[Game] Preindustrial [1.1] [preindustrial]

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Enki
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[Game] Preindustrial [1.1] [preindustrial]

by Enki » Mon Jun 02, 2014 23:25

Image
+ Description


+ License

Contents
+ Map generation


+ Environment


+ Mobs


+ G.U.I.


+ Game's mechanic


+ Various

----------
+ Changelog

+ Known issues

+ Download


Have fun, let me know your thoughts, suggestions, etc.
Enjoy!

P.S. Thanks to all the people that actually coded these mods, your time spent on them is much appreciated.
Last edited by Enki on Thu Jun 05, 2014 14:49, edited 3 times in total.
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Topywo
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Re: [Game] Minetest Preindustrial [1.0]

by Topywo » Tue Jun 03, 2014 09:36

Enki wrote: [Modpack] Sea [sea] by Topywo


I already like this game ;-)

More serious:
- I can advice leetelate's scuba mod or the no drowning with Sea, though it's possible to play without them
- I was pleasantly suprised to see quite a few mods that are not commonly used in other games (I was thinking about making a game using unusually used mods)
 

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Inocudom
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Re: [Game] Minetest Preindustrial [1.0]

by Inocudom » Tue Jun 03, 2014 14:56

How about the mod below for this game-type?
https://forum.minetest.net/viewtopic.php?f=9&t=8798
 

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Casimir
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Re: [Game] Minetest Preindustrial [1.0]

by Casimir » Tue Jun 03, 2014 17:28

Enki wrote:[Mod] Lakes above sealevel [bergsee] by Casimir

I would recommend to use paramats mod. It uses a different attempt and therefor is faster, works better and looks better. Also I won't improve "bergsee" any further.
Note that both mods use the LuaVM in a way that removes cactus and papyrus and the like.
viewtopic.php?id=8400
 

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Re: [Game] Minetest Preindustrial [1.0]

by philipbenr » Tue Jun 03, 2014 23:00

Wohooo! Castles Mod! The whole content looks really nice in this game Enki. (I initially confused with Enke. whoops ;)
 

RavonTUS
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Re: [Game] Minetest Preindustrial [1.0]

by RavonTUS » Wed Jun 04, 2014 03:21

Greetings,

I get the following message, any suggestions?
23:18:38: ERROR[main]: ServerError: ...minetest/games/preindustrial/mods/default/player.lua:144: attempt to call method 'set_local_animation' (a nil value)
23:18:38: ERROR[main]: stack traceback:
23:18:38: ERROR[main]: ...minetest/games/preindustrial/mods/default/player.lua:144: in function '?'
23:18:38: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:330: in function </usr/share/minetest/builtin/misc_register.lua:318>



-Ravon
 

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Re: [Game] Minetest Preindustrial [1.0]

by HeroOfTheWinds » Wed Jun 04, 2014 03:52

RavonTUS wrote:Greetings,

I get the following message, any suggestions?
...ERROR...


-Ravon

Try using one of the daily builds of Minetest. set_local_animation appears to be one of those functions that will be in the next stable build, but isn't yet.
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Re: [Game] Minetest Preindustrial [1.0]

by Enki » Wed Jun 04, 2014 09:58

@ Topywo:
:)
I've taken a look at leetelate's site, but haven't found where to download the scuba mod (screenshots only), it looks featuring modern things (?) thus I'm not sure about it. :?
Regarding the no drowning mod, I'm not going to add it 'cause it would mean to implement a "supernatural" ability which would conflict with the other "mortality" flaws (e.g. hunger, diet, etc.). >:)

@ Inocudom:
Added, testing it locally and enjoying it so far; it will be likely bundled in the next minor release, I just want to be sure that it doesn't cause any glitches or excessive lag.
Thank you for the suggestion!

@ Casimir:
I had noticed that cactus issue, not the papyrus one... actually I was trying to sort out this problem in some acceptable way but so far, sadly, I think I'll just remove your mod (pity, I liked it 'cause sometimes it created waterfalls) and will not add paramat's mod either: if the deal is landpools Vs biodiversity, then I choose biodiversity. Alas, it's a real pity!

@ philipbenr:
Thanks for your feedback, I'm glad you are enjoying it. :)

@ RavonTUS:
I had that issue with Minetest 0.4.9, even using just the vanilla Minetest Game, thus I guess it's client related. I would suggest you to switch to Minetest 0.4.9-dev, which doesn't have that bug.

---

Stay tuned, hopefully in 12 or 24 hours Minetest Preindustrial 1.1 will be rolled out along with a separate modpack for those that prefer handling mods in that way.

Cheers!
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Topywo
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Re: [Game] Minetest Preindustrial [1.0]

by Topywo » Wed Jun 04, 2014 17:15

I've the (probably) latest version of the scub-mod on dropbox.

https://dl.dropboxusercontent.com/u/65428713/scuba.zip

I think you're right. This mod might be too futuristic for a pre-industrial ages.


Edit: problems copying/pasting the link.
 

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Enki
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Re: [Game] Preindustrial [1.1] [preindustrial]

by Enki » Thu Jun 05, 2014 09:08

Version 1.1 is out, enjoy and let me know your thoughts about!

--edit
2014-06-05 14:50 (UTC)
Fixed zip files, doublechecked them to be sure that they actually contain everything listed, sorted out what caused the missing mods' issue.
Thanks for your patience. :)
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Re: [Game] Preindustrial [1.1] [preindustrial]

by Krock » Thu Jun 05, 2014 14:58

Nice, I like this mix of diffrent mods.
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Emon
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Re: [Game] Preindustrial [1.1] [preindustrial]

by Emon » Fri Apr 29, 2016 12:26

I'm back (I'm Enki), I'm going to update this subgame, stay tuned if you're interested,

Suggestions (e.g. "they've released a dragon mob!") and advices ("that X mod burned CPUs bad) are appreciated.
 

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Re: [Game] Preindustrial [1.1] [preindustrial]

by azekill_DIABLO » Fri Apr 29, 2016 15:07

hey, why this subgame is in the WIP mod forum?!?
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