[Game] Famish [0.3]
[Game] Famish [0.3]
Hello, this is my variant of a survival game for minetest.
Download: https://dl.dropboxusercontent.com/u/145 ... .3.tar.bz2
How to use: Extract tarball and put the famish directory under your minetest/games/ directory (not in the mods directory!). Famish should now be available when you create a new world.
Version 0.3: Upgrade to minetest 0.4.7 and a few minor third-party mods are updated. Use the previous version for older versions of minetest. Header and icon are there, but crappy.
Version 0.2.1: The integration of stoneage changes the start quite significantly. Read the stoneage description to find out how to chop trees and lighten torches. Apropos torches, be careful, they can ignite stuff now.
Version 0.1: I do not consider it a very good game at this point, so mainly I would like some suggestions from the community. The game has one distuingishing feature: torches burn out and disappear after a while.
Github: https://github.com/qznc/famish
Requirements: minetest 0.4.7
Licence: LGPLv2/later for game specific stuff. The mods specify their own licence.
Mods:
mobf (partially),
simple mods,
plantlife,
throwing,
builtin_item,
survival (without thirst),
dplus,
mudslide,
stoneage,
vines
Old Downloads:
v0.2.1 (for minetest 0.4.6)
v0.1
Download: https://dl.dropboxusercontent.com/u/145 ... .3.tar.bz2
How to use: Extract tarball and put the famish directory under your minetest/games/ directory (not in the mods directory!). Famish should now be available when you create a new world.
Version 0.3: Upgrade to minetest 0.4.7 and a few minor third-party mods are updated. Use the previous version for older versions of minetest. Header and icon are there, but crappy.
Version 0.2.1: The integration of stoneage changes the start quite significantly. Read the stoneage description to find out how to chop trees and lighten torches. Apropos torches, be careful, they can ignite stuff now.
Version 0.1: I do not consider it a very good game at this point, so mainly I would like some suggestions from the community. The game has one distuingishing feature: torches burn out and disappear after a while.
Github: https://github.com/qznc/famish
Requirements: minetest 0.4.7
Licence: LGPLv2/later for game specific stuff. The mods specify their own licence.
Mods:
mobf (partially),
simple mods,
plantlife,
throwing,
builtin_item,
survival (without thirst),
dplus,
mudslide,
stoneage,
vines
Old Downloads:
v0.2.1 (for minetest 0.4.6)
v0.1
Last edited by qznc on Sat Jun 08, 2013 08:38, edited 1 time in total.
- rubenwardy
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- kaeza
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You could try bumping the "Topic Move Requests" topic.
Anyway, it's nice to see simple survival games.
Also, thanks for crediting about the burning_torch mod ^_^
Anyway, it's nice to see simple survival games.
Also, thanks for crediting about the burning_torch mod ^_^
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
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Check out my stuff! | Donations greatly appreciated! PayPal
- Casimir
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Since I use submodules the Github zip file is not helpful. UseCasimir wrote:When I download the zip from github all the mods are empty. What do I have to do to make it work?
Code: Select all
git clone
Code: Select all
git submodule update --init
Code: Select all
make
The easiest way is to use the tar.bz2 file from Dropbox. Is tar.bz2 a problem? I thought Winzip can handle this format.
Last edited by qznc on Mon May 27, 2013 17:45, edited 1 time in total.
- Casimir
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This symlinking is not something I like, but I don't know a better way to use parts of the survival and mobf modpacks. I would prefer configuring it externally from a Lua script. Minetest 0.4.7 takes some steps to improve, but will not solve the problem.Casimir wrote:Thanks for the answer. I have no problem with the dropbox version, just was curious how the github thing works. To be precice, I wonder if I could set up a repo that just links to the minetest-engine and some games, and replaces some particular files (like minetest.conf).
Yay. First of my mod to be used in anything! (mudslide mod)
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
Ah, so you're the one to blame.ch98 wrote:Yay. First of my mod to be used in anything! (mudslide mod)
I had been playing for a few days and made some good progress, built some cool stuff, started doing some farming, when along came a never-ending mudslide that destroyed / buried everything.
Cool mod, but it needs some kind of global amount of mud created per slide or something. Anyway, it seems a bit too aggressive. Look up how real mudslides work and try to emulate that.
Oh, and qznc, thanks for the game. I'm enjoying.
I love the mobs and the whole notion of truly starting from scratch. Only trouble I'm having is with light in caves. There should be some kind of longer lasting / permanent lighting solution. Maybe something that relies on the notion of bioluminescence? Maybe I'll make such a mod.
Last edited by bdjnk on Sat Jun 15, 2013 00:59, edited 1 time in total.
Thanks for the feedback!bdjnk wrote:Ah, so you're the one to blame.ch98 wrote:Yay. First of my mod to be used in anything! (mudslide mod)
I had been playing for a few days and made some good progress, built some cool stuff, started doing some farming, when along came a never-ending mudslide that destroyed / buried everything.
Cool mod, but it needs some kind of global amount of mud created per slide or something. Anyway, it seems a bit too aggressive. Look up how real mudslides work and try to emulate that.
Oh, and qznc, thanks for the game. I'm enjoying.
I love the mobs and the whole notion of truly starting from scratch. Only trouble I'm having is with light in caves. There should be some kind of longer lasting / permanent lighting solution. Maybe something that relies on the notion of bioluminescence? Maybe I'll make such a mod.
Mudslide is not realistic, however I think natural desasters should be part of survival and mudslide is currently the only one I know of. Earthquake, flood, locusts etc is technically not possible with minetest so far.
A permanent light should be in there. It should be expensive, though. Construction might involve furnace and rare materials or something. Iron smelting for a latern maybe? Also some more natural lighting in caves is probably a good idea. Glowing mushrooms or crystals?
I welcome any mods in this direction.
Sorry for the destruction. plant trees to prevent or stop mudslide. use mudslide panic command /mudslide_panic to turn all out of hand mudslide in to dirt. Lower the chance of mudslide happening by /set_mudtime command. set up farms by laying a layer of tree trunk few block below dirt and putting tree border. Also, you should set default mudtime in the script very high and expand the range the tree should be in to stop mudslide.qznc wrote:Thanks for the feedback!bdjnk wrote:Ah, so you're the one to blame.ch98 wrote:Yay. First of my mod to be used in anything! (mudslide mod)
I had been playing for a few days and made some good progress, built some cool stuff, started doing some farming, when along came a never-ending mudslide that destroyed / buried everything.
Cool mod, but it needs some kind of global amount of mud created per slide or something. Anyway, it seems a bit too aggressive. Look up how real mudslides work and try to emulate that.
Oh, and qznc, thanks for the game. I'm enjoying.
I love the mobs and the whole notion of truly starting from scratch. Only trouble I'm having is with light in caves. There should be some kind of longer lasting / permanent lighting solution. Maybe something that relies on the notion of bioluminescence? Maybe I'll make such a mod.
Mudslide is not realistic, however I think natural desasters should be part of survival and mudslide is currently the only one I know of. Earthquake, flood, locusts etc is technically not possible with minetest so far.
A permanent light should be in there. It should be expensive, though. Construction might involve furnace and rare materials or something. Iron smelting for a latern maybe? Also some more natural lighting in caves is probably a good idea. Glowing mushrooms or crystals?
I welcome any mods in this direction.
Last edited by ch98 on Sun Jun 16, 2013 22:06, edited 1 time in total.
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
Some missing files:
16:52:28: ACTION[ServerThread]: singleplayer joins game. List of players: single
player
Could not open file of texture: character.png
Loaded mesh: character.x
PNG warning: Interlace handling should be turned on when using png_read_image
PNG warning: Interlace handling should be turned on when using png_read_image
Could not open file of texture: animal_big_red_mesh.png
Loaded mesh: animal_big_red.b3d
Could not open file of texture: animal_chicken_chick_mesh.png
Loaded mesh: animal_chick.b3d
Could not open file of texture: animal_chicken_chicken_mesh.png
Loaded mesh: animal_chicken.b3d
Could not open file of texture: fish_clownfish_mesh.png
Loaded mesh: animal_clownfish.b3d
Could not open file of texture: animal_deer_mesh_f.png
Loaded mesh: animal_deer_f.b3d
Could not open file of texture: animal_deer_mesh_m.png
Loaded mesh: animal_deer_m.b3d
Loaded mesh: animal_dm.b3d
Could not open file of texture: animal_gull_mesh.png
Loaded mesh: animal_gull.b3d
Could not open file of texture: animal_rat_mesh.png
Loaded mesh: animal_rat.b3d
Could not open file of texture: animal_chicken_chicken_mesh.png
Loaded mesh: animal_rooster.b3d
Could not open file of texture: animal_wolf_mesh.png
Loaded mesh: animal_wolf.b3d
Could not open file of texture: animalmaterials_egg_ent_mesh.png
Loaded mesh: animalmaterials_egg_ent.b3d
Could not open file of texture: boombomb_mesh.png
Loaded mesh: boombomb.b3d
Could not open file of texture: fish_blue_white_mesh.png
Loaded mesh: fish_blue_white.b3d
Loaded mesh: mob_oerkki.b3d
Could not open file of texture: mob_slime_slime_mesh.png
Loaded mesh: mob_slime_slime.b3d
Could not open file of texture: mobf_path_marker.png
Loaded mesh: mobf_path_marker.b3d
Loaded mesh: mobs_dungeon_master.x
Could not open file of texture: oerkki.png
Loaded mesh: mobs_oerkki.x
Could not open file of texture: UV_rat.png
Loaded mesh: mobs_rat.x
Loaded mesh: mobs_sand_monster.x
Could not open file of texture: sheep.png
Loaded mesh: mobs_sheep.x
Loaded mesh: mobs_sheep_shaved.x
Loaded mesh: mobs_stone_monster.x
Loaded mesh: mobs_tree_monster.x
Loaded texture: C:/Minetest/textures/base/pack/sunrisebg.png
Font size: 8 17
Last edited by sirber on Mon Jul 08, 2013 20:54, edited 1 time in total.
- Dan Duncombe
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They are not missing and should still open fine, I always get this message but have no actual problems.
sirber wrote:Some missing files:
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
Last edited by sirber on Thu Sep 26, 2013 11:29, edited 1 time in total.
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