[Game] Exile v0.4.0b

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Dokimi
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Re: [Game] Exile v0.3.15e

by Dokimi » Post

GIVE THEM MONEY Y'ALL!

Seriously, they deserve it. :-)

I am so impressed with how much work they've all put into this project.

I never dreamed Exile would still be going this long. My own circumstances are better now than when I started this project ~4yrs ago, so if you want to support me as project founder, ... I don't know... I guess just promote or support any other projects you see me doing ;-)

----------------------------------------------------------------------------------------------------------------------------------------

Apologies to the team if anyone has been attempting to ask me questions somewhere and I've totally missed them. I'm a bit occupied by other matters. It's been a little while since I've looked at, or even played Exile.

I had a very quick look at Land of Bugs, and see some big changes. Interesting. Version 4 is coming!

Keep it up guys. Again, I'm so impressed by all the work.

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Re: [Game] Exile v0.3.15e

by TPH » Post

Yessssssss

Honestly I want to see Exile top the site at some point, wanna see what I can change and do for it to be optimal for all folk :D

Ah pretty fair @Dokimi business gets us on randommmmmm
Your fellow anthro-therian (copper) husky furry :D (hopefully not too cringe lol). How do ye' do?

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Re: [Game] Exile v0.3.16

by Mantar » Post

A new Exile release is out with v0.3.16. We've bumped the minimum Minetest version to 5.5, and we're happy to say that Exile is now fully free/libre!

Say hello to our brand new CC-BY-SA 4.0 Gundu model:
https://files.catbox.moe/28wt2f.mp4

Changelog:
- Replaced NC-licensed Gundu, Exile should be fully free now
- WITT for Exile: show the names of things when you press the zoom key
- Improved light meter
- Added /crouch as alternative to double-tapping shift, in case of lag
- Less trouble with lowering ropes/ladder

Get it from https://content.minetest.net/packages/Mantar/exile/
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.17

by Mantar » Post

Exile v0.3.17 is out with the following new features:
  • Better feedback: Informational states displayed on the character tab
  • Drystack and Rammed earth arches: build a wall, knock out the middle
  • server command: /recover_inv <player> to restore inv lost on restart
Edit: And v0.3.17b is out to fix a bug that slipped in ( QA testing is hard 💀 )
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.17

by Mantar » Post

Even more bugs fixed, including some that have been lurking for a while, and v0.3.17e is out.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.17

by Wuzzy » Post

Here's my no-commentary Let's Play of Exile 0.3.17:

https://tube.tchncs.de/w/p/9CJ7iZFK9zSkVbQ2YXJdPP

There are 9 episodes so far but I don't know if it will be continued.

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Re: [Game] Exile v0.3.17

by TPH » Post

Wuzzy wrote:
Mon May 13, 2024 08:27
Here's my no-commentary Let's Play of Exile 0.3.17:

https://tube.tchncs.de/w/p/9CJ7iZFK9zSkVbQ2YXJdPP

There are 9 episodes so far but I don't know if it will be continued.
The link does a login wall, but just going to his account works :D (thanks Inocudom!)
https://tube.tchncs.de/c/wuzzy_plays_games/videos
https://tube.tchncs.de/w/88fg9i7Th6kxjsE7Vrkfm8
Your fellow anthro-therian (copper) husky furry :D (hopefully not too cringe lol). How do ye' do?

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Re: [Game] Exile v0.3.17

by sortedsand » Post

I am new to Exile, in multiplayer, how do you change from/to male/female?

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Re: [Game] Exile v0.3.17

by Mantar » Post

Currently, use /respawn or get yourself killed. Every time your current Exile dies, you get a new Exile to play.
I plan on adding a spawn screen which will allow you to select an Exile to play, but it's a low priority; as per the design document, we want to encourage people to learn how to deal with whatever life throws at them rather than just hand them exactly what they want at the push of a button like other games. (Dokimi felt Exile should try to be a positive influence on players, rather than just yet another addictive Skinner box)
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Mantar » Post

Exile v0.3.18 is out now, changes include
  • Added glass doors and trapdoors
  • Hang an oil lamp from the ceiling
  • Support for the Unicode Signs [ucsigns] mod
  • Better texture for roof/floor tiles
  • Inventory images for coarse & fine fabrics
Get it from https://content.minetest.net/packages/Mantar/exile/
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Wuzzy » Post

I found that Exile has a translation platform on Codeberg Translate. But it is very wrong?
The entire contents of the .tr files is just pasted in here. And those can be really large.
For example, in lore, the only "string" is 1000 lines long.

This is NOT how it's supposed to work. Because if only one string in a TR file changes, that marks the entire list invalid in Weblate. And in general it defeats the whole point of having a translation platform because the very purpose of Weblate is to make translation pain-free.

Weblate should display each string separately. Look how Minetest does it.

I recommend to lock the translation component for now, until this matter is resolved. If you have any problems or questions on how to make this *actually* work, or if you are stuck at any point, please let me know! Because I have experience with this kind of stuff.

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Re: [Game] Exile v0.3.18

by Mantar » Post

Yeah it was in separate strings before using weblate's "plain text" setting, but I had to reload everything last month as there was some kind of problem, and now it's all glommed together for some reason. The trends page shows the number of strings has gone down "100%" in the past 30 days.
I'll see if I can get it corrected.

Edit: Corrected, it should have been "joomla translation file" not "plain text." I'm not sure how that got changed when I was fixing it before, but it's back to showing each string separately. "Joomla" is a simple key=value format, basically identical to our *.tr files
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Wuzzy » Post

There will be a "translathon" (hackathon but for translations) this weekend, organized by the Codeberg people.

I think this may be a great opportunity to get help.

https://codeberg.org/Codeberg/translathon-2024

For 19:00 UTC today, they put "Weblate setup for project admins" on the schedule. Which sounds like exactly the thing you need.

(Sorry I post this on such sort notice tho, but maybe they're willing to help at the other 2 days as well.)

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Re: [Game] Exile v0.3.18

by TPH » Post

Wuzzy wrote:
Fri Oct 11, 2024 13:22
There will be a "translathon" (hackathon but for translations) this weekend, organized by the Codeberg people.

I think this may be a great opportunity to get help.

https://codeberg.org/Codeberg/translathon-2024

For 19:00 UTC today, they put "Weblate setup for project admins" on the schedule. Which sounds like exactly the thing you need.

(Sorry I post this on such sort notice tho, but maybe they're willing to help at the other 2 days as well.)
OOOH I thought that was just for translating the actual Codeberg website, I didn't know it was for every project on Codeberg :O that's really cool

Ahaha it's fine X3
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Re: [Game] Exile v0.3.18 Kiln/furnace/smelter construction

by litppunk » Post

sideways? Sideways!? SIDEWAYS!!!!!!

XD >.< XD Thats what a kiln requires?? Thats what 'like in real life' means??? SIDEWAYS!?!?

IM based under an arch, and after some repeated trial and error realized that there was enough seepage 3 tiles above sea something like 3 'chunks' away from the ocean on either side kept putting out my fire, and got it set high enough that I could have one, then spent forever trying to build working furnaces out of gravel and a few strategic pieces of mud-brick but even with a 3x3 fire pit with 0 tile, or 1 tile of height (for the fire sprite) and enclosed top on the mud-brick overhang, different amount of air exposure for the fire, increased wall thickness etc. Always trying to use what *should be* the hottest section. The top.

Finally when I saw the 3x3 with enclosed top gave no heat on top, I gave up and youtubed it since I couldn't even get what by now had become a solid number of cake a chest of ash, and a chest plus worth of wood collected purely incidentally while harvesting fruit (hadn't realized sticks had OP right click until I saw it while looking for furnace config so I'd just chop my way up to them and use leaves V.V)

I can't believe I didn't think of it before! Just smoke the pottery! Its so obvious I should have known shouldhaveknownshouldhave FOOL such a fool I was. So many deaths exploring everything else. The wall of useless, useless bones from the previous exiles whispered. They KNEW, didn't tell, they didn't tell! all in vein because I didn't build the kiln like a smoker! They were right. They were right to exile me.

_____

ahem. RP aside, maybe a hint other than 'like real life' for kiln construction? Or is it just me?

Now, do I need to gap the wood to make charcoal, so it doesn't touch the fire? But then it would have 'air' Maybe a bunch of those "extinguished fires" are actually charcoal and just aren't tagged? Is that why they stacked while the others didn't?

Don't give me too much spoiler but do answer,
Is Charcoal labeled as charcoal?

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Re: [Game] Exile v0.3.18

by Mantar » Post

Yes, charcoal is labeled as charcoal. Just let a fire burn slowly without air and it'll turn to charcoal eventually.
It's possible to build a kiln that isn't sideways, but yes, the fire needs airflow to heat, and the pottery should not be exposed to cool air, so putting the fire off to one side is a common compromise with the nature of voxel physics.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Squarebeard1 » Post

Hi

I'm playing Exile (v0.3.18h) from here I droped a torch and I got an error and my world wont load. There is any way to fix this? I want my world back if possible (ó _o )...

Here my world zipped https://files.catbox.moe/vfnm68.zip

and the error info:

AsyncErr: Lua: Runtime error from mod 'tech' in callback luaentity_Step(): "Runtime error from mod 'tech' in callback item_OnPlace(): /home/user/.minetest/games/exile/mods/crafting/gui.lua:278: attempt to index local 'player' (a nil value)
stack traceback:
/home/user/.minetest/games/exile/mods/crafting/gui.lua:278: in function 'on_rightclick'
/home/user/.minetest/games/exile/mods/tech/torch.lua:234: in function </home/user/.minetest/games/exile/mods/tech/torch.lua:221>
[C]: in function 'place_node'
/home/user/.minetest/games/exile/mods/tech/torch.lua:145: in function </home/user/.minetest/games/exile/mods/tech/torch.lua:123>"
stack traceback:
[C]: in function 'place_node'
/home/user/.minetest/games/exile/mods/tech/torch.lua:145: in function </home/user/.minetest/games/exile/mods/tech/torch.lua:123>

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Re: [Game] Exile v0.3.18

by Mantar » Post

Try updating, I pushed some bug fixes, including one for crafting/gui.lua, which ought to fix your issue. I'd have tested it to be 100% sure, but your zip file is 0 bytes in size!
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Squarebeard1 » Post

Mantar wrote:
Sun Apr 19, 2026 20:40
but your zip file is 0 bytes in size!
wut

I re uploaded and downloaded to test. I don't know why this is happening to catbox. I'll try other service, so you can see what happened. May happen again so I'll make backups constantly now. Here: https://fileq.net/rc5bn75u9ifc.html (I downloaded from the link to test, and it's working)

I managed to fix somehow with some amount of despair, research an AI (I'm not programmer).
I added a lua line to the code of the gui.lua and started the game. It loaded ok but I couldn't interact with crafting. Then I removed the line and it worked like before the bug.

By the way, this is my favourite game fom Luanti/Minetest, thank you =D

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Re: [Game] Exile v0.3.18

by Squarebeard1 » Post

I also had played a bit in the server (land of catastrophe) that is updated

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Re: [Game] Exile v0.3.18

by Mantar » Post

Sorry to hear you went through all that trouble. I can confirm the v0.3.18i release fixes your bug. Nice base, btw! I like that you've got farms set up for pegasun, sneachan, and gundu alike.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Squarebeard1 » Post

Mantar wrote:
Mon Apr 20, 2026 19:49
Sorry to hear you went through all that trouble. I can confirm the v0.3.18i release fixes your bug. Nice base, btw! I like that you've got farms set up for pegasun, sneachan, and gundu alike.
I updated the game yesterday, is all working fine now

😄 I'm trying hard, my record was 31 days without die.
The sneachan are ok, but the fishes vanishes after some time. I don't understand yet how to make they stay, but they had laid eggs yesterday. The pegasun I got very recently and I don't know yet how they work

My other world I started on a clay desert and for a long time I had no idea that the game had oceans. When I started this second world (to see if I could survive longer with what I learned) it was impressive to see the seashore.

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Re: [Game] Exile v0.3.18

by Mantar » Post

31 days, eh? You're on your way to mastering the game!

Gundu need a good sunny patch for filter-feeding, and a deep dark place to lay eggs. They can die of old age, or very cold weather. Hot weather is not very dangerous to them, being in the water, but ice is a killer.
Pegasuns are omnivores, and can eat plants or insects. They like a lot of space, and will enjoy having a roofed area so they can shelter from the weather.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Game] Exile v0.3.18

by Squarebeard1 » Post

Mantar wrote:
Tue Apr 21, 2026 21:28
31 days, eh? You're on your way to mastering the game!

Gundu need a good sunny patch for filter-feeding, and a deep dark place to lay eggs. They can die of old age, or very cold weather. Hot weather is not very dangerous to them, being in the water, but ice is a killer.
Pegasuns are omnivores, and can eat plants or insects. They like a lot of space, and will enjoy having a roofed area so they can shelter from the weather.
Thank you for the tips! This much of details is amazing

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Re: [Game] Exile v0.3.18

by Mantar » Post

I've just posted the first release candidate for Exile v0.4.0, taken from the "v4" development branch, which will be officially releasing to ContentDB next week if no further problems are found.

This release represents almost four years of development, and has a raft of changes to the gameplay. Those of you who've played on our development testing servers have seen most of this, but for others, it'll be new. More details will be in the writeup for the official release announcement.

https://codeberg.org/Mantar/Exile/relea ... v0.4.0-RC1

Notes:
We suggest starting a new map to have all of the new features. Maps created in earlier versions of Exile can still be used, but will have to be scanned to enable seasonal changes and other advanced features. Instructions for doing so are included in the game.

The minimal mod is no longer named that, third party mods should depend on exile_game instead; mods that have not been updated yet can be made to work in the interim if you install our placeholder minimal mod, which can be found in the utilities folder.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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