I'm afraid only v0.1.0 ever worked on Minetest 5.1.0, and it's a very early alpha with almost nothing in it.
Can you not get a Minetest 5.6.0 or newer build onto the laptop?
If it's a 32-bit machine, sfan has Windows builds here: https://minetest.kitsunemimi.pw/builds/
Edit: Just saw you said "XP" -- I hope you don't connect that thing to a network, it takes only minutes for a network-connected XP machine to be rooted and turned into a remote-controlled bot. Your best bet might be to install Linux on that thing, there are plenty of lightweight distros that work with hardware from that era.
It's like you stepped inside an old ZX Spectrum game; It's weird, it's clever, it's highly original.
I like the eye monsters, it's fun to have a tame one following you around.
I did have trouble with darkness damaging me now and then when I was holding a lamp in a cave, there should probably be a delay before darkness damages you so flickering caused by standing close to cave walls doesn't injure you. ( Edit: This was actually caused a mob stuck inside a wall I would pass by on occasion)
I also missed some way to store objects in the world, I tried stuffing various things into the crafting grid (boy do I hate the crafting grid) but nothing useful popped out. A way to trash things you don't want would be nice, too, but the common inventory pane helped. (Edit: I discovered the storage box later, and now there's a crafting guide so it's obvious now)
Heat in Exile travels via radiation, conduction, and convection. What you're experiencing are clouds of hot air leaving the fire and floating away.
If you have a roof and walls, the hot air will fill the area and temperatures will soon even out. In the open they will generally move up and away. I'd like to have hot air split up so it spreads more evenly, but it requires some heavy rework of the code.
Zombies4Test is a great set of zombie-themed monsters for any MTG-based game.
Walkers, sprinters, crawlers (who can get in through one-node-high openings!) all work nicely.
I'd suggest disabling the tanks and spitters at first, especially in singleplayer, as they have massive health pools and will easily overwhelm a lone player with starting gear. Fortunately, disabling them is as simple as unchecking their box when enabling mods, which is very nice.
I also like how they vary their movement, sometimes shuffling to one side or the other, as it makes it harder to target them with ranged weapons than if they were to just move straight towards you..
You'll need to build a base quickly, and fortify it to keep the nasties out -- they can break doors and windows, so beware! I've even had one manage to follow me up a ladder, which was a fun surprise! All in all, highly recommended if you want some threatening monsters in your game.
This is nifty from a code perspective, but it seems it's been overtaken by Minetest development. Testing the benchmarks on modern Minetest 5.7.0 with JIT shows this takes roughly twice as long as standard vectors (which include handy metatable functions now, too).
Standard results:
[Server]: [benchmark_engine] benchmark results for metavectors:standardvectors
run 2000/2000 times after 5000 times warmup
min: 0.000003 s
average: 0.000005 s
max: 0.000332 s
total time: 0.009301 s
Metavector results:
[Server]: [benchmark_engine] benchmark results for metavectors:metavectors
run 2000/2000 times after 5000 times warmup
min: 0.000006 s
average: 0.000011 s
max: 0.002573 s
total time: 0.022250 s
Well, they MIGHT have committed the crimes in question, that's more or less up to the player to decide, but I think the general assumption is that most of these exiles aren't guilty of much and were just tossed through a portal to get rid of them.
It's a quirk of minetest that a mod can change your mapgen settings and that it will then apply to all other games/mods you play afterwards. If nobiomes is enabled, you'll need to switch it off in your minetest.conf.
I'm not sure what's happening on your end, but your system is not running Exile properly. Our deserts have woody plants for sticks, and grass cover. We've tried to reproduce what you're seeing and so far haven't been able to do so. A screenshot might tell us more.
Wait, what? 147 spawns in deserts with no grass or trees is virtually impossible. Are you playing on some multiplayer server where people have removed everything? Or did you create a single world that had a large desert in the center? If you delete it and create a new world odds are good you'll get a usable spawn.
Also be sure you're using valleys or carpathian mapgen, you shouldn't be able to use others because they can produce broken worlds, but I've seen people get around the restrictions on mapgen choice.
I play regularly, and yes, hopeless spawns do happen, but are rare. I'd like to make them less common when I rework the spawn system, but some things (like being spawned inside a deep ravine with no way to climb out) are terribly difficult to check for, so there will always be some bad spawn points.
EDIT: And even our deserts are supposed to have grass and sticks. In the master branch only the occasional gravel beach area will have nothing. The upcoming v4 branch has some underdeveloped biomes, but that's one of the reasons it's not released on contentdb yet.
DOUBLE EDIT: Oh, check your minetest.conf and be sure you don't have the mapgen flag "no_biomes" set, I once had a random MTG mod turn that on somehow and it broke any worlds I made after that, giving me empty worlds of stone and water.
Sorry you had a bad experience. We know the early game is difficult for newbies to grasp, and that's a problem. It should be easier to figure these things out. The intended challenge is survival against the elements, not reading the developer's mind to figure out how to X.
It's being worked on, the upcoming v0.4.0 release will have a lot ofnew features, but the most important to me is an in-game tutorial that can teach players basics like cooking and firing pottery before dropping them into the world. We're also trying to work out UI issues and make things more consistent and easy to follow.
I get this game's groove, and I like it. It's an arcade-style hack'n'slasher where you enter a zone, try to cut your way through the enemies in your way, and exit through the far door, to be teleported to a new zone. See how far you can go before you get mobbed and killed.
As a fan of the original Berzerk, this is a pretty nifty rendition, it really just needs more zones and some polish. A proper scoreboard would be nice.
I did hit a zone where the exit door didn't work, and sometimes it would drop me into a new zone facing backwards, so I was looking at the door I came through while enemies approached from behind. I assume forthcoming patches will fix that, even if I have to write them myself.
Yes, it's mod soup, yes, the inventory has hundreds of things to sift through, but as mod soup goes? This is not bad at all. It's primarily a showcase for runs' own mods. Its aesthetics are polished to a shine, his original mods work well, and it all adds up to a nice, lighthearted game with a lot of things to do. The Petz mod is probably the star of the show, but there's plenty else besides.
I personally had great fun collecting all the different butterflies , and chasing them up and down a narrow valley. They'd alight for a moment up on a tree before flying off in a line towards some distant point, and I'd have to try to gauge their likely path, get out in front and intercept them -- climbing trees, leaping off ledges with my net swinging wildly! Definitely one of the more pleasant experiences I've had in a block game.
All in all, yes, I can recommend Juanchi Game.
Pretty much anything that altered your body or perceptions was used as a medicine. Sometimes effectively, sometimes not. The pre-Colombian natives of South America chewed coca leaves as a mild stimulant for centuries.
Brewing and herbalism were very important to primitive cultures, people's lives often depended on them. (Brewing because it was often unsafe to drink water.)
It's all part of the stone age/iron age feel.
https://content.minetest.net/policy_and_guidance/#32-mod-forks-and-reimplementations seemed to imply I should make a new package, as it's essentially a fork that continues an abandoned project. But being made maintainer of the existing project would work, I just didn't know from the help page that it was possible, or what to do for that situation.
Okay, I've split my Exile update into two branches, one that supports Minetest 5.3.0, and one that's 5.4.0+ only. There are two releases listed, which is fine, but the version status thing at the top only says "5.4 and above." Is the v0.2 package not going to show up for people on 5.3.0?
Have you checked the readme file? Click the source link, and it explains it all.
Basically you need to place a drive at the center of your structure, power it (either with a technic power source or mese crystals) and then you should be able to select a radius of blocks to pick up and move, and coordinates for the destination you're moving them to , and then you press jump. The more blocks you move, and the farther you want to go, the more power it takes.
I'm afraid only v0.1.0 ever worked on Minetest 5.1.0, and it's a very early alpha with almost nothing in it.
Can you not get a Minetest 5.6.0 or newer build onto the laptop? If it's a 32-bit machine, sfan has Windows builds here: https://minetest.kitsunemimi.pw/builds/
Edit: Just saw you said "XP" -- I hope you don't connect that thing to a network, it takes only minutes for a network-connected XP machine to be rooted and turned into a remote-controlled bot. Your best bet might be to install Linux on that thing, there are plenty of lightweight distros that work with hardware from that era.
It's like you stepped inside an old ZX Spectrum game; It's weird, it's clever, it's highly original. I like the eye monsters, it's fun to have a tame one following you around.
I did have trouble with darkness damaging me now and then when I was holding a lamp in a cave, there should probably be a delay before darkness damages you so flickering caused by standing close to cave walls doesn't injure you. ( Edit: This was actually caused a mob stuck inside a wall I would pass by on occasion) I also missed some way to store objects in the world, I tried stuffing various things into the crafting grid (boy do I hate the crafting grid) but nothing useful popped out. A way to trash things you don't want would be nice, too, but the common inventory pane helped. (Edit: I discovered the storage box later, and now there's a crafting guide so it's obvious now)
All in all, a fun project, and one to watch!
Heat in Exile travels via radiation, conduction, and convection. What you're experiencing are clouds of hot air leaving the fire and floating away.
If you have a roof and walls, the hot air will fill the area and temperatures will soon even out. In the open they will generally move up and away. I'd like to have hot air split up so it spreads more evenly, but it requires some heavy rework of the code.
I thought the adorable tank robots were harmless, but then while doing the really long robot puzzle one of them somehow killed me.
Zombies4Test is a great set of zombie-themed monsters for any MTG-based game. Walkers, sprinters, crawlers (who can get in through one-node-high openings!) all work nicely.
I'd suggest disabling the tanks and spitters at first, especially in singleplayer, as they have massive health pools and will easily overwhelm a lone player with starting gear. Fortunately, disabling them is as simple as unchecking their box when enabling mods, which is very nice.
I also like how they vary their movement, sometimes shuffling to one side or the other, as it makes it harder to target them with ranged weapons than if they were to just move straight towards you..
You'll need to build a base quickly, and fortify it to keep the nasties out -- they can break doors and windows, so beware! I've even had one manage to follow me up a ladder, which was a fun surprise! All in all, highly recommended if you want some threatening monsters in your game.
This is nifty from a code perspective, but it seems it's been overtaken by Minetest development. Testing the benchmarks on modern Minetest 5.7.0 with JIT shows this takes roughly twice as long as standard vectors (which include handy metatable functions now, too).
Standard results:
Metavector results:
Well, they MIGHT have committed the crimes in question, that's more or less up to the player to decide, but I think the general assumption is that most of these exiles aren't guilty of much and were just tossed through a portal to get rid of them.
It's a quirk of minetest that a mod can change your mapgen settings and that it will then apply to all other games/mods you play afterwards. If nobiomes is enabled, you'll need to switch it off in your minetest.conf.
I'm not sure what's happening on your end, but your system is not running Exile properly. Our deserts have woody plants for sticks, and grass cover. We've tried to reproduce what you're seeing and so far haven't been able to do so. A screenshot might tell us more.
Wait, what? 147 spawns in deserts with no grass or trees is virtually impossible. Are you playing on some multiplayer server where people have removed everything? Or did you create a single world that had a large desert in the center? If you delete it and create a new world odds are good you'll get a usable spawn. Also be sure you're using valleys or carpathian mapgen, you shouldn't be able to use others because they can produce broken worlds, but I've seen people get around the restrictions on mapgen choice.
I play regularly, and yes, hopeless spawns do happen, but are rare. I'd like to make them less common when I rework the spawn system, but some things (like being spawned inside a deep ravine with no way to climb out) are terribly difficult to check for, so there will always be some bad spawn points.
EDIT: And even our deserts are supposed to have grass and sticks. In the master branch only the occasional gravel beach area will have nothing. The upcoming v4 branch has some underdeveloped biomes, but that's one of the reasons it's not released on contentdb yet.
DOUBLE EDIT: Oh, check your minetest.conf and be sure you don't have the mapgen flag "no_biomes" set, I once had a random MTG mod turn that on somehow and it broke any worlds I made after that, giving me empty worlds of stone and water.
Sorry you had a bad experience. We know the early game is difficult for newbies to grasp, and that's a problem. It should be easier to figure these things out. The intended challenge is survival against the elements, not reading the developer's mind to figure out how to X.
It's being worked on, the upcoming v0.4.0 release will have a lot ofnew features, but the most important to me is an in-game tutorial that can teach players basics like cooking and firing pottery before dropping them into the world. We're also trying to work out UI issues and make things more consistent and easy to follow.
I get this game's groove, and I like it. It's an arcade-style hack'n'slasher where you enter a zone, try to cut your way through the enemies in your way, and exit through the far door, to be teleported to a new zone. See how far you can go before you get mobbed and killed. As a fan of the original Berzerk, this is a pretty nifty rendition, it really just needs more zones and some polish. A proper scoreboard would be nice.
I did hit a zone where the exit door didn't work, and sometimes it would drop me into a new zone facing backwards, so I was looking at the door I came through while enemies approached from behind. I assume forthcoming patches will fix that, even if I have to write them myself.
Yes, it's mod soup, yes, the inventory has hundreds of things to sift through, but as mod soup goes? This is not bad at all. It's primarily a showcase for runs' own mods. Its aesthetics are polished to a shine, his original mods work well, and it all adds up to a nice, lighthearted game with a lot of things to do. The Petz mod is probably the star of the show, but there's plenty else besides.
I personally had great fun collecting all the different butterflies , and chasing them up and down a narrow valley. They'd alight for a moment up on a tree before flying off in a line towards some distant point, and I'd have to try to gauge their likely path, get out in front and intercept them -- climbing trees, leaping off ledges with my net swinging wildly! Definitely one of the more pleasant experiences I've had in a block game. All in all, yes, I can recommend Juanchi Game.
Pretty much anything that altered your body or perceptions was used as a medicine. Sometimes effectively, sometimes not. The pre-Colombian natives of South America chewed coca leaves as a mild stimulant for centuries.
Brewing and herbalism were very important to primitive cultures, people's lives often depended on them. (Brewing because it was often unsafe to drink water.) It's all part of the stone age/iron age feel.
Okay, that should about do it.
It's been a couple of months now since I PM'ed him, with no response. I'm not sure if he's coming back. What now?
https://content.minetest.net/policy_and_guidance/#32-mod-forks-and-reimplementations seemed to imply I should make a new package, as it's essentially a fork that continues an abandoned project. But being made maintainer of the existing project would work, I just didn't know from the help page that it was possible, or what to do for that situation.
Okay, I've split my Exile update into two branches, one that supports Minetest 5.3.0, and one that's 5.4.0+ only. There are two releases listed, which is fine, but the version status thing at the top only says "5.4 and above." Is the v0.2 package not going to show up for people on 5.3.0?
Have you checked the readme file? Click the source link, and it explains it all. Basically you need to place a drive at the center of your structure, power it (either with a technic power source or mese crystals) and then you should be able to select a radius of blocks to pick up and move, and coordinates for the destination you're moving them to , and then you press jump. The more blocks you move, and the farther you want to go, the more power it takes.