[Modpack] Future Pack [1.1]

in the next official release would you like the modpack to :

Poll ended at Fri Jun 05, 2015 16:31

stay as a modpack
7
70%
be a sub-game
3
30%
 
Total votes : 10

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Oussamarer
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[Modpack] Future Pack [1.1]

by Oussamarer » Thu Jan 29, 2015 21:18

in a world where aliens and robots conquer the world , you and your team of elites ( or alone ) must survive the threat of these bloodthirsty creatures by building steel bases , making light sabers and using laser guns , you must save humanity !
there is a long long truce betwean the traybots and the badbots that involves peace betwean them ; but for the sake of humanity , the traybots MUST break the truce and help them , your goal is to get to the peaceful land of the traybots and live with them ; untill you are strong enough to go to the bloodland and find the main base of the badbots and destroy to get rid of them once , and for all
+ Spoiler


What you can do to help me out :
Give me Some more bot ideas
Give me some good names and/or texture for land 'n' stuff
Some more weapon ideas
Basicly every good futuristic idea you have just tell me it and i will see

the mod is now on github : https://github.com/Oussamarer/Future_pack , check it out for the download

For The Crafting Recipes Check The Code On GitHub

Dependacies :
default

Licence of Code : WTFPL
Licence of Textures And Sound : CC BY-SA
+ Spoiler


+ Spoiler
Last edited by Oussamarer on Sat May 30, 2015 07:33, edited 11 times in total.
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Re: [mod] Future Mod / Modpack

by Oussamarer » Fri Jan 30, 2015 20:00

New Update , Check The Main Post
Last edited by Oussamarer on Wed May 27, 2015 09:06, edited 3 times in total.
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Re: [mod] Future Mod / Modpack

by Caleneledh » Sat Jan 31, 2015 09:07

Totally off topic, but I love the Tengwar images you have on your hotbar.
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Re: [mod] Future Mod / Modpack

by Oussamarer » Sat Jan 31, 2015 09:38

Caleneledh wrote:Totally off topic, but I love the Tengwar images you have on your hotbar.

used the hotbar from lott mod :)
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Re: [mod] Future Mod / Modpack

by Minetestforfun » Sat Jan 31, 2015 11:52

good ideas and work :)
 

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Re: [mod] Future Mod / Modpack

by Oussamarer » Sat Jan 31, 2015 12:35

Minetestforfun wrote:good ideas and work :)

Glad You Liked It
Last edited by Oussamarer on Wed May 27, 2015 09:07, edited 1 time in total.
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Re: [mod] Future Mod / Modpack [github]

by Oussamarer » Sat Jan 31, 2015 20:22

New Update 0.4 , Check The Main Post
Last edited by Oussamarer on Wed May 27, 2015 09:08, edited 2 times in total.
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Tue Feb 03, 2015 20:22

New Update 0.8 , Check The Main Post
Last edited by Oussamarer on Wed May 27, 2015 09:08, edited 1 time in total.
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Napiophelios » Tue Feb 03, 2015 21:04

Oussamarer wrote:... Peace biome ( need a name )...


How about Elysium?
 

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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Wed Feb 04, 2015 10:23

Napiophelios wrote:
Oussamarer wrote:... Peace biome ( need a name )...


How about Elysium?

hmm , yeah , that could work
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Thu Feb 05, 2015 19:36

another screenie :
the Blood Land meeting the Elysium
Image
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Tue Feb 10, 2015 15:15

yet another screenshot of the new blocks that i am working of
Image
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by D00Med » Fri Feb 13, 2015 01:09

How do you make the textures so that they match up?
Look! I have a signature :]
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by maikerumine » Fri Feb 13, 2015 02:11

D00Med wrote:How do you make the textures so that they match up?

GREAT question. is there a blank PNG or texture template so we can create our own?
 

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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Fri Feb 13, 2015 20:42

here is the template i use for the steel blocks
Image
just right click it and click save as ...
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Diamond knight » Sun May 10, 2015 19:30

the download link is broken
I can never get enough MESE!!!!!!!!!

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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by programmingchicken » Mon May 11, 2015 00:55

Woah. I never thought someone would make something like this.
EDIT: Add some random spaceships in the air with loot in them but also bot spawners?
And do the bots fight?
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Mon May 25, 2015 10:59

GUYS , the mod isnt dead , i just stopped for a bit cuz of college exams but am back n workin
keep the suggestions coming m8s
gamerdude , i actually had the dungeon spaceship kind of thing in mind but i only had a base or a giant mech so the spaceship is defenitly gonna be done and yes the bots do fight each other
the red bots attack you on sight and the blue bots only attack you if you attack em first
here is a pic for the stuff i am working at now

Image

Oh and if anyone can build me a spaceship or robot and send it to me in a world file it will be in the mod if its good
Last edited by Oussamarer on Tue May 26, 2015 16:23, edited 1 time in total.
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Tue May 26, 2015 08:23

hello again guys
i am back with yet another update
i added the claw alien and the alien
the claw alien has a rare drop : the claws ! they can be used as a weapon , they are stronger then the hotium sword but a bit weaker then the zanium sword
the normal alien drops alien skin wich is useless for now so give me your ideas
the claw alien has lots of health and does lots of damage and his speed is normal
the normal alien has normal health does normal damege and is fast
oh i almost forgot .... 'pic time !

Image
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Tue May 26, 2015 16:32

the download is working now
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Wed May 27, 2015 08:39

Diamond knight wrote:the download link is broken

Thx for the warning
Fixed it
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Re: [mod] Future Mod / Modpack [Update 3 , mechs ... ]

by Oussamarer » Wed May 27, 2015 08:43

everything is now balanced and obtainable
please move to mod releases
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Re: [Modpack] Future Pack [1.1]

by mahmutelmas06 » Fri May 29, 2015 15:04

You should make some kind of subgame with this mod.
Seems it has a future
But you gotta fix errors :D

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
2015-05-29 18:07:00: ERROR[main]: ========== ERROR FROM LUA ===========
2015-05-29 18:07:00: ERROR[main]: Failed to load and run script from
2015-05-29 18:07:00: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureores\init.lua:
2015-05-29 18:07:00: ERROR[main]: ...lan\Minetest\bin\..\mods\Future_pack\futureores\init.lua:9: attempt to index global 'default' (a nil value)
2015-05-29 18:07:00: ERROR[main]: stack traceback:
2015-05-29 18:07:00: ERROR[main]:    ...lan\Minetest\bin\..\mods\Future_pack\futureores\init.lua:9: in main chunk
2015-05-29 18:07:00: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-05-29 18:07:00: ERROR[main]: Server: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureores\init.lua
2015-05-29 18:07:00: ERROR[main]: ModError: ModError: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureores\init.lua
2015-05-29 18:07:00: ERROR[main]: Hata ayrıntıları için debug.txt dosyasını inceleyin.
2015-05-29 18:07:18: ERROR[main]: The following mods could not be found: "conveyor_belt"
18:07:18: WARNING: Undeclared global variable "default" accessed at ...n\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:31
2015-05-29 18:07:18: ERROR[main]: ========== ERROR FROM LUA ===========
2015-05-29 18:07:18: ERROR[main]: Failed to load and run script from
2015-05-29 18:07:18: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:
2015-05-29 18:07:18: ERROR[main]: ...n\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:31: attempt to index global 'default' (a nil value)
2015-05-29 18:07:18: ERROR[main]: stack traceback:
2015-05-29 18:07:18: ERROR[main]:    ...n\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:31: in main chunk
2015-05-29 18:07:18: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-05-29 18:07:18: ERROR[main]: Server: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua
2015-05-29 18:07:18: ERROR[main]: ModError: ModError: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua
2015-05-29 18:07:18: ERROR[main]: Hata ayrıntıları için debug.txt dosyasını inceleyin.
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Re: [Modpack] Future Pack [1.1]

by Krock » Fri May 29, 2015 18:10

mahmutelmas06 wrote:
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
to index global 'default' (a nil value)

Whenever you see this error, open or create the file "depends.txt" in the correct mods directory, then add "default" as a new line and save.
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Re: [Modpack] Future Pack [1.1]

by Oussamarer » Sat May 30, 2015 07:31

mahmutelmas06 wrote:You should make some kind of subgame with this mod.
Seems it has a future
But you gotta fix errors :D

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
2015-05-29 18:07:00: ERROR[main]: ========== ERROR FROM LUA ===========
2015-05-29 18:07:00: ERROR[main]: Failed to load and run script from
2015-05-29 18:07:00: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureores\init.lua:
2015-05-29 18:07:00: ERROR[main]: ...lan\Minetest\bin\..\mods\Future_pack\futureores\init.lua:9: attempt to index global 'default' (a nil value)
2015-05-29 18:07:00: ERROR[main]: stack traceback:













2015-05-29 18:07:00: ERROR[main]:    ...lan\Minetest\bin\..\mods\Future_pack\futureores\init.lua:9: in main chunk
2015-05-29 18:07:00: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-05-29 18:07:00: ERROR[main]: Server: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureores\init.lua
2015-05-29 18:07:00: ERROR[main]: ModError: ModError: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureores\init.lua
2015-05-29 18:07:00: ERROR[main]: Hata ayrıntıları için debug.txt dosyasını inceleyin.
2015-05-29 18:07:18: ERROR[main]: The following mods could not be found: "conveyor_belt"
18:07:18: WARNING: Undeclared global variable "default" accessed at ...n\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:31
2015-05-29 18:07:18: ERROR[main]: ========== ERROR FROM LUA ===========
2015-05-29 18:07:18: ERROR[main]: Failed to load and run script from
2015-05-29 18:07:18: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:
2015-05-29 18:07:18: ERROR[main]: ...n\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:31: attempt to index global 'default' (a nil value)
2015-05-29 18:07:18: ERROR[main]: stack traceback:
2015-05-29 18:07:18: ERROR[main]:    ...n\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua:31: in main chunk
2015-05-29 18:07:18: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-05-29 18:07:18: ERROR[main]: Server: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua
2015-05-29 18:07:18: ERROR[main]: ModError: ModError: Failed to load and run D:\Oyun\Kurulan\Minetest\bin\..\mods\Future_pack\futureblocks\init.lua
2015-05-29 18:07:18: ERROR[main]: Hata ayrıntıları için debug.txt dosyasını inceleyin.

i will fix the errors but i dont think the mod has enough "stuff" for it to be considered a sub game , and since you guys voted for it i will be focusing on structures for the next mini-version
also when i release this update , i will take a break and start working on my walking dead subgame
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Re: [Modpack] Future Pack [1.1]

by programmingchicken » Mon Jun 01, 2015 01:18

I will put a few robots in a world when I am done building them :D
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Re: [Modpack] Future Pack [1.1]

by Sokomine » Mon Jun 01, 2015 01:52

That's really a question no one but the mod developer can decide. A subgame is far more work than a modpack.
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Re: [Modpack] Future Pack [1.1]

by Oussamarer » Mon Jun 01, 2015 19:04

i guess so , its gonna stay then
thanks for your efforts gamerdude ;)
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Re: [Modpack] Future Pack [1.1]

by Oussamarer » Thu Dec 31, 2015 15:18

i am back in town !
ive been busy with exams last month and now that i am on vacation and got some pretty good grades i decided to dedicate my time onto making this mod better
so tell me if you have suggestions for this mod or if you have an idea for another mod and i will see if i can make them ( i am still not THAT good at modding so dont give me super hard stuff :) )
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Re: [Modpack] Future Pack [1.1]

by programmingchicken » Thu Dec 31, 2015 15:23

I forgot about you for a long time. Nice to see ur not dead.
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