The tutorial gives you free stuff, skipping all of the progression in the game.
That is why progress made during the tutorial is reset.
There is a warning before starting the tutorial that says any progress you have made will be reset.
This is an excellent all purpose programmable robot mod with no dependencies.
The robots can be used to mine, excavate, farm, build and more.
The drag and drop visual programming is easy to learn and requires no programming experience.
Cassettes allow for easy copying of programs from one robot to another.
The robots can forceload blocks so they continue their work while the player is not present.
This mod would be a great addition to any tech based modpack or game.
A server owner could open port 5000 and allow users to access the GUI to suggest corrections to translations.
I could create a GUI within the Minetest engine to interact with this functionality, but it would be much easier to add
a MOTD on the server saying "To suggest corrections to translations, visit myserver.com/translate".
It would also be good to incorporate a system which, if the translator has failed or is inaccurate, each individual word is translated and shown to the user as a | delimited | message | so the user may still be able to piece together what was meant, as well as learn the language much more easily.
I could create a function that iterates over the words in a sentence
and attempts to translate each word, then concatenates the results with a delimiter.
This would be called when translation fails for a message.
I would have to see how this affects the overall performance of the mod since it
would create the possibility of ~50 http requests / attempted translations being performed for a single chat message.
If you could explain how it might be possible to have a completely offline version of this or another translator service, or explain in more detail how http calls to localhost:5000/languages works.
I can add an explanation like the one below to the readme. Please let me know if this helps.
"To use Chat Translator, LibreTranslate should be installed and running on your server.
All http requests completed by the mod are internal requests from your Minetest server to the LibreTranslate service, both of which are running locally on your server.
All http requests are sent to localhost:5000. There are no external http calls to a server running elsewhere."
It would be a very good idea to allow the user to see the original message paired with the LibreTranslate message at the same time configurably
Currently, if a translation fails, players receive the untranslated message.
I could add a toggle that allows both to be received even when the translation is successful.
The only problem I expect with this idea is if there are 3 or 4 players talking and you begin
receiving dual messages for 1 or more players, the chat could quickly become cluttered with an excessive amount of text.
I can create a new world and nothing unusual happens.
When I play Minetest Game, time is working normally.
If I can figure out what is going on here, I will open a proper issue and do whatever I can to get these things fixed.
Can you please tell me:
What happens the second time you try to create a world?
Does the world load? Is there anything on the screen?
If the world loads, is the habitat there?
Are there messages in the window on the right side of the hud?
I can't fix the problem without more information.
it stops the time of other games like the default minetest
Did you check the "time_speed" setting shown in the image above?
I tried to reproduce this bug and this is the only thing I could come up with.
The sky box mod doesn't seem to change anything that would persist between games.
I had my own set to zero while working on something and forgot to change it back.
When set to 72, I can switch back and forth from Moontest to Minetest Game and there are no problems with the day / night cycle.
Can you also please tell me what operating system you are using?
I may need to test the game in Windows. Not much testing has been done in Windows.
Please also check README.txt in ".minetest/games/moontest/mods/moontest" and ensure it says "Version: 1.0.5".
I would like to fix these problems for you but at the moment I cannot reproduce them so I do not know where to begin.
Glad to hear you are enjoying the game!
The drill can be auto-restarted but it might not auto-restart if the map block is unloaded.
With the latest version of the game, you can place a robot near the drill and click on the persistence button in the robot's GUI.
This is the button with the infinity symbol.
That will keep the map-block force-loaded so the drill can auto restart even if you are far away.
on your device
This game should not be played on a mobile device if that is what you are referring to.
Moontest is a game that should only be played on a computer.
The game will load only once
Would the game not load a second time for you? This is confusing.
the loading page will turn black
This game disables the menu_clouds setting, but the latest version of the game reverts the setting to whatever value you were using prior to launching the game.
Please ensure you are using the latest version of the game and check this setting in your settings menu:
if you play the default minetest the time will be always set to day
I can't reproduce this.
The skybox mod overrides the day/night cycle but it's temporary.
When I play Minetest game, the time is advancing.
Just in case, check this setting in your settings menu:
"What makes this game tricky to win is that your expenses constantly go up and there is no way to stop it."
Expense increases actually stop at $2000.
At max speed, the drill can earn over $2000 per cycle.
So even if you make some mistakes and get behind, it is still possible to win.
The amount of time you are allowed to earn the $30k is unlimited.
You can supplement with money earned from research also.
"the GUI has a few bugs for me, the text is "overbleeding"
I haven't seen this problem before.
The game was primarily tested with Ubunutu, Lubuntu and Linux Mint.
I used lxde and lxqt desktop environments at 16:9 screen resolutions.
I also ran the game once with Windows 10.
I never selected any font options in Minetest.
Whatever is used by default is what I was using.
Maybe there is some difference between these tests
and your configuration. If you figure out what it is, please let me know!
Thanks for trying my game! It's great that you tried multiplayer. This game was definitely created with multiplayer in mind.
I am not sure why you spawned outside. That should never happen. I will have to look into it.
If you read this: https://pastebin.com/cw1s5jsu you will get a pretty good strategy / spoiler about how to beat the game.
If after reading this, the game becomes too easy, the host can always enter the commands '/grantme server' and '/unlimited 1'.
This will remove the success and failure conditions and you can play as long as you want and see how much money you can make.
there should be some kind of global alarm/alert sound
I had thought of putting in a klaxon sound with some kind of red emergency light but I never got around to it.
I can add this to the future todo list as well.
"My recommendation would be to slowly introduce the player to each machine/mechanic rather than throw everything at once."
Thanks for the suggestion.
It sounds like what is needed is an interactive tutorial.
Maybe something like this:
* The game starts.
* Expense increases and mob spawns are paused.
* The energy and hunger stats are explained.
* After the first time you eat and sleep, the next stage would be triggered.
* This would start an explanation of the oxygen generator.
* After this would be an explanation of climate controls.
* After all of the machine tutorials are completed, move on to research
* Spawn 1 or 2 mobs for the sake of explaining the research mechanics.
* Finally, full control of the habitat would be handed over to the player.
* Expense increases and mob spawns would begin.
I could probably make expense increases and increases in mob spawns more gradual as well, to give the player more time to adapt.
With each of these mechanics, I feel like there should be less options to choose from. I saw that you have some detailed formulas for some of the machines, but for me that makes the game somewhat of a math problem.
Maybe I can create a better way of displaying the relationship between the drill and coolant pump, so you can see the result of changes you make.
The HUD is a little crowded already, so I was thinking a computer in the habitat that you right click to bring up a formspec that has bars or gauges showing heat / cooling and power consumption of the drill. Something like this could be added for the gravity generator setting and % chance of failure for your machines also.
If you have any suggestions that would make the game more enjoyable for you, please let me know.
The bug with world loading where you fall through the terrain should be fixed in the latest version of the game.
See here for details https://content.minetest.net/threads/1712/
Maybe add some things to the environment like wildlife and waterfalls.
The music is great, it would be nice to hear birds and water as well.
The player's surroundings are important in this game.
Add more hatchets so you can progress further.
Currently if I bring 16 coconuts to the pay-phone it just gives me the same hatchet I got for 12 coconuts previously.
I took falling damage and was unable to do anything about it, so the game could probably have some food items.
Fishing mechanics would be good for this game.
Pineapples or bananas would fit well too.
Or maybe you can just eat the coconuts to heal yourself.
You could also add something more in regard to exploration.
My ideas are:
* Rare coconuts that are worth more. Maybe they are glowing and colorful.
* When you obtain a certain hatchet, new objects begin to appear on the island.
* Maybe a hut appears, then another and eventually the island has transformed into a resort.
* Or perhaps a raft appears and takes you to another island where you start over from the beginning. You are are credited for completing an island, then the islands become part of the progression.
* A mysterious portal could appear that takes you to another dimension, you have to collect coconuts to open a portal back to the original island, collect cocunuts again, then a raft appears, you take the raft and sail off, you have completed the game.
"Allow multiple players to play on one base, perhaps as a co-op thing."
Multiple players can actually play coop in the current version of the game!
You can even take turns sleeping while the other 'stands watch' which helps with failures that occur while sleeping.
"When a player enters "sleeping" the player can not exit sleep"
This was intentional, but could be changed.
I didn't add a 'get up now' button because I was thinking the player should be unaware of what is happening while asleep.
I even thought of blacking out the screen while sleeping.
I could forego this idea however and allow the player to exit the bed at any time.
Alternatively, I could add some kind of 'alarm clock' that wakes the player up when there is an equipment failure.
It would would have to be toggleable or you might die from lack of sleep.
"Mobs seem to almost become never ending, making it quite dangerous to go out just to adjust your drill. "
The number of mobs increases as time goes on.
This is supposed to make it more dangerous to leave the habitat, but also provide more money via research.
"While "research" might be a good concept for further development in-game, I haven't noticed it doing anything except extra profit."
It is true that currently, the entire purpose of research is to earn money.
"Provide some unique building concept, allowing a player to build more drills, more coolant systems, more reactors, etc."
"Along the current lines, perhaps include some "upgrades" which cost money but provide less occurance of failtures etc."
I like all of these ideas. I think expanding the research mechanic could be tied into this as well.
Research could lead to the ability to purchase upgrades. Which could involve base expansion, crafting or placeable objects.
Maybe I can work on a 'post game jam' version of the game with more depth and content.
This is a very unique game in which you navigate the world as an insect.
It is sort of a 3D platformer, except you can't jump.
You crawl on objects and "glide" to other objects
This experience somehow actually makes it feel like you are controlling an insect.
The geometry appears much different than Minetest Game, especially with node outlining turned off.
The formspecs are well done and do a great job of guiding you throughout the experience.
This game is a perfect game jam entry. Just the right amount of content and presents itself very well.
This game is very well done and presented in a professional manner.
From the menus to the mechanics and controls, it is very much it's own entity.
The mechanics are simple and fun .
The gameplay loop inspires you to try again and again and improve your skills.
There is little content but I think what is there is sufficient for the game jam.
The game is aesthetically pleasing, easy to pick up and the mechanics are unique to me.
I see the potential for this to become something like a 3D OpenTTD
I was reminded of OpenTTD while playing Builda City.
If Builda City is further developed in this direction it will probably become one of my favorite games.
Do you know if you were using version 1.0.1 at the time?
Did you see any messages on the right side of the screen such as "Preparing the world, please wait..."?
The reason I am asking is I think that this is probably fixed already.
If you want to test it to make sure, you can do the following:
* Update Moontest to version 1.0.1
* Delete your Minetest cache directory. (For me this was at $HOME/.cache/minetest)
* In your minetest.conf file, remove the line "first_run = true"
* Create a new world.
This should simulate a fresh install of the game.
Minetest will be forced to cache media and you should see "Preparing the world, please wait..." when the game starts.
If you're not interested in testing it, don't worry about it.
Since you are already past the first world creation and the media is cached, you will probably never have a problem again even with version 1.0.
I have tried the test described above a bunch of times on different computers to test the changes in v 1.0.1 and haven't seen any problems.
Press I to open the inventory formspec and click the "Help" button for instructions.
Can you explain what happened when the very first launch didn't work?
There was an issue with the loading sequence and Minetest copying files to the cache directory that affected older computers.
This issue would occur only on the first launch, since that is the only time files are copied to the cache directory.
That should be fixed since the upate last night (v 1.0.1).
If there are any remaining issues, I would like to fix them.
I did some testing with an older computer and I was able to reproduce the problem where you fall through the terrain.
This was due to the way world loading was handled and Minetest copying media files to the cache directory the first time you create a world.
I have changed how this works and it should not happen again.
In this update, I also reduced the size of some texture files.
I installed lubuntu 20.04 and minetest on a PC with the following specs for testing purposes:
CPU: Dual Core AMD E1-1200 APU, 1397 MHz
Mem: 3637 MiB
500gb SATA hard drive
I tried deleting the cache directory and creating a new world. Everything worked as intended, no falling out of the world or taking damage.
Then, I tried creating another world after the cache directory had been created. This also works as intended.
All of the problems described in your first paragraph were caused by this issue, so that should all be fine now.
On this old PC, I was able to run the game at 35 fps with the screen resolution at 1280x720 and the viewing range at 30.
You don't really need a viewing range beyond 30 for this game since it all takes place in the space habitat which isn't very large.
I did not create all of the assets in this game. If you would like to see which assets I created and which I did not, there is a file named credits.txt in the game directory that covers all of this. You can also view the credits.txt file here: https://github.com/Droog71/moontest/blob/main/credits.txt
Inside the game directory, there is a file name credits.txt that lists the sources for all of the assets used.
The models I created myself are the hovercraft, coolant pump, pipes, bunk beds, refridgerator, light fixtures, sink and shower.
It sounds like you have a good idea of how the mechanics work. I think you are likely to beat the game eventually. If the consensus is that the game is too difficult, I can change some things to make it easier.
In the pastebin below is the strategy I used during testing that usually leads to reaching $30k quickly. I used pastebin to prevent spoiling the fun by putting it in plain text here.
This pack has everything you need for a technology based Minetest game. Electricity, automated mining and smelting, item transport, programmable robots and more. You will not need Technic, mesecons, pipeworks or anything else alongside this modpack. It provides everything you need via alternative methods.
The pack includes a full guide called the "TA Construction Board" which walks you through all of the mechanics. Machines have labeled faces for input and output which respect the rotation of the node. Item tubes are opaque and optimized. Generation and distribution of electricity are very well done as well as fluid pipes and other mechanics. The complex multi-block machines are fun to build and the instructions are easy to follow.
Techage is essentially a complete automation game created with Minetest that gives other games in the genre a run for their money; especially considering everything is free, open source and highly optimized.
The tutorial gives you free stuff, skipping all of the progression in the game.
That is why progress made during the tutorial is reset.
There is a warning before starting the tutorial that says any progress you have made will be reset.
Fixed it. Thanks!
This is an excellent all purpose programmable robot mod with no dependencies. The robots can be used to mine, excavate, farm, build and more. The drag and drop visual programming is easy to learn and requires no programming experience. Cassettes allow for easy copying of programs from one robot to another. The robots can forceload blocks so they continue their work while the player is not present. This mod would be a great addition to any tech based modpack or game.
This has been fixed: https://github.com/logalog42/minegistics/pull/24
considering a reviewing and feedback system for each query
It looks like this is already implemented.
https://github.com/LibreTranslate/LibreTranslate/pull/151
A server owner could open port 5000 and allow users to access the GUI to suggest corrections to translations.
I could create a GUI within the Minetest engine to interact with this functionality, but it would be much easier to add
a MOTD on the server saying "To suggest corrections to translations, visit myserver.com/translate".
It would also be good to incorporate a system which, if the translator has failed or is inaccurate, each individual word is translated and shown to the user as a | delimited | message | so the user may still be able to piece together what was meant, as well as learn the language much more easily.
I could create a function that iterates over the words in a sentence
and attempts to translate each word, then concatenates the results with a delimiter.
This would be called when translation fails for a message.
I would have to see how this affects the overall performance of the mod since it
would create the possibility of ~50 http requests / attempted translations being performed for a single chat message.
If you could explain how it might be possible to have a completely offline version of this or another translator service, or explain in more detail how http calls to localhost:5000/languages works.
I can add an explanation like the one below to the readme. Please let me know if this helps.
"To use Chat Translator, LibreTranslate should be installed and running on your server.
All http requests completed by the mod are internal requests from your Minetest server
to the LibreTranslate service, both of which are running locally on your server.
All http requests are sent to localhost:5000.
There are no external http calls to a server running elsewhere."
It would be a very good idea to allow the user to see the original message paired with the LibreTranslate message at the same time configurably
Currently, if a translation fails, players receive the untranslated message.
I could add a toggle that allows both to be received even when the translation is successful.
The only problem I expect with this idea is if there are 3 or 4 players talking and you begin
receiving dual messages for 1 or more players, the chat could quickly become cluttered with an excessive amount of text.
I cannot reproduce these bugs.
I can create a new world and nothing unusual happens.
When I play Minetest Game, time is working normally.
If I can figure out what is going on here, I will open a proper issue and do whatever I can to get these things fixed.
Can you please tell me:
What happens the second time you try to create a world?
Does the world load? Is there anything on the screen?
If the world loads, is the habitat there?
Are there messages in the window on the right side of the hud?
I can't fix the problem without more information.
it stops the time of other games like the default minetest
Did you check the "time_speed" setting shown in the image above?
I tried to reproduce this bug and this is the only thing I could come up with.
The sky box mod doesn't seem to change anything that would persist between games.
I had my own set to zero while working on something and forgot to change it back.
When set to 72, I can switch back and forth from Moontest to Minetest Game and there are no problems with the day / night cycle.
Can you also please tell me what operating system you are using?
I may need to test the game in Windows. Not much testing has been done in Windows.
Please also check README.txt in ".minetest/games/moontest/mods/moontest" and ensure it says "Version: 1.0.5".
I would like to fix these problems for you but at the moment I cannot reproduce them so I do not know where to begin.
Glad to hear you are enjoying the game!
The drill can be auto-restarted but it might not auto-restart if the map block is unloaded.
With the latest version of the game, you can place a robot near the drill and click on the persistence button in the robot's GUI.
This is the button with the infinity symbol.
That will keep the map-block force-loaded so the drill can auto restart even if you are far away.
on your device
This game should not be played on a mobile device if that is what you are referring to.
Moontest is a game that should only be played on a computer.
The game will load only once
Would the game not load a second time for you? This is confusing.
the loading page will turn black
This game disables the menu_clouds setting, but the latest version of the game reverts the setting to whatever value you were using prior to launching the game. Please ensure you are using the latest version of the game and check this setting in your settings menu:
if you play the default minetest the time will be always set to day
I can't reproduce this. The skybox mod overrides the day/night cycle but it's temporary.
When I play Minetest game, the time is advancing.
Just in case, check this setting in your settings menu:
Thanks for trying my game!
Also, congrats on beating the game!
"those highly technical formulas ... ooff! "
This idea should help with that: https://github.com/Droog71/moontest/issues/4
"What makes this game tricky to win is that your expenses constantly go up and there is no way to stop it."
Expense increases actually stop at $2000.
At max speed, the drill can earn over $2000 per cycle.
So even if you make some mistakes and get behind, it is still possible to win.
The amount of time you are allowed to earn the $30k is unlimited.
You can supplement with money earned from research also.
"the GUI has a few bugs for me, the text is "overbleeding"
I haven't seen this problem before.
The game was primarily tested with Ubunutu, Lubuntu and Linux Mint.
I used lxde and lxqt desktop environments at 16:9 screen resolutions.
I also ran the game once with Windows 10.
I never selected any font options in Minetest.
Whatever is used by default is what I was using.
Maybe there is some difference between these tests
and your configuration. If you figure out what it is, please let me know!
Thanks for trying my game! I will add 'custom skybox' to the todo list.
Thanks for trying my game! It's great that you tried multiplayer. This game was definitely created with multiplayer in mind.
I am not sure why you spawned outside. That should never happen. I will have to look into it.
If you read this: https://pastebin.com/cw1s5jsu you will get a pretty good strategy / spoiler about how to beat the game.
If after reading this, the game becomes too easy, the host can always enter the commands '/grantme server' and '/unlimited 1'. This will remove the success and failure conditions and you can play as long as you want and see how much money you can make.
there should be some kind of global alarm/alert sound
I had thought of putting in a klaxon sound with some kind of red emergency light but I never got around to it.
I can add this to the future todo list as well.
I have opened some issues on github so I can keep track of everything. https://github.com/Droog71/moontest/issues
"My recommendation would be to slowly introduce the player to each machine/mechanic rather than throw everything at once."
Thanks for the suggestion.
It sounds like what is needed is an interactive tutorial.
Maybe something like this:
* The game starts.
* Expense increases and mob spawns are paused.
* The energy and hunger stats are explained.
* After the first time you eat and sleep, the next stage would be triggered.
* This would start an explanation of the oxygen generator.
* After this would be an explanation of climate controls.
* After all of the machine tutorials are completed, move on to research
* Spawn 1 or 2 mobs for the sake of explaining the research mechanics.
* Finally, full control of the habitat would be handed over to the player.
* Expense increases and mob spawns would begin.
I could probably make expense increases and increases in mob spawns more gradual as well, to give the player more time to adapt.
With each of these mechanics, I feel like there should be less options to choose from. I saw that you have some detailed formulas for some of the machines, but for me that makes the game somewhat of a math problem.
Maybe I can create a better way of displaying the relationship between the drill and coolant pump, so you can see the result of changes you make.
The HUD is a little crowded already, so I was thinking a computer in the habitat that you right click to bring up a formspec that has bars or gauges showing heat / cooling and power consumption of the drill. Something like this could be added for the gravity generator setting and % chance of failure for your machines also.
Thank you for trying my game!
If you have any suggestions that would make the game more enjoyable for you, please let me know.
The bug with world loading where you fall through the terrain should be fixed in the latest version of the game. See here for details https://content.minetest.net/threads/1712/
Maybe add some things to the environment like wildlife and waterfalls. The music is great, it would be nice to hear birds and water as well. The player's surroundings are important in this game.
Add more hatchets so you can progress further. Currently if I bring 16 coconuts to the pay-phone it just gives me the same hatchet I got for 12 coconuts previously.
I took falling damage and was unable to do anything about it, so the game could probably have some food items. Fishing mechanics would be good for this game. Pineapples or bananas would fit well too. Or maybe you can just eat the coconuts to heal yourself.
You could also add something more in regard to exploration.
My ideas are:
* Rare coconuts that are worth more. Maybe they are glowing and colorful.
* When you obtain a certain hatchet, new objects begin to appear on the island.
* Maybe a hut appears, then another and eventually the island has transformed into a resort.
* Or perhaps a raft appears and takes you to another island where you start over from the beginning. You are are credited for completing an island, then the islands become part of the progression.
* A mysterious portal could appear that takes you to another dimension, you have to collect coconuts to open a portal back to the original island, collect cocunuts again, then a raft appears, you take the raft and sail off, you have completed the game.
"Allow multiple players to play on one base, perhaps as a co-op thing."
Multiple players can actually play coop in the current version of the game!
You can even take turns sleeping while the other 'stands watch' which helps with failures that occur while sleeping.
"When a player enters "sleeping" the player can not exit sleep"
This was intentional, but could be changed.
I didn't add a 'get up now' button because I was thinking the player should be unaware of what is happening while asleep.
I even thought of blacking out the screen while sleeping.
I could forego this idea however and allow the player to exit the bed at any time.
Alternatively, I could add some kind of 'alarm clock' that wakes the player up when there is an equipment failure.
It would would have to be toggleable or you might die from lack of sleep.
"Mobs seem to almost become never ending, making it quite dangerous to go out just to adjust your drill. "
The number of mobs increases as time goes on.
This is supposed to make it more dangerous to leave the habitat, but also provide more money via research.
"While "research" might be a good concept for further development in-game, I haven't noticed it doing anything except extra profit."
It is true that currently, the entire purpose of research is to earn money.
"Provide some unique building concept, allowing a player to build more drills, more coolant systems, more reactors, etc."
"Along the current lines, perhaps include some "upgrades" which cost money but provide less occurance of failtures etc."
I like all of these ideas. I think expanding the research mechanic could be tied into this as well.
Research could lead to the ability to purchase upgrades. Which could involve base expansion, crafting or placeable objects.
Maybe I can work on a 'post game jam' version of the game with more depth and content.
This game is a moment of Zen.
Hang out on a tropical island and collect coconuts.
If you need a break from things, try Coconut Collection.
This is a very unique game in which you navigate the world as an insect.
It is sort of a 3D platformer, except you can't jump.
You crawl on objects and "glide" to other objects
This experience somehow actually makes it feel like you are controlling an insect.
The geometry appears much different than Minetest Game, especially with node outlining turned off.
The formspecs are well done and do a great job of guiding you throughout the experience.
This game is a perfect game jam entry. Just the right amount of content and presents itself very well.
This game is very well done and presented in a professional manner.
From the menus to the mechanics and controls, it is very much it's own entity.
The mechanics are simple and fun .
The gameplay loop inspires you to try again and again and improve your skills.
Ok. Thanks for letting me know!
There is little content but I think what is there is sufficient for the game jam.
The game is aesthetically pleasing, easy to pick up and the mechanics are unique to me.
I see the potential for this to become something like a 3D OpenTTD
I was reminded of OpenTTD while playing Builda City.
If Builda City is further developed in this direction it will probably become one of my favorite games.
Do you know if you were using version 1.0.1 at the time?
Did you see any messages on the right side of the screen such as "Preparing the world, please wait..."?
The reason I am asking is I think that this is probably fixed already.
If you want to test it to make sure, you can do the following:
* Update Moontest to version 1.0.1
* Delete your Minetest cache directory. (For me this was at $HOME/.cache/minetest)
* In your minetest.conf file, remove the line "first_run = true"
* Create a new world.
This should simulate a fresh install of the game.
Minetest will be forced to cache media and you should see "Preparing the world, please wait..." when the game starts.
If you're not interested in testing it, don't worry about it. Since you are already past the first world creation and the media is cached, you will probably never have a problem again even with version 1.0.
I have tried the test described above a bunch of times on different computers to test the changes in v 1.0.1 and haven't seen any problems.
Press I to open the inventory formspec and click the "Help" button for instructions.
Can you explain what happened when the very first launch didn't work?
There was an issue with the loading sequence and Minetest copying files to the cache directory that affected older computers.
This issue would occur only on the first launch, since that is the only time files are copied to the cache directory.
That should be fixed since the upate last night (v 1.0.1).
If there are any remaining issues, I would like to fix them.
Thank you for the feedback.
I did some testing with an older computer and I was able to reproduce the problem where you fall through the terrain.
This was due to the way world loading was handled and Minetest copying media files to the cache directory the first time you create a world.
I have changed how this works and it should not happen again.
In this update, I also reduced the size of some texture files.
I installed lubuntu 20.04 and minetest on a PC with the following specs for testing purposes:
I tried deleting the cache directory and creating a new world. Everything worked as intended, no falling out of the world or taking damage. Then, I tried creating another world after the cache directory had been created. This also works as intended.
All of the problems described in your first paragraph were caused by this issue, so that should all be fine now.
On this old PC, I was able to run the game at 35 fps with the screen resolution at 1280x720 and the viewing range at 30. You don't really need a viewing range beyond 30 for this game since it all takes place in the space habitat which isn't very large.
I did not create all of the assets in this game. If you would like to see which assets I created and which I did not, there is a file named credits.txt in the game directory that covers all of this. You can also view the credits.txt file here: https://github.com/Droog71/moontest/blob/main/credits.txt
Inside the game directory, there is a file name credits.txt that lists the sources for all of the assets used. The models I created myself are the hovercraft, coolant pump, pipes, bunk beds, refridgerator, light fixtures, sink and shower.
You can also view the credits.txt file here: https://github.com/Droog71/moontest/blob/main/credits.txt
It sounds like you have a good idea of how the mechanics work. I think you are likely to beat the game eventually. If the consensus is that the game is too difficult, I can change some things to make it easier.
In the pastebin below is the strategy I used during testing that usually leads to reaching $30k quickly. I used pastebin to prevent spoiling the fun by putting it in plain text here.
https://pastebin.com/cw1s5jsu
Beating the game is probably a little easier in multiplayer.
Highly recommended!
This pack has everything you need for a technology based Minetest game. Electricity, automated mining and smelting, item transport, programmable robots and more. You will not need Technic, mesecons, pipeworks or anything else alongside this modpack. It provides everything you need via alternative methods.
The pack includes a full guide called the "TA Construction Board" which walks you through all of the mechanics. Machines have labeled faces for input and output which respect the rotation of the node. Item tubes are opaque and optimized. Generation and distribution of electricity are very well done as well as fluid pipes and other mechanics. The complex multi-block machines are fun to build and the instructions are easy to follow.
Techage is essentially a complete automation game created with Minetest that gives other games in the genre a run for their money; especially considering everything is free, open source and highly optimized.