Unarelith
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by Unarelith » Wed Nov 21, 2018 17:19
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SkyFactory is a Minetest game heavily inspirated by the Feed The Beast: Sky Factory modpacks for Minecraft.
Goal: Build the ultimate factory in the sky, from a single tree.
Downloads
Latest "stable" version (0.2.1a): link
Mods
I chose some mods because of their inspirations or similarities with existing Minecraft mods, for example:
Current mod list:
Spoiler bonemeal
elepower
facade
farming
fluid_lib
fromscratch
hopper
intllib
item_drop
melterns
microexpansion
minetest_game
moreblocks
mydoors
protector
quest_lib
sky_islands
skyfactory_quests
unified_inventory
witt
GitHub: https://github.com/Quent42340/SkyFactory
IRC: #skyfactory on
irc.freenode.net
Last edited by
Unarelith on Mon Dec 17, 2018 23:21, edited 26 times in total.
Mantar
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by Mantar » Wed Nov 21, 2018 19:26
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Maybe you could mention what an "FTB-like" is?
Unarelith
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by Unarelith » Wed Nov 21, 2018 21:57
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Sure, I edited my message, I think the goals are a bit clearer now.
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by TumeniNodes » Wed Nov 21, 2018 23:51
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A Wonderful World
Unarelith
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by Unarelith » Wed Dec 05, 2018 23:53
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First alpha released
here .
There's currently not a lot of quests (only 10) but more will come soon.
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by TumeniNodes » Thu Dec 06, 2018 00:35
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nvm, ignore this comment... this is not the comment you are looking for
A Wonderful World
Unarelith
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by Unarelith » Thu Dec 06, 2018 00:38
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0.1.0a released!
Download (ZIP)
Changelog:
Lots of mods removed, keeping only essential ones
item_drop added for Minecraft-like feel
skyblock heavily modified to fit the intented gameplay
fromscratch updated to last version
Unarelith
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by Unarelith » Wed Dec 12, 2018 03:32
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0.2.1a released!
Download (ZIP)
Changelog:
skyblock_levels replaced by quest_lib
skyfactory_quests added, contains all the quests for this game (depends on quest_lib )
Updated most of the mods to their latest version
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by TechNolaByte » Wed Dec 12, 2018 19:30
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I already have a nearly compleated skyfactory style/clone subgame that i havnt released yet if you might be interested in working with me?
The great quest of alchemy neither failed nor attained gold; programmers are those great alchemists who transmute caffeine into code.
TonyF
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by TonyF » Mon Dec 17, 2018 21:42
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Is this compatible with stable 0.17.1?
Looks like i get mod errors fireflies / butterflies / melterns - tinkering etc,
Unarelith
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by Unarelith » Mon Dec 17, 2018 23:19
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Unfortunately it's not, but you can get latest dev version here:
Windows (ZIP) /
Ubuntu
If you have any issue I'm connected to irc.freenode.net on #skyfactory.
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by TonyF » Mon Dec 17, 2018 23:26
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Thanks for the update!
I am on arch linux so from what i can tell i would have to compile myself which is going to be alot of fun :/
Unarelith
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by Unarelith » Mon Dec 17, 2018 23:28
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On archlinux you can use any AUR manager (yaourt, pacaur, etc..) to install latest version automatically. The package is named minetest-git .
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by TonyF » Mon Dec 17, 2018 23:43
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That will teach me for not looking in the AUR hard enough. Compiling now, thanks again.
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by texmex » Fri Jan 04, 2019 09:57
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A little issue:
Attachments
font.png (41.47 KiB) Viewed 3400 times
Unarelith
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by Unarelith » Fri Jan 04, 2019 14:46
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Yeah it's still the original interface. :/
I'll change it soon don't worry.
In the meantime use the default font or smaller character size for better readability
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by texmex » Fri Jan 04, 2019 14:55
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Cool. What do you refer to by "original interface"? Is there an original?
Btw, I looked over at rnd's skyblock type game and while yours is superior, rnd's use of formspec tabs (sfinv) was pretty neat. Perhaps some inspiration. =)
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by texmex » Fri Jan 04, 2019 17:42
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Alright, cool. Let’s look into sfinv formspecs then. :)
Btw I got interested in your game after reading
viewtopic.php?f=3&t=21711 . It would be interesting to provide a high quality skyblock experience for Minetest for reasons mentioned in that post…
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by Unarelith » Fri Jan 04, 2019 17:55
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I completely agree, but Minetest isn't ready yet, that's why I paused the development of this game to focus on the engine.
And to understand something as big as Minetest, sometimes it's good to try developing
your own thing .
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by texmex » Fri Jan 04, 2019 18:54
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Unarelith wrote: I completely agree, but Minetest isn't ready yet, that's why I paused the development of this game to focus on the engine.
And to understand something as big as Minetest, sometimes it's good to try developing
your own thing .
Ah, I see. What's missing in the MT engine for it to become viable? Do you have something similar to MineClone 2's
MISSING_ENGINE_FEATURES ? Also, it's a little depressing that nearly all projects come to the same conclusion and abandon development in the MT engine. Some things must be really missing or dysfunctional for that to be the case. :/
Oh wow, a whole new engine? And Lua scripting already added? Impressive!
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by Unarelith » Fri Jan 04, 2019 19:04
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No I don't have something like that, but the main points are:
Formspecs are terrible (I'll try to refactor the code after 5.0.0 though, to see if something can be easily improved)
Node-bound entities should definitely exist
The engine should provide a way to remove the horizon to give a full "in the void" experience
texmex wrote: Oh wow, a whole new engine? And Lua scripting already added? Impressive!
I'm using
sol so Lua integration wasn't really an issue. :)
However the only thing you can do with it is register items/blocks/crafts, but nothing more yet.
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by GamingAssociation39 » Fri Jan 04, 2019 20:12
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Unarelith could you also work on a proper quest book for the game? I see that you've started on it already but was wondering if it would eventually be somewhat close to MCs quest book?
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Unarelith
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by Unarelith » Fri Jan 04, 2019 22:01
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Yes, the goal is to make a similar interface, but currently formspecs are too limited.
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by GamingAssociation39 » Fri Jan 04, 2019 22:04
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Yeah... Someone was working on redoing the formspecs so they can be more expendable and it has gotten somewhere but not too far since he disappeared
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