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License: GNU General Public License v3.0
Survival game for Minetest.
License: GNU General Public License v3.0
when one player is above surface and it is raining or snowing all other players
who are underground and should not have weather sounds at all hear a distorted sound
like a chainsaw. Only mute helps so far.
See below
Hi, in mods/nodes_nature/moisture_spread.lua
at line 48
the game is deleting the whole node instead of
transforming it from the wet version to the dry version.
Is this the reason my garden keeps sinking?
Thanks
2020-08-01 00:39:05: ERROR[Server]: Server::ActiveObjectMgr::addActiveObjectRaw(): no free id available
is given repeatedly if you grant youself fly and noclip and go straight up.
not a terrible bug, since players typically wont do this, but good to be aware of
when you die in bed, there are no bones. Your inventory is dropped in items.
Depending on server settings and on where you died your items may be lost until you reach the position again.
I noticed you can basically get infinite bricks just from one stack of Brick And Mortar as you get 12 Brick and Mortar blocks from 8 Loose Bricks and a block of mortar. You can then lay down 8 of those BnM blocks, break them to get 8 Loose Bricks, then make 12 more BnM, lay 8 of those down, etc.
When I start a game in exile I get a completely dark world.
I also get this warning in my log:
WARNING[Main]: PNG warning: iCCP: profile 'ICC PROFILE': 9019A303h: exceeds application limits
and
WARNING[Main]: PNG warning: iCCP: CRC error
you renamed the game from exile to Exile (or vv)
Like this old worlds cannot be loaded. Only after changing your game.conf file or maybe something in the old world folder
can be changed. I would suggest to leave the name as it was to avoid confusion.
The first time I saw the "get up and walk around" message I thought "that's nice." But there's no timer. I'm lost, trying to find home and every time I sit down to regain some energy so I can walk I get this loud bong in my ears. Ouch! Please set a timer or a volume or a setting or something.
A check for digger is needed, but I'm not sure how important it is to you to preserve this letter.
local dig = function(pos, node, digger, width, height)
if not digger then
minetest.remove_node(pos)
return
end
. . .
end
ModError: Failed to load and run script from /.minetest/games/Exile/mods/health/init.lua: /.minetest/games/Exile/mods/health/health_effects.lua:990: nesting of [[...]] is deprecated near '[' stack traceback: [C]: in function 'dofile' ...minetest/games/Exile/mods/health/init.lua:36: in main chunk Check debug.txt for details.
This is pretty trivial to solve, but without no start possible.
I don't know if it's intentional, but maraka cakes and bird carcasses can transition from uncooked to cooked and then be burned up before the player can retrieve them.
In testing this, I set up five maraka cakes on a long stove arrangement, three finished and stayed put for a while. One finished and then vanished a moment later, and one vanished instantly, before I even saw it finish cooking. In the end, about one in three cakes wound up vaporized, losing 7 out of a batch of 24.
I've fixed this locally by removing the "flammable = 1" tag from foods that have to be cooked, but I'm unsure if that's the right solution. Perhaps the food should pass through stages, from uncooked -> cooked -> overcooked -> burnt -> destroyed, with overcooked and maybe burnt giving penalties if you try to eat it? But then again that might be too much detail.
I've spent so much time and so many resources trying to get my water thing fired with no luck. Can't I dig a seepage hole? Leave it to bake in the sun? Use half a coconut? If I ever find a granite boulder I'll make a mortar, can I use that?
I appreciate the hard work, but there's a level of abstraction in not only the cubic nature of the world, but the understanding of the users that needs a bit more love.
2020-10-08 15:48:37: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'megamorph' in callback environment_OnGenerated(): .../.minetest/games/exile/mods/megamorph/geomorph.lua:434: attempt to index field '?' (a nil value)
2020-10-08 15:48:37: ERROR[Main]: stack traceback:
2020-10-08 15:48:37: ERROR[Main]: .../.minetest/games/exile/mods/megamorph/geomorph.lua:434: in function 'write_cube'
2020-10-08 15:48:37: ERROR[Main]: .../.minetest/games/exile/mods/megamorph/geomorph.lua:295: in function 'write_shape'
2020-10-08 15:48:37: ERROR[Main]: .../.minetest/games/exile/mods/megamorph/geomorph.lua:283: in function 'write_to_map'
2020-10-08 15:48:37: ERROR[Main]: ....minetest/games/exile/mods/megamorph/mapgen.lua:199: in function '?'
2020-10-08 15:48:37: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:429: in function </usr/local/share/minetest/builtin/game/register.lua:413>
minetest version: 5.5-dev
exile version: commit dc1e210
Crash:
2021-03-26 15:47:34: ACTION[Server]: player singleplayer (id=1, hp=18) punched LuaEntitySAO "animals:sneachan" at (-90,13,380) (id=127, hp=10), damage=0
2021-03-26 15:47:34: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'animals' in callback luaentity_Step(): ...test-5.5-cliente/bin/../games/Exile/mods/animals/api.lua:908: attempt to perform arithmetic on field 'height' (a nil value)
2021-03-26 15:47:34: ERROR[Main]: stack traceback:
2021-03-26 15:47:34: ERROR[Main]: ...test-5.5-cliente/bin/../games/Exile/mods/animals/api.lua:908: in function 'func'
2021-03-26 15:47:34: ERROR[Main]: ...test-5.5-cliente/bin/../games/Exile/mods/mobkit/init.lua:733: in function 'execute_queues'
2021-03-26 15:47:34: ERROR[Main]: ...test-5.5-cliente/bin/../games/Exile/mods/mobkit/init.lua:959: in function <...test-5.5-cliente/bin/../games/Exile/mods/mobkit/init.lua:938>
2021-03-26 15:47:35: ACTION[Main]: Server: Shutting down
This original version is no longer maintained.
The current actively developed fork is https://github.com/jeremyshannon/Exile
game mod health, init.lua
line 320 "register_tab()" has to be commented out to allow more than one player at a time playing.
otherwise when the seconds tries to login, server crashes.
Commenting this out on the other hand makes the health tab disappear from inventory.
This makes the game impossible because information about health is vital.
can you write a detailed guide? or maybe make it intuitive, something like goals list... with some examples for crafting furnaces and how to dig trees...
put a hat in your clothes inventory.
keep it there.
take an other hat and click with it on the one in the inventory.
You can adjust the temperature tolerance to any value you like, just by keep clicking.
This works also with the other clothes.
the title says it all, possibly a bug
I've noticed that weather as of 0.2.2 is not well balanced. (too little rain?)
Because the weather system includes large numbers of variable it is extremely hard to balance. Also, many possible settings can produce interesting weather (e.g. do you like summer droughts, or summer thunderstorms?). Ultimately that suggests weather needs to opened up to user settings (perhaps in the form of presets e.g. Desert-world, Wet-world, etc).
I've opened this issue to show people how to experiment with custom values, and allow you all to share your experiments.
Markov chains:
Weather states are changed via a Markov chain.
You can find the code in climate > weathers > XXXX.lua
e.g. This is for "clear" weather. In hot temperatures it has a 1% chance of changing to "light_haze". In sub-zero temperatures it has a 50% chance of changing to "Light cloud". The result - winters will tend to be cloudy, summers will rarely get sent down the chain towards dust storms.
`clear.chain = {
--name, p_forz, p_cold, p_mid , p_hot
{'light_cloud', 0.5, 0.3, 0.1, 0.05},
{'light_haze', 0.0, 0.0, 0.0, 0.01}
}`
Each weather state has values like this. This is a lot of values! Hence why it is hard to balance.
If 0.2.2 is giving too little rain, go into the various weather types and boost the probabilities of switching to some type of rain.
Core code (extra for experts):
Best not to touch this, but if you are curious...
climate > init > ~ lines 320 to 342
This controls the sine waves that do year length, difference in temp between summer/winter, night/day.
It is a sine wave for seasons, a cosine wave for daily, plus a random walk for variation.
e.g. if you want longer years, more/less difference between seasons, higher/lower average temperatures then this is what you change.
Share cool values!
If you find anything that produces good/interesting results, consider sharing them here for others.
Thanks
2020-09-15 03:41:18: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'animals' in callback luaentity_Step(): ...ome/admin/.minetest/games/exile/mods/animals/api.lua:864: attempt to compare nil with number
2020-09-15 03:41:18: ERROR[Main]: stack traceback:
2020-09-15 03:41:18: ERROR[Main]: ...ome/admin/.minetest/games/exile/mods/animals/api.lua:864: in function 'territorial'
2020-09-15 03:41:18: ERROR[Main]: ...admin/.minetest/games/exile/mods/animals/impethu.lua:73: in function 'logic'
2020-09-15 03:41:18: ERROR[Main]: ...ome/admin/.minetest/games/exile/mods/mobkit/init.lua:958: in function <...ome/admin/.minetest/games/exile/mods/mobkit/init.lua:938>
2020-09-15 03:41:19: ACTION[Main]: Server: Shutting down
you try to get a memory from an entity (line 862):
local r_ent_e = mobkit.recall(r_ent,'energy')
if that never was initializied r_ent_e can be nil and game crashes.
maybe use something like this or you might know even better:
[line 864) if r_ent_e and energy > r_ent_e then
(now everything like usual)
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'animals' in callback luaentity_Step(): ....minetest/games/exile/mods/animals/api.lua:229: attempt to compare number with nil
2020-10-02 13:15:25: ERROR[Main]: stack traceback:
2020-10-02 13:15:25: ERROR[Main]: ....minetest/games/exile/mods/animals/api.lua:229: in function 'func'
2020-10-02 13:15:25: ERROR[Main]: ....minetest/games/exile/mods/mobkit/init.lua:733: in function 'execute_queues'
2020-10-02 13:15:25: ERROR[Main]: ....minetest/games/exile/mods/mobkit/init.lua:959: in function <...home/mars/.minetest/games/exile/mods/mobkit/init.lua:938>
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