[Mod] Petz [DEPRECATED] [petz]
Re: [Mod] Petz [z58] [petz]
Leads works great on petz!
Re: [Mod] Petz [z58] [petz]
z59
- Fix regression crash: Because 2 files not uploaded right in z58
- Fix regression crash: Because 2 files not uploaded right in z58
Re: [Mod] Petz [z58] [petz]
z60
- Fix: Crash when a chicken cannot convert to adult.
- Fix: Crash when a chicken cannot convert to adult.
Re: [Mod] Petz [z58] [petz]
- z61
- Fix regression: Spawn engine crashes in servers with no players
- Fix regression: Spawn engine crashes in servers with no players
Re: [Mod] Petz [z58] [petz]
z62
- Fix: [petz.conf] ant laid egg error
- Several crashes fixed.
- Fix: [petz.conf] ant laid egg error
- Several crashes fixed.
Re: [Mod] Petz [z62] [petz]
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.
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.
Re: [Mod] Petz [z62] [petz]
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.
- 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.
Re: [Mod] Petz [z62] [petz]
z65
- Fix: Recursive camels with saddlebag.
- Fix: Some animals still don't die when in lava.
- Fix: Recursive camels with saddlebag.
- Fix: Some animals still don't die when in lava.
Re: [Mod] Petz [z62] [petz]
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.
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.
Re: [Mod] Petz [z62] [petz]
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.jyamaha wrote: ↑Sun Jun 04, 2023 17:33Is 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.
Re: [Mod] Petz [z28] [petz]
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.
Re: [Mod] Petz [z62] [petz]
Thanks, people already wondered why they never saw beavers building a dam!
Once again, this will make the server Slightly cooler :)
Once again, this will make the server Slightly cooler :)
Whatever I say is CC0
Re: [Mod] Petz [z28] [petz]
Thanks. Fixed.Slightly wrote: ↑Sat Jun 24, 2023 17:13
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.
Re: [Mod] Petz [z28] [petz]
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.
Re: [Mod] Petz [z66] [petz]
z66
- Fix: genetics.
- Fix: genetics.
Re: [Mod] Petz [z66] [petz]
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. :)
Re: [Mod] Petz [z66] [petz]
z67
- Fix: Genetics texture.
- Fix: Genetics texture.
Re: [Mod] Petz [z67] [petz]
v68
- Refactor: Whistle code, refined and improved.
- Refactor: Whistle code, refined and improved.
Re: [Mod] Petz [z68] [petz]
z68.1
- Fix: Regression crash in the last update
- Fix: Regression crash in the last update
Re: [Mod] Petz [z68] [petz]
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.
Re: [Mod] Petz [z68] [petz]
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]
- 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]
Re: [Mod] Petz [z69] [petz]
z70
- Fix: Petz don't removed if in remove_list.
- Fix: Petz don't removed if in remove_list.
Re: [Mod] Petz [z70] [petz]
z71
- Fix: The whistle calls wrong petz.
- Fix: The whistle calls wrong petz.
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