[Game] Carbone NG [carbone-ng]

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Calinou
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Re: [Game] Carbone NG [carbone-ng]

by Calinou » Wed Aug 12, 2015 10:40

TuxerP wrote:I have also installed carbone-ng from github. It works perfect exept when I play on an mobile phone. The HUD then overlays the buttons from the minetest android client. I have added a screenshot.


If you want a small hotbar for use on mobile, remove the large_hotbar mod.
 

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Re: [Game] Carbone NG [carbone-ng]

by TuxerP » Wed Aug 12, 2015 16:37

I have adjusted the large_hotbar mod to a size which is fine for my mobile. If I want to add a mod to minetest running the carbone-ng subgame where should I put that mod and how can I enable that one?
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?

Maybe a stupid question, but I don't have experience with adding mods to a subgame.
 

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Re: [Game] Carbone NG [carbone-ng]

by Calinou » Wed Aug 12, 2015 17:55

TuxerP wrote:I have adjusted the large_hotbar mod to a size which is fine for my mobile. If I want to add a mod to minetest running the carbone-ng subgame where should I put that mod and how can I enable that one?
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?

Maybe a stupid question, but I don't have experience with adding mods to a subgame.


You should install mods to your mods directory, not in the subgame. This way, you avoid conflicts with future versions of Carbone NG and you can enable/disable your mod easily in the world configuration menu.
 

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Re: [Game] Carbone NG [carbone-ng]

by TuxerP » Thu Aug 13, 2015 22:31

Done that. Thanks for the advise. I don's see not much mobs in the carbone world. Can I increase the number of spawning mobs?

Running carbone-ng for a few weeks, but it looks very cool and all the mods that needed are there. Keep up the good work.
 

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Re: [Game] Carbone NG [carbone-ng]

by FreeLikeGNU » Fri Aug 14, 2015 13:59

Calinou wrote:
TuxerP wrote:I have adjusted the large_hotbar mod to a size which is fine for my mobile. If I want to add a mod to minetest running the carbone-ng subgame where should I put that mod and how can I enable that one?
Can I place it in the mods folder of you're subgame or should I place it in the mods folder in my .minetest directory?

Maybe a stupid question, but I don't have experience with adding mods to a subgame.


You should install mods to your mods directory, not in the subgame. This way, you avoid conflicts with future versions of Carbone NG and you can enable/disable your mod easily in the world configuration menu.


It would be nice if one could set mods to use on the command line for a headless server the way we can for games and worlds

$ minetest --game carbone-ng --world myworld --mods modlist.txt
 

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Re: [Game] Carbone NG [carbone-ng]

by Inocudom » Sat Sep 19, 2015 18:01

Calinou, it is essential that you kept Carbone NG up-to-date with minetest-game. That way, you won't have to keep releasing new versions.

Where did all of those wonderful sound effects that the previous version had go? They were very essential to the general ambience.
 

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Re: [Game] Carbone NG [carbone-ng]

by FreeLikeGNU » Sun Sep 20, 2015 00:13

Inocudom wrote:Calinou, it is essential that you kept Carbone NG up-to-date with minetest-game. That way, you won't have to keep releasing new versions.

Where did all of those wonderful sound effects that the previous version had go? They were very essential to the general ambience.

Yeah, put down the books and keep modding!!! ;-)
 

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Re: [Game] Carbone NG [carbone-ng]

by Smitje » Wed Sep 23, 2015 21:15

Hi all,

I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?

cheers,
Smitje
 

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Re: [Game] Carbone NG [carbone-ng]

by Ivà » Wed Sep 23, 2015 21:31

Smitje wrote:Hi all,

I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?

cheers,
Smitje


Because they aren't mese :D
 

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Re: [Game] Carbone NG [carbone-ng]

by kaadmy » Wed Sep 23, 2015 23:51

Smitje wrote:Hi all,

I love Carbone NG so far. Just tried it. But why do I die when I mine mese blocks?

cheers,
Smitje

Read the block again, it says...
Image
Never paint white stripes on roads near Zebra crossings.
 

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Re: [Game] Carbone NG [carbone-ng]

by Smitje » Thu Sep 24, 2015 19:25

lol,

you got me! Guess you see what you expect to see.

Thanks
 

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Re: [Game] Carbone NG [carbone-ng]

by moshiro fumamoto » Thu Nov 12, 2015 23:08

dont work i most be doing something wrong. am new at this
 

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Re: [Game] Carbone NG [carbone-ng]

by HRJ21 » Fri Dec 18, 2015 11:33

Carbone-ng looks beautiful, thank you. The only issue I have with it is that even when I am not in creative mode, I can still craft unlimited amounts of any item I want. How do I turn this off? Thanks!
 

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Re: [Game] Carbone NG [carbone-ng]

by kaadmy » Fri Dec 18, 2015 19:40

Never paint white stripes on roads near Zebra crossings.
 

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Re: [Game] Carbone NG [carbone-ng]

by LiberalSlovak » Thu Dec 24, 2015 20:03

Are you ever going to re add mesecons? I love everything in this game except for the absence of my electronics!
 

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Re: [Game] Carbone NG [carbone-ng]

by prof-turbo » Fri Jan 01, 2016 09:30

LiberalSlovak : I think you should add it by yourself. Mesecons is a mod pretty loud for many computers, so putting it in a popular game would probably annoy some people :)
 

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Re: [Game] Carbone NG [carbone-ng]

by GreenDimond » Tue Feb 16, 2016 16:48

So...is the large_hotbar a mod you made yourself? Because I cant find it anywhere...and I really want it...
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Re: [Game] Carbone NG [carbone-ng]

by Calinou » Tue Feb 16, 2016 18:38

GreenDimond wrote:So...is the large_hotbar a mod you made yourself? Because I cant find it anywhere...and I really want it...


Yes, it's a tiny mod that enlarges the hotbar.

If you want it yourself, create a folder called large_hotbar/, create an init.lua file inside and write this:

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
-- large_hotbar: Makes the hotbar larger
-- Copyright (c) 2015 Calinou
-- CC0 1.0 Universal

custom_hotbar_size = tonumber(minetest.setting_get("large_hotbar.size"))

minetest.register_on_joinplayer(function(player)
  player:hud_set_hotbar_itemcount(custom_hotbar_size or 16)
end)


Then move this folder to your Minetest installation's mods/ folder.
 

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Re: [Game] Carbone NG [carbone-ng]

by lisacvuk » Sun May 29, 2016 21:20

Nice game. Will we see connected drawtype support for the fences anytime soon, though?
400 character limit? Am I writing a book?
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Re: [Game] Carbone NG [carbone-ng]

by Klink45 » Sat Jul 09, 2016 03:51

I would like to have the normal inventory back. Which mod(s) change the inventory?
 

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Re: [Game] Carbone NG [carbone-ng]

by Wuzzy » Fri Jul 29, 2016 14:02

Calinou, can you please update the HUD Bars mod to the newest version? The version you are using is broken as all HUD Bars are drawn over each other. I am very sorry.

The HUD in general near the hotbar is semi-broken anyways: The item name is partly written over the HUD Bars. You could fix this by moving the HUD Bars some pixels up. Note the HUD Bars mod allows it rather easily to move all the HUD Bars around, just change the vertical offset.


EDIT:
I found 4 broken crafting recipes:

- One recipe for throwing:arrow requires default:default:cobble
- Recipe for itemframes:pedestal requires 2 items with lots of space. This is invalid IMO, you should use empty string, whitespace is not permitted
- Two recipes for the black dye require default:scorched_stuff
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Re: [Game] Carbone NG [carbone-ng]

by hajo » Mon Nov 28, 2016 00:29

I found Carbone NG packaged with the new Minetest 0.4.14-785a9a6 by sfan5 - 2016-11-26.
So I assume that is the current version.

But when starting it, I get errormessages:
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
2016-11-27 23:05:20: WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile
..
2016-11-27 23:05:40: ERROR[Main]: ServerError: Lua: Runtime error from mod 'player_textures' in callback on_joinplayer(): Attempt to access external file E:\temp\minetest-0.4.14_785a9a6\bin\..\games\carbone-ng\mods\player_textures/textures/player_singleplayer.png with mod security on.
2016-11-27 23:05:40: ERROR[Main]: stack traceback:
2016-11-27 23:05:40: ERROR[Main]:    [C]: in function 'open'
2016-11-27 23:05:40: ERROR[Main]:    ...a6\bin\..\games\carbone-ng\mods\player_textures\init.lua:3: in function <...a6\bin\..\games\carbone-ng\mods\player_textures\init.lua:1>
2016-11-27 23:05:40: ERROR[Main]:    ...minetest-0.4.14_785a9a6\bin\..\builtin\game\register.lua:412: in function <...minetest-0.4.14_785a9a6\bin\..\builtin\game\register.lua:392>
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Re: [Game] Carbone NG [carbone-ng]

by Fixerol » Sun Dec 04, 2016 20:58

@hajo
turn off mod security
 

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Re: [Game] Carbone NG [carbone-ng]

by hajo » Sun Dec 04, 2016 21:29

Fixerol wrote:@hajo
turn off mod security

I think this is the worst advice.
Setting a certain mod as 'trusted' would be one step better.
(but still bad without a code-review)

Getting the mod fixed would be best.
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Re: [Game] Carbone NG [carbone-ng]

by Fixerol » Tue Dec 06, 2016 20:58

From what I know this game is discontinued for now.
 

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