[Game] Post-apocalyptic Fallout World [aftermath]

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maikerumine
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[Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Sat Dec 05, 2015 23:58

Image

-- Aftermath created by maikerumine and Aiden Garvin-- Minetest 0.4.14
Image
game: "Aftermath"
-- namespace: aftermath
-- (c) 2015 by: maikerumine and Aiden Garvin
-- https://github.com/maikerumine
-- LGPLv2.1 (SEE BOTTOM)
-- Inspired by Blockmen's Wasteland game
. https://github.com/BlockMen/Wasteland/releases/tag/0.5
=======================
Image
INTRODUCTION:
_____________

You awaken in the centre of a rustic village after a long while, time seems to have forgotten about you, as you did it. You realise there was a great war, a total catastrophy, nothing is as it seems. There are killers out at night to raid and loot your things, as well as an unidentified creature of some sort.. You look in yout inventory and find an assortment of items, some of which are firearms and wood.
The realisation that you have to survuve at all costs is awakening, your adreneline starts to pump as you make haste to the nearest abandoned building to look for things for this epic adventure.
Can you survive a night?
Can you make it a week?
Can your mind accept that this is life after the great war?
You must start again, from scratch, in a bombed out radioactive world.
This is AFTERMATH.



CREATED BY:
___________
The great team at minetest.net for a collaboration of ideas, mods, and friendship.
Celeron C55: for creating minetest in his house back in 2010. http://wiki.minetest.net/Main_Page
Maikerumine: for the "hack-coding"
Aiden Garvin: for the idea for gameplay
Blockmen: for the original minetest concept in his Wasteland game
And read the readme's in the mod section for all other contributors

NOTES:
There are NO diamond or Mese tools in game. Let's be realistic folks, any crystal would shatter and a complete diamond tool would be unrealistic. Mese can be used to craft guns- see crafting guide in game.

CRAFTING:
_________
See included crafting guide in inventory for specifics.

To make clean farmable water:
*craft four cactus and a bucket.
*cook a bucket of clean water.
*to get bucket of clean water: bucket of toxic water+sand_gravel.

To make mese shards (it is not in ore generation after the nuclear war.)
*find in village chest.
*craft obsidian shard+copper_ingot+glass = mese_shard_stasis.
*cook mese_shard_stasis for mese shard.
*nine mese shards make mese crystal.

TO GET WOOD:
*chop using axe
*craft four sticks to make wood planks
*punch leaves for sticks
*plant only on green grass, all other dirt is non grow able.

RADIATION:

__________
*The dried lake beds are filled with radioactive water and mud.
*The mud is very radioactive, you will be dead before you even touch it.
*The glimmering green toxic water is dangerous, but you can scoop up with bucket to refine.
*The HUD isn't working as of this release.
*Good luck roaming at night!

MINING:
_______
*The dig levels are much tougher, you will need steel pick to mine stone.
*The way to mine is find a cave and explore it like you would in real life.
*craft TNT to clear more stone
*Diamonds are used for protection blocks
*gold_lump is used to pay npc for random item.

BUILDING:
_________
*This ain't minecraft.
*This is MUCH harder.
*You will need an axe to chop all wooden items except bookshelf and bed.
*most dirt and clay must be dug with shovel
*always keep one axe in your inventory or you will get stuck. It might be wise to have a spawn function.

MOBS:
_____
Maikerumines smart mobs and blockmens creatures mobs (with changed texture) are what you will encounter here.
*Monsters are bad.
*Some NPC's are bad, you will figure this out on your first night.
*Good NPC's will help fight bad monsters.
*NPC's are your best option from escaping an attack.
*Right click NPC to command them to your side.
*Give bread or meat to heal them.
*Give gold_lump to recieve random item.
*Cook rotten flesh to make edible meat.
--https://github.com/maikerumine/esmobs
--https://github.com/BlockMen/creatures


FARMING:
________
Tenplus1's great farming mod.
*Pretty awesome and incorporated into village chests, you will have food if you explore.
*Use food in hand to plant seed of same food type except wheat and cotton.
*You will never run out of food if you make a farm.
--https://github.com/tenplus1/farming

HUD:
____
THERE ARE SOME HUDS HERE... This may be optimised in the future.
http://repo.or.cz/w/minetest_hudbars.git
https://github.com/BlockMen/hunger
https://github.com/BlockMen/hud
--Beware The Dark is renamed to Radiation, currently trying to get the radiation to show up so this is WIP.
[url]https://forum.minetest.net/viewtopic.php?f=11&t=12845&hilit=beware+the+dark
[/url]

ARMOR:
______
*YOU only have WOOD, IRON, GOLD, and BRONZE
*Future development will incorporate radiation to your armor protection.
https://github.com/stujones11/minetest-3d_armor--I believe the armor is the game is from Carbone though.

PROTECTOR:
__________
This is a modified version from TenPlus1's protector redo mod.
*Craft 8 stone around one diamond block.
*Protection is r5.
*You get Two protectors.
--https://github.com/tenplus1/protector

GUNS!:
______
A modified version of shooter:
--https://github.com/maikerumine/extreme_survival/tree/master/mods/shooter

VILLAGES: A.K.A. SOKOMINE's amasing compilation with a few expert Minetest coders, please read the readme's.
_________
This one is tricky... I have re-coded a few things for this game, specifically: the chests, the mapgen, the trees, the buildings (some will look more bombed out due to having cottages installed but only for the hammer and anvil.
*Villages are your bread and butter. YOu will need to stay a night or to on your initial experience with this game.
*Right click traders to buy things, this comes in very handy.
*Chests will have MUCH to loot, the world is never ending, have fun.
*Type "/visit "#"" to teleport to a nearby village.
*Type "/vmap" to see surrounding villages.
*Did I mention these villages are your bread and butter?
*Make a base in a far away village for optimum safety against online players, however, if you got there, they will get there too.

--https://github.com/maikerumine/holocaust/tree/master/mods/mg_villages
--https://github.com/Sokomine/village_modern_houses
--https://github.com/Sokomine/cottages
--https://github.com/Sokomine/handle_schematics
--https://github.com/Sokomine/mobf_trader
--https://github.com/Sokomine/village_gambit
--https://github.com/Sokomine/village_towntest

LICENSE:

License of source code:
-----------------------
LGPLv2.1 for holocaust game, based off of minetest_game (SEE BOTTOM FOR ORIGINAL LICENSE INFO.)
WTFPL or otherwise stated in mods.

License of media:
-----------------------

Any Custom texture from maikerumine:
Maikerumine (CC BY-SA 3.0)
INSERT LIST HERE

or otherwise stated in mods included in this subgame.

Browse Code:
https://github.com/maikerumine/aftermath

DOWNLOAD:
https://github.com/maikerumine/aftermath/archive/master.zip
Attachments
header.png
header.png (9.76 KiB) Viewed 9132 times
icon.png
icon.png (8.95 KiB) Viewed 9132 times
screenshot_20151205_182957.png
screenshot_20151205_182957.png (498.55 KiB) Viewed 9132 times
Last edited by maikerumine on Mon Nov 07, 2016 15:31, edited 5 times in total.
 

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rubenwardy
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Re: [Game] Post-apocalyptic Fallout World [holocaust]

by rubenwardy » Sun Dec 06, 2015 00:01

Maybe call it "nuclear holocaust" rather than just "holocaust"? That word by itself has rather negative connotations.
Last edited by rubenwardy on Sun Dec 06, 2015 00:31, edited 1 time in total.
 

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Re: [Game] Post-apocalyptic Fallout World [holocaust]

by maikerumine » Sun Dec 06, 2015 00:21

rubenwardy wrote:Maybe call it "nuclear holocaust" rather than just "holocaust"? That would by itself has rather negative connotations.

agreed!
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by maikerumine » Sun Dec 06, 2015 00:41

DONE!
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by Dragonop » Sun Dec 06, 2015 02:49

This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by maikerumine » Sun Dec 06, 2015 03:21

Dragonop wrote:This is great! I checked the server out and it is a nice subgame, but, one little thing, how am I supposed to get toxic water if I will die when close enough? hahaha

Get this from main land, a quick scoop with bucket works like a charm. ;-) The MUD is instant death, till I make a special suit of armor for the game.
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by necron099 » Sun Dec 06, 2015 17:59

I've been messing around with a subgame like this for awhile. One thing I did to my toxic water was to give it a light_source = (x). Gave it a spooky glow at night time :)
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by Samson1 » Wed Mar 16, 2016 21:36

It's such a pity Minetest does not have Minecraft's AI or PvP ^_^
MT name: Samson1

MC name: MoJo4000
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by wilkgr76 » Wed Apr 20, 2016 22:33

This looks awesome, trying it out.

Just saw your latest commit: "Redo the damn code. still not right" lol
I do not care.
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by maikerumine » Mon Nov 07, 2016 06:06

REVAMPED!
Download here
https://github.com/maikerumine/nuclear_holocaust.git

Lots of changes an tweaks.

*Less radioactivity, now you actually have a chance to explore.
*Custom mobs, re written and have lots of guns for drops, you will need them.
*tweaked some crafting recipes, you will now need to find duct_tape to make tools.
*Added carbon_steel tools
*Added a health_pack that restores hunger and health.
*Added flowers in the chests of villages and homes.
*updating from 4.13 mods to 4.14


Planning on adding more unique things to make for better all around gameplay. :)

Server us up again on 23.28.87.79 port 30001


Have fun and survive!
 

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Re: [Game] Post-apocalyptic Fallout World [nuclear_holocaust

by BirgitLachner » Mon Nov 07, 2016 07:44

I think that the name "Holocaust" is not a good choice.

... was a genocide in which Adolf Hitler's Nazi Germany and its collaborators killed about six million Jews.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath

by maikerumine » Mon Nov 07, 2016 15:43

BirgitLachner wrote:I think that the name "Holocaust" is not a good choice.

... was a genocide in which Adolf Hitler's Nazi Germany and its collaborators killed about six million Jews.

I know. :(


I wanter to name it "Fallout" but not get in trouble with the real game.
Also Wasteland has already been made.

I finally decided to name it "Aftermath" :)

This will stick and we can start branding it.

Thank you all for the input, it really means a lot.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Xudo » Wed Nov 09, 2016 16:52

Looks like this game is deprecated at this moment.
I'v downloaded and installed aftermath game in minetest 0.4.14
When I launch new world, it shows following error:
2016-11-09 22:24:24: ERROR[Main]: ModError: Failed to load and run script from D:\Games\minetest-0.4.14\bin\..\games\aftermath\mods\flowers\init.lua:
2016-11-09 22:24:24: ERROR[Main]: ...st-0.4.14\bin\..\games\aftermath\mods\flowers/mapgen.lua:168: attempt to call field 'get_mapgen_setting' (a nil value)
2016-11-09 22:24:24: ERROR[Main]: stack traceback:
2016-11-09 22:24:24: ERROR[Main]: ...st-0.4.14\bin\..\games\aftermath\mods\flowers/mapgen.lua:168: in main chunk
2016-11-09 22:24:24: ERROR[Main]: [C]: in function 'dofile'
2016-11-09 22:24:24: ERROR[Main]: ...test-0.4.14\bin\..\games\aftermath\mods\flowers\init.lua:12: in main chunk


I have found a solution for this problem, though.
I have changed last lines of aftermath\mods\flowers\mapgen.lua to this (from original minetest)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local mg_params = minetest.get_mapgen_params()
if mg_params.mgname == "v6" then
   flowers.register_mgv6_decorations()
elseif mg_params.mgname ~= "singlenode" then
   flowers.register_decorations()
end

After this I have launched the game successfully.

I was spawned in snow desert in front of some house. I have killed some agressive NPCs and dying from dehydration. Bones of those NPCs are not lootable and I don't understand how to get water.

I could use some hint about water =)
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Diamond knight » Thu Nov 10, 2016 22:36

you find water in ruined villages, also maybe make the human mobs have more fallouty themed skins, like ripped clothes, bandoliers, etc
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Tue Nov 15, 2016 06:08

Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.

Tweaked mobs a bit as usual.

More smelting crafts- melt those extra guns!!
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Wuzzy » Wed Nov 16, 2016 03:04

maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.


What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?


PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.

EDIT: Placing a toxic water bucket crashes the game.
Last edited by Wuzzy on Wed Nov 16, 2016 04:02, edited 1 time in total.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Wed Nov 16, 2016 03:18

Wuzzy wrote:
maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.


What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?


PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.

Yes, something in hudbars about nil, when player re joins and player file is broken. :/ I need this mod, it is the best looking!!!!


Yes, mud is toxic, you will need to make a bridge, or else, new seed. then things are "easier" do not forget night, the mobs will hurt pretty bad.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Wed Nov 16, 2016 03:19

Wuzzy wrote:
maikerumine wrote:Fixed hudbars. Sadly the other ones were extremely buggy, many crashes due to player file being written wrong on re join.


What has happened? Is my HUD bars mod broken? Is one of the mods using HUD bars broken? Which ones?


PS: My first game attempt was apparently VERY unlucky. My spawn town was in the middle of a giant sea of deadly mud; no idea how to get anywhere far. :-( I decided to just delete the world and try again, and … presto! I got a much fairer spawn point.

Thirsty was the forst culprit, then hudbars went weird.

I tried to fix for two weeks now but still problems.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Wuzzy » Wed Nov 16, 2016 04:04

Can you give me the relevant error message? Just copy the relevant stuff from debug.txt, please. It bugs me that my mod apparently has a bug. XD

PS: Placing a toxic water bucket crashes the game.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by maikerumine » Wed Nov 16, 2016 13:44

Wuzzy wrote:Can you give me the relevant error message? Just copy the relevant stuff from debug.txt, please. It bugs me that my mod apparently has a bug. XD

PS: Placing a toxic water bucket crashes the game.

Thanks for the bug , I'll fix asap.

Here are the debugs for the hud:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-11-13 01:02:36: ERROR[Main]: ServerError: Runtime error from mod 'hudbars' in callback environment_Step(): D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:406: attempt to index a nil value
2016-11-13 01:02:36: ERROR[Main]: stack traceback:
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:406: in function 'unhide_hudbar'
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:473: in function 'update_hud'
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:514: in function <D:\FALLOUT\bin\..\games\aftermath\mods\hudbars\init.lua:505>
2016-11-13 01:02:36: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>



Thirsty error:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-11-13 02:05:56: ERROR[Main]: ServerError: Lua: Runtime error from mod 'thirsty' in callback on_dieplayer(): ...\aftermath\mods\thirsty/persistent_player_attributes.lua:109: attempt to index a nil value
2016-11-13 02:05:56: ERROR[Main]: stack traceback:
2016-11-13 02:05:56: ERROR[Main]:    ...\aftermath\mods\thirsty/persistent_player_attributes.lua:109: in function 'set_value'
2016-11-13 02:05:56: ERROR[Main]:    ...ALLOUT\bin\..\games\aftermath\mods\thirsty/functions.lua:40: in function <...ALLOUT\bin\..\games\aftermath\mods\thirsty/functions.lua:33>
2016-11-13 02:05:56: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>




hud_hunger as well:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-11-15 10:38:46: ERROR[Main]: ServerError: Runtime error from mod 'hunger' in callback environment_Step(): ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: attempt to index local 'player' (a nil value)
2016-11-15 10:38:46: ERROR[Main]: stack traceback:
2016-11-15 10:38:46: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: in function 'setSprinting'
2016-11-15 10:38:46: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:233: in function <...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:121>
2016-11-15 10:38:46: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>



And sprinting:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-11-15 12:52:43: ERROR[Main]: ServerError: Runtime error from mod 'hunger' in callback environment_Step(): ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: attempt to index local 'player' (a nil value)
2016-11-15 12:52:43: ERROR[Main]: stack traceback:
2016-11-15 12:52:43: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:271: in function 'setSprinting'
2016-11-15 12:52:43: ERROR[Main]:    ...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:233: in function <...\..\games\aftermath\mods\hud_hunger\hunger/functions.lua:121>
2016-11-15 12:52:43: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\register.lua:407: in function <D:\FALLOUT\bin\..\builtin\game\register.lua:387>



Don't forget itemwheel:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-11-15 19:34:36: ERROR[Main]: ServerError: Lua: Runtime error from mod 'default' in callback luaentity_Step(): ...bin\..\games\aftermath\mods\hud_hunger\hud/itemwheel.lua:172: attempt to index local 'player' (a nil value)
2016-11-15 19:34:36: ERROR[Main]: stack traceback:
2016-11-15 19:34:36: ERROR[Main]:    ...bin\..\games\aftermath\mods\hud_hunger\hud/itemwheel.lua:172: in function 'callback'
2016-11-15 19:34:36: ERROR[Main]:    D:\FALLOUT\bin\..\builtin\game\falling.lua:92: in function <D:\FALLOUT\bin\..\builtin\game\falling.lua:43>



Sigh... I don't know what to do. :/
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Gordini » Tue Nov 22, 2016 16:13

Hello,

let me first say that i like this server, because it is hard to play and very challenging.

I found a tiny little bug: There are two types of tin ore lumbs.
But one, if cooked, gives silver ingots.

With kind regards,
Gordini.
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Sick-D!! » Tue Nov 29, 2016 10:27

This. Sounds. So. Damn. Amazing!!! :D I will try it! :)
Some Videos in German?[in BlockLiebeCity] https://www.youtube.com/user/SickDDubstep

Twitter https://twitter.com/SickD_LP

Interestet to play with us in BlockLiebeCity? Contact me!
Just want to Visit BlockLiebeCity ??
Server: blockliebecity.2nk.de:30000 (IPv6 Only!!)

Bye bye ;)
 

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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by Inocudom » Thu Dec 01, 2016 13:39

Yeah, people often laugh at wise men like Mike From Around The World, BPEarthWatch, and dockidds, but this subgame proves that they are indeed telling the truth. You could put diaries in houses describing how people laughed at and mocked these wise men while proclaiming peace and safety until sudden destruction came upon every last one of them. Also, you do know that the toxic water in this subgame is a reference to Wormwood, I hope? Very good reference if that is the case.
 

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xeranas
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by xeranas » Thu Dec 01, 2016 18:10

Any reason to name readme in txt extension? Just giving md would look much better (actually formatted) in github.
 

mr_dean
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by mr_dean » Sat Jan 14, 2017 02:11

how long are mob bones protected?
Just wondering...
I know you believe you understand what you think I said, but, I am not sure that what you heard is not what I meant. - Author Unknown
 

CuriousNoob
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re : Villages feature badly broken

by CuriousNoob » Sun Jan 15, 2017 22:19

.

Hi maikerumine/Aiden

Crippled by monthly data-caps I've recently been auditioning worlds singleplayer, offline locally. From your ReadMe/RTFM above it looked interesting and challenging, so firstly it's a ''Thank You'' for contributing this Sub-Game.

But --- and with a fresh forum-post you know there's usually a ''but..'' ;-P --- sadly I have to report issues.

It is not creating Villages as described above.

First big obvious symptom : you mostly spawn in solid rock, not in a Village. *[1]

I tried dozens of different world-creation map-gen seeds, no joy. I tried with mods-security off, no difference. I even tried with other non-v7 mapgens but they actually crashed.

Typing the command ''/vmap'' produces a panel as expected, showing supposed Village-locations, -names and -numbers, but walkabout usually doesn't find anything anywhere there on the map, just normal landscape. *[2]

Walkabout eventually finds a few isolated mossy-cobble ruins, but no chests, no trader-NPCs. Also, weirdly, in one world (seed 10012772277227722772, coords 380,60,15) there were runs of wooden mine-props floating in the sky overhead.

After the obligatory ''/grant singleplayer mg_mapgen'' privilege, typing the command ''/visit 10'' (or whatever other number) mostly teleports you into solid stone, no villages to be found anywhere, neither above nor below ... checked with both F9-minimap and no-clip free-move. *[2]

TL;DR SUMMARY : the Villages feature seems to be badly broken now.

I read above that you tweaked the mod, but use of the word ''tricky'' suggests there's already known issues in this area.

So, time to post here and ask : am I probably missing/overlooking/doing-something-wrong ... or is it another case of something not fully compatible with the current engine..?

Setup :

- a vanilla minetest, aftermath only, no other mods enabled

- version of Minetest is the current daily update from the minetestdevs ppa repository, presently 0.4.15-dev ... but it's worth saying that this no-Villages-problem has always been the case for me, since I first tried last month using the 0.4.14-dev versions then till now

- Linux Mint 18 on an Intel-powered HP desktop PC.

Hope that helps. I hope to hear.

Thanks :)

Notes :

*[1] : Whilst maybe 10% of the seeds I tried spawned over lethal mud, overwhelmingly the majority spawned into solid stone, and usually too far inside to escape from using the single Pickaxe and no Shovel (and no initial-item Duct-Tapes), especially since Dirt is not hand-diggable.

*[2] : An odd semi-exception has been finding a few unpopulated ruined half-houses on artificially-circular surreal plateaus at height (50-plus, some free-floating islands) with lootable chests, but no proper Villages and no trader-NPCs.

The nearest to okay was using seed 1 0 0 1 2 3 3 2 2 3 3 2 2 3 3 2 2 3 3 2 (double-spaced for readability ... that's 1001 followed by four repetitions of 2332).

This particular seed not only spawned on the surface, but also gave sort-of nearly-villages at ''/visit 2'' and 29 with lootable chests, and 30 with no chests that I could see, but none of them have trader-NPCs. Also, both ''/visit 5'' and 13 have single derelict lootable houses, the latter surrounded by wholly out-of-place water, non-flowing blue water-source blocks. Very broken :(
.
Last edited by CuriousNoob on Mon Jan 16, 2017 00:00, edited 2 times in total.
 

CuriousNoob
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re : Mob Bones

by CuriousNoob » Sun Jan 15, 2017 22:25

.
mr_dean wrote:how long are mob bones protected?
Just wondering...


For me it seems about 15-20 minutes real-time, usually on the way back after doing/exploring something else in-game, I haven't stuck beside one rigorously trying it every second. ;-P

I hope you enjoy it :D
.
 

CuriousNoob
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update : broken Villages feature

by CuriousNoob » Wed Jan 18, 2017 11:18

CuriousNoob wrote:.
I read above that you tweaked the mod, but use of the word ''tricky'' suggests there's already known issues in this area.
...probably missing/overlooking/doing-something-wrong..?



Hmm, self-quoting, beseeching the silent void --- seems like this is a slow thread, if not totally dead.

Still, for the sake of closure and progress and future Googlers / StartPagers / DuckDuckGoers...

Update :

As I described in the Villages thread, I find that nuking my (old and large and much-experimented) minetest.conf file and starting over seems to have solved the no-villages issue for me --- at least after Mod-Security was disabled.

I've no idea what/how/why, but perhaps one of my ancient attempted-tweaks to mapgen-settings conflicted with the current algorithms in the engine and/or Villages mod.

It is worth saying too, that whatever maikerumine has done to modify the mg_villages + handle_schematics mods into this Aftermath sub-game, has solved the issue with Mod-Security ... it happily creates and launches a new world even with Mod-Security enabled.

Hope it helps someone somewhere.

And FWIW, first-impressions, yes, this sub-game looks more interesting now, but considerably less challenging with the working Villages and lootable chests, at least in singleplayer mode, whereas multi-player would be very much a same-ole-same-ole case of first-come winners-take-all...

Thank you maikerumine

< tumble-weed > < clanging-bell >

;-P
.
 

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Re: update : broken Villages feature

by maikerumine » Wed Jan 18, 2017 15:18

CuriousNoob wrote:
CuriousNoob wrote:.
I read above that you tweaked the mod, but use of the word ''tricky'' suggests there's already known issues in this area.
...probably missing/overlooking/doing-something-wrong..?



Hmm, self-quoting, beseeching the silent void --- seems like this is a slow thread, if not totally dead.

Still, for the sake of closure and progress and future Googlers / StartPagers / DuckDuckGoers...

Update :

As I described in the Villages thread, I find that nuking my (old and large and much-experimented) minetest.conf file and starting over seems to have solved the no-villages issue for me --- at least after Mod-Security was disabled.

I've no idea what/how/why, but perhaps one of my ancient attempted-tweaks to mapgen-settings conflicted with the current algorithms in the engine and/or Villages mod.

It is worth saying too, that whatever maikerumine has done to modify the mg_villages + handle_schematics mods into this Aftermath sub-game, has solved the issue with Mod-Security ... it happily creates and launches a new world even with Mod-Security enabled.

Hope it helps someone somewhere.

And FWIW, first-impressions, yes, this sub-game looks more interesting now, but considerably less challenging with the working Villages and lootable chests, at least in singleplayer mode, whereas multi-player would be very much a same-ole-same-ole case of first-come winners-take-all...

Thank you maikerumine

< tumble-weed > < clanging-bell >

;-P
.

I am happy you got this working. :)

Glad you enjoied it, your experience is noted, we may end up making things tougher. ;-)
 

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toby109tt
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Re: [Game] Post-apocalyptic Fallout World [aftermath]

by toby109tt » Sun Feb 05, 2017 13:50

This subgame is amazing but it needs more content (more biome veristy more mobs and more items and blocks) I wanna have nuka cola XD
( ͡° ͜ʖ ͡°) i love pixels and voxels ( ͡° ͜ʖ ͡°)
 


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