[Mod] Petz [DEPRECATED] [petz]

The next Petz will be...

Deer (Prince Of The Forest)
9
31%
Vulture (King of the Death)
9
31%
Armadillo (Master in the Defense)
11
38%
 
Total votes: 29

Slightly
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Re: [Mod] Petz [z58] [petz]

by Slightly » Post

Leads works great on petz!
Image

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runs
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Re: [Mod] Petz [z58] [petz]

by runs » Post

z59

- Fix regression crash: Because 2 files not uploaded right in z58

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runs
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Re: [Mod] Petz [z58] [petz]

by runs » Post

z60

- Fix: Crash when a chicken cannot convert to adult.

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runs
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Re: [Mod] Petz [z58] [petz]

by runs » Post

- z61

- Fix regression: Spawn engine crashes in servers with no players

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runs
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Re: [Mod] Petz [z58] [petz]

by runs » Post

z62
- Fix: [petz.conf] ant laid egg error
- Several crashes fixed.

JALdMIC
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Re: [Mod] Petz [z62] [petz]

by JALdMIC » Post

I don't speak English
This is one of the best mod for Minetest and i believe you are brave at defending yours mod,i say this because i just want to show my appreciation to your work.

Este es uno de los mejores mods para Minetest y creo que eres valiente al defender tu mod,digo esto porque quiero mostrar mi aprecio por tu trabajo.

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runs
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Re: [Mod] Petz [z62] [petz]

by runs » Post

z64

- Fix: Add nil checks after minetest.add_entity and minetest.add_item, where appropriate
- Fix: Prevent werewolves from eating raw meat if hbhunger *isn't* installed
- Fix: Werewolf damage reduction changes
- Fix: Spawnarea accepts negative Areas too.

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runs
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Re: [Mod] Petz [z62] [petz]

by runs » Post

z65

- Fix: Recursive camels with saddlebag.
- Fix: Some animals still don't die when in lava.

jyamaha
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Re: [Mod] Petz [z62] [petz]

by jyamaha » Post

Is there a way to keep animals that attack you (example: rat) but disable the attack feature altogether to make a "peaceful mode" with all of the animals?

I have a youngster and feel that the gameplay is too advanced to have them deal with attacking entities. I don't want to have them in creative mode as I think keeping the consequence of falling to injure the character is good to keep in there.

Slightly
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Re: [Mod] Petz [z62] [petz]

by Slightly » Post

jyamaha wrote:
Sun Jun 04, 2023 17:33
Is there a way to keep animals that attack you (example: rat) but disable the attack feature altogether to make a "peaceful mode" with all of the animals?

I have a youngster and feel that the gameplay is too advanced to have them deal with attacking entities. I don't want to have them in creative mode as I think keeping the consequence of falling to injure the character is good to keep in there.
If you are able to edit the files, there is an attack player setting for each pet in the petz/petz/petname_mobkit.lua you could tweak if you haven't found a better way.

Slightly
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Re: [Mod] Petz [z28] [petz]

by Slightly » Post

runs wrote:
Mon Nov 14, 2022 23:52
Slightly wrote:
Mon Nov 14, 2022 17:14

Second, are we sure the beaver dam functions? I have tried everything I can think of and can't get it to work....
Second: Yes, I have to rework on beavers, the chance of creating a damm is very rare and unacurate. I will fix it.
Image

I found the issue that was preventing creation of the beaver dam. In petz\petz\brains\br_semiaquatic.lua,
where it says
'if self.petz_type == "beaver" then',
it should say
'if self.type == "beaver" then'.

This is enough to fix the problem. I tweaked a couple other things in my singleplayer. By default the chances of a beaver dam being produced are 1/60000. (This can be tweaked in api_dam_beaver.lua in case players want to do it themselves.) I also made the branches texture seamless as it looks more natural to me. Anyone is welcome to it.
https://dee.email/OPEN/Minetest/MTPics/ ... anches.png
But, as far as I can tell, the fix in the brain lua is all that is needed.

Bastrabun
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Re: [Mod] Petz [z62] [petz]

by Bastrabun » Post

Thanks, people already wondered why they never saw beavers building a dam!

Once again, this will make the server Slightly cooler :)
Whatever I say is CC0

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runs
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Re: [Mod] Petz [z28] [petz]

by runs » Post

Slightly wrote:
Sat Jun 24, 2023 17:13
runs wrote:
Mon Nov 14, 2022 23:52
Slightly wrote:
Mon Nov 14, 2022 17:14

Second, are we sure the beaver dam functions? I have tried everything I can think of and can't get it to work....
Second: Yes, I have to rework on beavers, the chance of creating a damm is very rare and unacurate. I will fix it.
Image

I found the issue that was preventing creation of the beaver dam. In petz\petz\brains\br_semiaquatic.lua,
where it says
'if self.petz_type == "beaver" then',
it should say
'if self.type == "beaver" then'.

This is enough to fix the problem. I tweaked a couple other things in my singleplayer. By default the chances of a beaver dam being produced are 1/60000. (This can be tweaked in api_dam_beaver.lua in case players want to do it themselves.) I also made the branches texture seamless as it looks more natural to me. Anyone is welcome to it.
https://dee.email/OPEN/Minetest/MTPics/ ... anches.png
But, as far as I can tell, the fix in the brain lua is all that is needed.
Thanks. Fixed.

Minecheck
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Re: [Mod] Petz [z28] [petz]

by Minecheck » Post

Slightly wrote:
Sat Jun 24, 2023 17:13
By default the chances of a beaver dam being produced are 1/60000.
what does it mean?
  • 1 beaver in 60000 will produce a dam
  • 1 time in 60000 years
  • once for 60000 mapblocks generated
  • once per 60000 meters or rivers
  • etc...

Slightly
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Re: [Mod] Petz [z28] [petz]

by Slightly » Post

Minecheck wrote:
Sat Jul 15, 2023 16:57
Slightly wrote:
Sat Jun 24, 2023 17:13
By default the chances of a beaver dam being produced are 1/60000.
what does it mean?
  • 1 beaver in 60000 will produce a dam
  • 1 time in 60000 years
  • once for 60000 mapblocks generated
  • once per 60000 meters or rivers
  • etc...
As I understand it, it's simply a random chance. If the beaver has never produced a dam, there is a 59,999 out of 60,000 probability that the function will return false and end without producing one. You would lower the 60,000 to produce more chance of getting a dam, but since each beaver can produce one, you may want to test first so they don't go crazy.

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runs
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Re: [Mod] Petz [z66] [petz]

by runs » Post

z66

- Fix: genetics.

Slightly
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Re: [Mod] Petz [z66] [petz]

by Slightly » Post

Image

This was fun! I made a little change to the hungry warning so it chooses a random food from their follow list. It doesn't really matter if you feed them what they "want" but it's fun to play with. No foxes were harmed in this photo. :)

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runs
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Re: [Mod] Petz [z66] [petz]

by runs » Post

z67

- Fix: Genetics texture.

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Re: [Mod] Petz [z67] [petz]

by runs » Post

v68

- Refactor: Whistle code, refined and improved.

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Re: [Mod] Petz [z68] [petz]

by runs » Post

z68.1
- Fix: Regression crash in the last update

Slightly
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Re: [Mod] Petz [z68] [petz]

by Slightly » Post

I tried the new whistle update but, in a new world with just the update and minimal mods, after taming and naming a puppy, I got no list at all.

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runs
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Re: [Mod] Petz [z68] [petz]

by runs » Post

Slightly wrote:
Fri Aug 04, 2023 21:35
I tried the new whistle update but, in a new world with just the update and minimal mods, after taming and naming a puppy, I got no list at all.
You are right, fixed.

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runs
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Re: [Mod] Petz [z68] [petz]

by runs » Post

z69

- Fix: Prevent chest duplication by verifying that an existing node is an open chest when closing it [thanks to fluxionary]
- Fix: Polar Bear issue. [thanks to Slightly]

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Re: [Mod] Petz [z69] [petz]

by runs » Post

z70

- Fix: Petz don't removed if in remove_list.

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Re: [Mod] Petz [z70] [petz]

by runs » Post

z71

- Fix: The whistle calls wrong petz.

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