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Re: [Mod] Villagers for Minetest [villagers][v0.16]

Update 0.17 v0.17 [added] - Added item description to trading formspec - Villagers can offer multiple of the same item at once for trade - Added initial coins for player which you can disable from config.lua file - Villager 'goodbye' dialogue after trading changes if player actually trades somethin...
by ErrorNull
Fri Jul 28, 2017 23:27
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers][v0.16]

Please try again without cottages enabled. Ah, my mistake. Now without the cottages mods installed, the villagers in fact fail to spawn! It's a haunted chateau now... https://forum.minetest.net/download/file.php?mode=view&id=11461 That is strange, as it seems there's a difference between the ch...
by ErrorNull
Thu Jul 27, 2017 22:03
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers][v0.16]

Well ... this error happend when I came close to the hut. So, it was my presence that caused the error. It was a new map I created with mg_villagers. Hmm ... at the moment I'm testing which mod can be used with mg-villages and villagers. I saved the old world and can give you the list of mods. I se...
by ErrorNull
Thu Jul 27, 2017 16:43
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] DarkAge [0.4] [darkage]

wonderful work Addi! I'm glad you are continuing updates on this darkage mod.
by ErrorNull
Thu Jul 27, 2017 13:49
 
Forum: Mod Releases
Topic: [Mod] DarkAge [0.4] [darkage]
Replies: 135
Views: 55835

Re: [Mod] Villagers for Minetest [villagers][v0.16]

Hi KCoombes - I tested several times and the villagers seems to spawn each time okay for me. I made a youtube video to show what I got when i arrived at the chateau at position 80,2,41. i also demonstrate how far i move away from the building for the villagers to disappear and then reappear. Are the...
by ErrorNull
Thu Jul 27, 2017 13:41
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villages for Minetest [mg_villages]

Mapchunks overlap by 16 blocks in each direction - so the function can be called several times for a specific position. I see. That is something very interesting I didn't know. I'm afraid mobs will not only have to store where they want to go - but also at which time they expect to arrive at their ...
by ErrorNull
Thu Jul 27, 2017 12:29
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 140
Views: 31603

Re: [Mod] Villagers for Minetest [villagers][v0.16]

Hi BirgitLachner - thanks for telling me about this error. This looks like my 'villagers' mod is complaining about something as it tries to analyze nearby nodes to determine the region type for the village. Can you list for me all the mods you have installed? And, was this on a new map or an existin...
by ErrorNull
Thu Jul 27, 2017 12:00
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers][v0.16]

KCoombes - that error is coming from the mg_villages mod from interaction of the plotmarker and not from my villagers mod. this would be something sokomine would be better at troubleshooting. are you playing in singleplayer? creative? or admin as hosting a server? I'm also now looking into the issue...
by ErrorNull
Thu Jul 27, 2017 01:00
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers][v0.16]

However, no villagers spawned at the Chateau either - I moved away and returned to no avail. I'll look into that and also into how the villagers are not digging snow, grass, etc. anymore. Had you encountered the chateau by walking from a different village? or you had teleported there or spawned the...
by ErrorNull
Tue Jul 25, 2017 09:12
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers][v0.16]

FYI - I am working on the following improvements as of right now... 1) Traders that give players coins for minor resources or other items. Also traders that exchange coins for gold coins and vice versa. Ten coins = 1 gold coin. 2) Adding support for all items from TenPlus1's nice Farming Redo [farmi...
by ErrorNull
Sun Jul 23, 2017 22:31
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers][v0.16]

Update 0.16! [fixed] - Eliminated more NIL errors that crash the game - Stop any ongoing digging anim by villager when trading [added] - Young children villagers tell you they don't know much about trading - New chat command to list all nearby traders and teleport to them - Created node metadata fo...
by ErrorNull
Sat Jul 22, 2017 23:13
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: Post your modding questions here

I'll look into LBMs further. haven't used them before, but might as well try them! i remember sokomine also mentioned LBMs with regard to how the mob spawn nodes were designed. maybe i should've tried LBMs sooner! thanks.
by ErrorNull
Mon Jul 17, 2017 07:26
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 335531

Re: Post your modding questions here

Thanks Byakuren. I admit it is a bit hacky. Here's my current challenge: Sokomine's mg_villages mod spawns villages during mapgen time.. during which i can 'hook in' and spawn my own villagers via a convenient api function provided by mg_villages. My villager entities spawn to the map just fine for ...
by ErrorNull
Mon Jul 17, 2017 05:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 335531

Re: Post your modding questions here

thanks you fir your answers Byakuren! it seems we cannot access node Metadata on nodes that are not loaded - it's one of the reasons why I'm having to explore the emerge_area idea. one server frame sounds like a short duration. does forceload_block do the same as emerge_area? if so it may be a more ...
by ErrorNull
Mon Jul 17, 2017 02:48
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 335531

Re: Post your modding questions here

Hello, i'm going to try using nodetimers for the first time and have a few quick and basic questions. Here is an example: local nodetimer = minetest.get_node_timer(some_position) nodetimer:start(10) [inside node definition at 'some_position'] on_timer = function(pos, elapsed) print("Hello"...
by ErrorNull
Sun Jul 16, 2017 22:18
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 335531

Re: [Mod] Villagers for Minetest [villagers] v0.15

I am still hard at work at reworking and improving the spawning mechanism of my villagers. After much testing I have pretty much eliminated the nil errors when villages are generated and villagers attempt to spawn. Even though some spawning errors do still exist (which i plan to 100% eliminate event...
by ErrorNull
Sat Jul 15, 2017 14:04
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villages for Minetest [mg_villages]

Hi Sokomine! I'm about to release my stability update.. i've tested many times and my error nil errors happen very rarely now. But I've also ran into a new problem - and it's not with your mod.. and i think more about my understanding of entities and map generation. I noticed that when a player walk...
by ErrorNull
Fri Jul 14, 2017 15:14
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 140
Views: 31603

Re: [Mod] Villages for Minetest [mg_villages]

Question for you: is there a way I can make grasshut not use the dryplants mod? It depends on the biomes_lib mod which I'd like to avoid for now. My villagers do not support grasshut yet. Ah and almost forgot it doesn't support 'ruins' village type either. All you really need are the blocks it defi...
by ErrorNull
Tue Jul 11, 2017 13:28
 
Forum: Mod Releases
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 140
Views: 31603

Re: [Mod] Villagers for Minetest [villagers] v0.15

mg_villages now provides a road-based pathfinder that can navigate from street/position right next to street to another plot somewhere else in the village. I saw your latest updates and they will be very useful! when i start to focus on my villagers' movements i can really use those functions you'v...
by ErrorNull
Tue Jul 11, 2017 13:19
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers] v0.15

I've continued playing with your mod and have realized that every crash has occurred when a Chateau is spawning/loading - and the residents are 'uninitialized villager'. Perhaps that will help. thanks KCoombes that bit of info is helpful. I am reworking my spawning code to rely less on building typ...
by ErrorNull
Mon Jul 10, 2017 17:09
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers] v0.15

KCoombes wrote:Still nope with freshly updated villagers.

There's actually quite a few things i've noticed in my code that i need to cleanup. I'm also going to take the time to rework some of my algorithms. Thanks for your patience everyone.. >_<
by ErrorNull
Sun Jul 09, 2017 22:40
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers] v0.15

Nope. I pulled an updated villagers and tried again with just the 3 mods; Okay, i did another update just now. I think we are almost there... I can taste the victory! Ah, hm. The village types are not craved in stone. Anyone who wants to can add a new village type, even redefine an existing one and...
by ErrorNull
Sun Jul 09, 2017 18:49
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers] v0.15

Okay KCoombes, and anyone else getting similar NIL errors. I just now updated the necessary files on github. Please test again and let me know if it's fixed. Looks like the cause of the error is that i forgot to update my mod to recognize the additional beds that are now available on certain buildin...
by ErrorNull
Sun Jul 09, 2017 14:29
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers] v0.15

KCoombes
KCoombes wrote:Ok, I did as you asked - only 3 mods enabled on a new world. Still crashes;

Ok thanks for the update. I'm looking into this now...
by ErrorNull
Sun Jul 09, 2017 13:17
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125

Re: [Mod] Villagers for Minetest [villagers] v0.15

Yes, I reused the folder for villages-for-minetest-modpack, but all files inside are the fresh copies Try this: temporarily remove any mods in your 'minetest/mods' folder ... you can relocate them to another folder somewhere on your computer for now. then only put in the mods folder, villagers, han...
by ErrorNull
Sun Jul 09, 2017 11:13
 
Forum: WIP Mods
Topic: [Mod] Villagers for Minetest [villagers][v0.17]
Replies: 157
Views: 19125
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