs
hard_wood
inspire
loud_walking
mtlogo
noore
nmobs
polbox
squaresville
status
wooden_bucket
xlocate
zigg

My work is mostly LGPL 2.1 and CC0. However, it includes a lot of artwork and some code from other projects. See each mod directory for details.


Other mods include:

Bonemeal
viewtopic.php?f=9&t=16446

Homedecor -- including building_blocks, chains, computer, fake_fire, homedecor, homedecor_3d_extras, homedecor_i18n, itemframes, lavalamp, lrfurn, and plasmascreen
viewtopic.php?f=11&t=2041

Moreblocks
viewtopic.php?id=509

NSSM
viewtopic.php?f=11&t=11813&hilit=nssm

Unifieddyes
viewtopic.php?pid=28399

Each of these mods has their own licensing and conditions for distribution. Please check the documentation in their directories and at their sites for details. In some cases, I have modified their code and/or artwork according to their licensing requirements, so if anything goes wrong, don't complain to them -- complain to me.

Tips
+ Spoiler
The source is available on github.

Code: LGPL2/3, GPL3, MIT, etc.
Textures: CC-BY-SA 2/3, CC0, etc.

Mod dependencies: default and many minetest_game mods

Download: https://github.com/duane-r/duane_world/ ... master.zip

Problems

Posted: Sun Jul 09, 2017 06:48
by duane
None so far.

To-Do List

Posted: Sun Jul 09, 2017 07:00
by duane
- Add goblins.
- Add many more mobs.
- Add more houses and finished building levels.
- Add more teleporters.

Re: [Modpack] Duane's World [duane_world]

Posted: Sun Jul 09, 2017 18:04
by paramat
Excellent!

Re: [Modpack] Duane's World [duane_world]

Posted: Mon Jul 10, 2017 05:08
by duane
paramat wrote:Excellent!
Party on!

Re: [Modpack] Duane's World [duane_world]

Posted: Mon Jul 10, 2017 15:00
by bell07
Excelent!
Maybe it should be an own subgame?
If not,which Subgame is recommended for this modpack?

Re: [Modpack] Duane's World [duane_world]

Posted: Mon Jul 10, 2017 15:42
by azekill_DIABLO
woooohooo! let's break the rules and now it's the party!

Re: [Modpack] Duane's World [duane_world]

Posted: Mon Jul 10, 2017 16:38
by Otter
We're not worthy! We're not worthy!

Re: [Modpack] Duane's World [duane_world]

Posted: Mon Jul 10, 2017 16:56
by azekill_DIABLO
xD

Re: [Modpack] Duane's World [duane_world]

Posted: Tue Jul 11, 2017 00:21
by duane
bell07 wrote:Excelent!
Maybe it should be an own subgame?
If not,which Subgame is recommended for this modpack?
I only use minetest_game, but as long as there's an equivalent of most of the default mods (stairs, doors, beds, tnt, fire, flowers, bucket, and xpanes leap to mind), I suppose most subgames would work.

::waves his hands and enters a dream sequence

Re: [Modpack] Duane's World [duane_world]

Posted: Tue Jul 11, 2017 13:34
by azekill_DIABLO
duane wrote: ::waves his hands and enters a dream sequence
Image

Re: [Modpack] Duane's World [duane_world]

Posted: Sun Jul 16, 2017 09:25
by Gael de Sailly
I get this error on loading:

Code: Select all

2017-07-16 11:13:39: ERROR[Main]: ModError: Failed to load and run script from /home/gael/.minetest/mods/duane_world/mobs_duane/init.lua:
2017-07-16 11:13:39: ERROR[Main]: /home/gael/.minetest/mods/duane_world/mobs_duane/bee.lua:42: attempt to call method 'spawn' (a nil value)
2017-07-16 11:13:39: ERROR[Main]: stack traceback:
2017-07-16 11:13:39: ERROR[Main]: 	/home/gael/.minetest/mods/duane_world/mobs_duane/bee.lua:42: in main chunk
2017-07-16 11:13:39: ERROR[Main]: 	[C]: in function 'dofile'
2017-07-16 11:13:39: ERROR[Main]: 	/home/gael/.minetest/mods/duane_world/mobs_duane/init.lua:34: in main chunk
bee.lua line 42

But actually mobs:spawn is defined: api.lua line 2807

No other mod running, Minetest Game 0.4.15-dev updated on June 3rd 2017.

Re: [Modpack] Duane's World [duane_world]

Posted: Sun Jul 16, 2017 14:28
by duane
Gael de Sailly wrote:I get this error on loading:

Code: Select all

2017-07-16 11:13:39: ERROR[Main]: ModError: Failed to load and run script from /home/gael/.minetest/mods/duane_world/mobs_duane/init.lua:
2017-07-16 11:13:39: ERROR[Main]: /home/gael/.minetest/mods/duane_world/mobs_duane/bee.lua:42: attempt to call method 'spawn' (a nil value)
2017-07-16 11:13:39: ERROR[Main]: stack traceback:
2017-07-16 11:13:39: ERROR[Main]: 	/home/gael/.minetest/mods/duane_world/mobs_duane/bee.lua:42: in main chunk
2017-07-16 11:13:39: ERROR[Main]: 	[C]: in function 'dofile'
2017-07-16 11:13:39: ERROR[Main]: 	/home/gael/.minetest/mods/duane_world/mobs_duane/init.lua:34: in main chunk
bee.lua line 42

But actually mobs:spawn is defined: api.lua line 2807

No other mod running, Minetest Game 0.4.15-dev updated on June 3rd 2017.
I can't seem to duplicate the problem.

Do you have another version of mobs redo in your mods tree that might be taking priority? The one I include with the modpack has some changes in it, although I'm not sure why that would matter here. If it was an earlier version, it might not have spawn in it. I should probably rename the modified mobs anyway.

Re: [Modpack] Duane's World [duane_world]

Posted: Sun Jul 16, 2017 19:04
by Gael de Sailly
duane wrote:Do you have another version of mobs redo in your mods tree that might be taking priority?
Yes thank you, that was the problem. I removed the other mod and it works. Thank you :)
Good modpack by the way, interesting and somewhat curious, I like the way you imagine things from scratch and then code it, you're one of the mod coders that innovates the more.

Re: [Modpack] Duane's World [duane_world]

Posted: Tue Jul 18, 2017 05:28
by duane
Gael de Sailly wrote:Good modpack by the way, interesting and somewhat curious, I like the way you imagine things from scratch and then code it, you're one of the mod coders that innovates the more.
Thank you.

----------------------------------

I've changed the name of the altered mobs redo in the pack so it doesn't interfere with the regular one. In theory, you should be able to run both, if necessary, but I haven't tested it thoroughly.

Re: [Modpack] Duane's World [duane_world]

Posted: Thu Jul 20, 2017 09:37
by duane
I've had to change the name of mobs_dw back to mobs. It was causing too many little issues. It won't load while the original mobs_redo is in your mod tree. However, it should be compatible enough to do anything the original could do, if you choose to remove the original.

The mobs I've included with this pack will check for the presence of the original mobs_redo and refuse to load, just in case.

The version in the modpack is up-to-date with the original, as of today.

Re: [Modpack] Duane's World [duane_world]

Posted: Fri Jul 21, 2017 15:24
by duane
I made the trees a bit more colorful and the terrain a bit more rugged.

Image

Image

Re: [Modpack] Duane's World [duane_world]

Posted: Sat Jul 22, 2017 10:12
by azekill_DIABLO
looks nice!

Re: [Modpack] Duane's World [duane_world]

Posted: Mon Jul 24, 2017 03:12
by duane
I've removed mobs_redo and put nmobs in, instead. I got tired of mobs walking through my kitchen windows. Nmobs is much less developed than mobs_redo, so feel free to turn it off. However, I recently added support for mesh entities, so it's not completely useless.

Re: [Modpack] Duane's World [duane_world]

Posted: Tue Jul 25, 2017 02:30
by duane
D00Med inspired me to add some pears and oranges to the new trees I made. They're as nutritious as apples.

Image