[Mod] Alive AI V26.32 [aliveai]

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AiTechEye
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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Post

yes: https://github.com/AiTechEye/aliveai/co ... 7beeb728bd

i problety need to look through the mod as soon im done with another ai mod "examobs" from the XaEnvironment game

those mobs are less advanced and should use considerably less cpu, feel free to try them.

viewtopic.php?f=50&t=22340

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Re: [Mod] Alive AI V26.1 [aliveai]

by Andrey01 » Post

Something error happens from 'aliveai_threats' mod:

Code: Select all

ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): ObjectRef::set_yaw: NaN value is not allowed.
2019-07-01 17:33:40: ERROR[Main]: stack traceback:
2019-07-01 17:33:40: ERROR[Main]: 	[C]: in function 'set_yaw'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1657: in function 'lookat'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/event.lua:1472: in function 'path'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1177: in function 'falling'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:24: in function 'bot'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:16: in function </home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:1>

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Re: [Mod] Alive AI V26.1 [aliveai]

by Sokomine » Post

Is there a way to keep the mobs alive? Or..er...ingame? I was standing next to one, giving it materials when it asked for them, but then the mob just disappeared. Another mob did the same. Guess it just logged off...(they're excellent at imitating some types of players).
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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Post

could be so, but npc's don't using a lifetimer, only monsters.

this happens when the mob or many mobs is using too much ram/delays, the pathfinding is almost always the problem, to prevent a lagy server, sometimes it is just killing the mob.

the problem is, even it just freezing the mob, it just keeping does same thing (maybe cuz it folliwing its map/mining instructions, i will check this)

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Re: [Mod] Alive AI V26.1 [aliveai]

by Sokomine » Post

AiTechEye wrote: this happens when the mob or many mobs is using too much ram/delays, the pathfinding is almost always the problem, to prevent a lagy server, sometimes it is just killing the mob.
I had to search a bit in order to find an npc. There wheren't that many around, so it seems unlikely that there was high lag caused by so few. Mobs redo mobs sometimes swarmed servers in much more exterme quantites.
AiTechEye wrote: the problem is, even it just freezing the mob, it just keeping does same thing (maybe cuz it folliwing its map/mining instructions, i will check this)
Maybe the mob might tell from time to time what it's failing to do? At least before it despawns? Some "can't find a place to mine here - i'm leaving!" - or: "this is too laggy for me! bye" could fit :) But a way to keep at least those mobs in the game which a player tried to supply with materials would be great.
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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Post

I had to search a bit in order to find an npc
this problem started in MT5 have no idea why.
Maybe the mob might tell from time to time what it's failing to do
its pretty much, try aliveai:terminal

when those falling to find materials, (when the material timer is end), it just ignoring it and trying to find next, but i will note "can't find a place to mine here - i'm leaving!" & "this is too laggy for me! bye" and smlier. but i trying to keep all of them alive.

the base problem is, when a npc really starts to lag or stuck, it can freeze the server, so its just to solve the problem or delete the bot before it kills the server.

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Re: [Mod] Alive AI V26.1 [aliveai]

by Andrey01 » Post

Andrey01 wrote:Something error happens from 'aliveai_threats' mod:

Code: Select all

ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): ObjectRef::set_yaw: NaN value is not allowed.
2019-07-01 17:33:40: ERROR[Main]: stack traceback:
2019-07-01 17:33:40: ERROR[Main]: 	[C]: in function 'set_yaw'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1657: in function 'lookat'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/event.lua:1472: in function 'path'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1177: in function 'falling'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:24: in function 'bot'
2019-07-01 17:33:40: ERROR[Main]: 	/home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:16: in function </home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:1>
Fixed: https://github.com/AiTechEye/aliveai/pull/5

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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Post

the nan check doesn't work, the type() returns inf & -inf as number, aliveai.nan() is checking this

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Re: [Mod] Alive AI V26.2 [aliveai]

by AiTechEye » Post

i didn't find whats causing lagging bots, cuz its a rare case, but added https://github.com/AiTechEye/aliveai/co ... fR448-R449

as the post above, aliveai.nan() is fixing nan, -inf & inf values, if its something else its not a number

and i tryed to find the base problem with set_yaw, but seems to be really hard, cuz its caused after randomly server startups.
one time it fixed a few errors from "lookat", next startup lots came from pathfinding, main...

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Re: [Mod] Alive AI V26.2 [aliveai]

by 42n4 » Post

Why bots are flying and building one node above the real surface? All bots even in menu are moved up one node with the air node below them
I have used commands:

Code: Select all

cd /usr/share/minetest/games/minetest_game/mods
for i in dreambuilder_modpack ; do [ ! -d $i ] && git clone https://gitlab.com/VanessaE/$i; done;
#aliveai depends on technic, 3d_armor, mesecons and smartshop
[ ! -d 3d_armor ] && git clone https://github.com/stujones11/minetest-3d_armor 3d_armor
[ ! -d smartshop ] && git clone https://github.com/AiTechEye/smartshop
[ ! -d aliveai ] && git clone https://github.com/AiTechEye/aliveai
THE ANSWER:
It was 3d_armor effect.

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Re: [Mod] Alive AI V26.2 [aliveai]

by 42n4 » Post

Thus the quickest working mods configuration should be without 3d_armor:

Code: Select all

cd /usr/share/minetest/games/minetest_game/mods
# dream pack of all needed mods, look e.g. at mesecons.net
for i in dreambuilder_modpack ; do [ ! -d $i ] && git clone https://gitlab.com/VanessaE/$i; done;
# aliveai depends on technic, mesecons and smartshop
[ ! -d smartshop ] && git clone https://github.com/AiTechEye/smartshop
[ ! -d aliveai ] && git clone https://github.com/AiTechEye/aliveai
# adds orbs of time: for switching days and nights
for i in loot orbs_of_time; do [ ! -d $i ] && git clone https://github.com/minetest-mods/$i; done;

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Re: [Mod] Alive AI V26.2 [aliveai]

by SFENCE » Post

Really good mod. I'm afraid from masdestruction mobs... :D

But, I think, it will be better to have here something what can be done from ant hill nodes. For example something like ants hill + some manure -> dirt.
Similar, I miss something to eliminate gas pollution.
I tried to check aliveai code, but I find nothing.
cdb_3P0AYqjEIn68

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Re: [Mod] Alive AI V26.2 [aliveai]

by AiTechEye » Post

+craftrecipe: anthill to dirt & base to gold

+just blow it up (same as heavy gas)

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Re: [Mod] Alive AI V26.2 [aliveai]

by 42n4 » Post

After some intensive testing, we have received this error from time to time.

Code: Select all

2019-10-26 08:50:39: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_folk' in callback luaentity_Step(): ...t/games/minetest_game/mods/aliveai/aliveai/tasks.lua:58: attempt to compare number with nil
2019-10-26 08:50:39: ERROR[Main]: stack traceback:
2019-10-26 08:50:39: ERROR[Main]:       ...t/games/minetest_game/mods/aliveai/aliveai/tasks.lua:58: in function 'task3'
2019-10-26 08:50:39: ERROR[Main]:       ...est/games/minetest_game/mods/aliveai/aliveai/bot.lua:79: in function 'bot'
2019-10-26 08:50:39: ERROR[Main]:       ...est/games/minetest_game/mods/aliveai/aliveai/bot.lua:16: in function <...est/games/minetest_game/mods/aliveai/aliveai/bot.lua:1>

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Re: [Mod] Alive AI V26.2 [aliveai]

by Dendras » Post

Imao the naming could use some work. You could add some rules like 'numbers only at the back and up to 2 digits' and 'only up to 2 vowels and only after a non-vowels (including symbols)" and a maximum of 2 symbols in the name.
3oDGrnKYJ2zbgj5aAkApC6UGUMp8wzka

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Re: [Mod] Alive AI V26.2 [aliveai]

by Clatch » Post

Does Alive AI require an earlier version of Lua to work? I'm currently on Lua 5.3.5. Even walking back your repo to a couple years ago pulls up this same error for me.

Running:
Minetest 5.1.0

Mods:
aliveai
aliveai_folk

Code: Select all

2019-12-25 11:00:44: ERROR[Main]: ModError: Failed to load and run script from /home/clatch/.minetest/mods/aliveai/aliveai/init.lua:
2019-12-25 11:00:44: ERROR[Main]: /home/clatch/.minetest/mods/aliveai/aliveai/handlers.lua:257: '<name>' expected near 'goto'
2019-12-25 11:00:44: ERROR[Main]: stack traceback:
2019-12-25 11:00:44: ERROR[Main]: 	[C]: in function 'dofile'
2019-12-25 11:00:44: ERROR[Main]: 	/home/clatch/.minetest/mods/aliveai/aliveai/init.lua:115: in main chunk
2019-12-25 11:00:44: ERROR[Main]: Check debug.txt for details.
2019-12-25 11:00:44: ACTION[Main]: Server: Shutting down
2019-12-25 11:08:26: ERROR[Main]: ModError: Failed to load and run script from /home/clatch/.minetest/mods/aliveai/aliveai/init.lua:
2019-12-25 11:08:26: ERROR[Main]: /home/clatch/.minetest/mods/aliveai/aliveai/handlers.lua:257: '<name>' expected near 'goto'
2019-12-25 11:08:26: ERROR[Main]: stack traceback:
2019-12-25 11:08:26: ERROR[Main]: 	[C]: in function 'dofile'
2019-12-25 11:08:26: ERROR[Main]: 	/home/clatch/.minetest/mods/aliveai/aliveai/init.lua:115: in main chunk
2019-12-25 11:08:26: ERROR[Main]: Check debug.txt for details.
2019-12-25 11:08:26: ACTION[Main]: Server: Shutting down

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Re: [Mod] Alive AI V26.2 [aliveai]

by LMD » Post

As you might see, goto is used as a variable name: https://github.com/AiTechEye/aliveai/bl ... s.lua#L257 - newer Lua versions, however, support the goto statement. So this would need to be refactored.
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Re: [Mod] Alive AI V26.2 [aliveai]

by barbas72n » Post

Image


heeeeeeelp! ...said folk2, I am one block up (very much sorry for my english), please, somebody knows how can I do for go down 1 block? I think is for minetest 5.3 made changes that not yet in aliveai, please help!

note: 42n4 said: It was 3d_armor effect.
Ok, yes, when I remove 3d_armor, solve the problem, but I need 3d_armor.

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Re: [Mod] Alive AI V26.2 [aliveai]

by AiTechEye » Post

fixed

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Re: [Mod] Alive AI V26.3 [aliveai]

by Jackknife » Post

Crashes constantly, random error messages appear

The bot file seems to keep messing up the game.

Also the space guys seem to be floating when on the ground.

The trader bot quit working when I enabled the unified inventory mod, but its the only way I can craft stuff.

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Re: [Mod] Alive AI V26.32 [aliveai]

by AiTechEye » Post

Image
fixed lots of crashes, and got a nice conversation :P

alive ai has nothing to do with unified inventory, so if it still affects it there is problaty another mod that causing it.

the mod uses the 3d_armor when its enabled,it has caused the mobs floating above or under the ground.
before, but did work when i tested it today.
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Re: [Mod] Alive AI V26.32 [aliveai]

by Jackknife » Post

okay, I didn't check to be sure but coding is still new to me.
thanks

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Re: [Mod] Alive AI V26.32 [aliveai]

by Sokomine » Post

I spawned one of each folk manually this time in the hope that they wouldn't be too shy and not disappear again so quickly. That worked quite well. One of them - I think the one equipped with purple armor - actually started building a "house". I'm not sure if others where not trying to take that house apart sooner or later...but he eventually managed. Such ...details...as building the house above his head and having no way to get in (entrance too high in the sky) are probably minor details :-) At least he got protection from the (non-existing) rain.

Another floks npc asked me for materials, took them and thanked, but didn't start his own house. Maybe he's still working on the design.

Meanwhile, the guy with the purple armor started creating nice wheat fields so that the population will hopefully make it through the next winter.

The following error showed up pretty often:

Code: Select all

2020-10-26 20:50:20: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_folk' in callback luaentity_Step(): ...test/bin/../games/flatpath/mods/aliveai/aliveai/base.lua:1470: attempt to index local 'pos' (a nil value)
2020-10-26 20:50:20: ERROR[Main]: stack traceback:
2020-10-26 20:50:20: ERROR[Main]: 	...test/bin/../games/flatpath/mods/aliveai/aliveai/base.lua:1470: in function 'findnode'
2020-10-26 20:50:20: ERROR[Main]: 	...est/bin/../games/flatpath/mods/aliveai/aliveai/event.lua:1322: in function 'mine'
2020-10-26 20:50:20: ERROR[Main]: 	...etest/bin/../games/flatpath/mods/aliveai/aliveai/bot.lua:58: in function 'bot'
2020-10-26 20:50:20: ERROR[Main]: 	...etest/bin/../games/flatpath/mods/aliveai/aliveai/bot.lua:16: in function <...etest/bin/../games/flatpath/mods/aliveai/aliveai/bot.lua:1>
These folks might turn out to be excellent children for villages. The adults may say something like "sorry, i'm busy" and claim to have work to do, but the folks as such imitate young children very good.
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Re: [Mod] Alive AI V26.32 [aliveai]

by u34 » Post

i wann support your project and want to change existing mobs with the one of yours!

i use minetest 5.2.0dev on the server!
only simple mobs no monsters (may deactivate it manually).
thix for info.

cHyper

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Re: [Mod] Alive AI V26.32 [aliveai]

by Ignaramico » Post

I think there is a problem of how the pyramids are generated/spawned (aside from the nodes being unbreakable)
the one i found spawned halfway in other terrain so i tried to get in by breaking the nodes (but apparently those are unbreakable) so now i need to dig around the in hopes to see an entrance, since half of it is buried ( i know is the half of it because it spawned on a cliff, so there is a side were the bottom just pokes out)

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