[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

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runs
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Re: [Mod] Petz [z43] [petz]

by runs » Post

z44

- Fixed crash regression with latest release.

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Re: [Mod] Petz [z44] [petz]

by runs » Post

z45

-Fix: Pregnant icon texture is missing.
- Fix: gecko overpopulation; added a gecko_max_laid_eggs setting (1 by default).
- Fix: Chimp drops parrot meat

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Re: [Mod] Petz [z44] [petz]

by runs » Post

z46

- Fix: Now gecko's eggs hatching respects the max_mobs and the max_per_species settings.

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Re: [Mod] Petz [z46] [petz]

by runs » Post

z47

- A lot of fixes for lycanthropy (thanks to fluxionary):
--check whether the HUD is actually the werewolf vignette before updating or modifying it.
--fixes Texture issue with lycanthrophy #42, though not in an ideal manner, because there's nothing like player monoids for player models/textures. however, werewolves are now roughly compatible w/ 3d_armor, wieldview, and skinsdb simultaneously.
--supersedes add support for emote animations #139
--fixes an unreported issue, where sometimes wherewolves who log in at night have their model changed and can't eat meat, but don't get the vignette, and don't have their physics updated.
--refactored some code to make clearer the difference between "lycanthropy" (the ability to become a werewolf), and actually being a werewolf.
--refactored some code logic for improved legibility and reduced redundancy.

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Re: [Mod] Petz [z46] [petz]

by runs » Post

z48

- Fix a regression with the werewolf model.

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Re: [Mod] Petz [z48] [petz]

by runs » Post

z49

Fix regression: cannot put fishes by hand in deep waters.

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Re: [Mod] Petz [z48] [petz]

by runs » Post

z50

- fix: wrong health message when a pet is fed

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Re: [Mod] Petz [z50] [petz]

by runs » Post

z51

* Refactor of the throw logic (thanks to fluxionary)

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Re: [Mod] Petz [z51] [petz]

by runs » Post

z52

- The pen update: Finally, petz don't jump one height fences. Although there is a new setting to control this: "jump_fences", false by default.
no_jump_fences.png
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Re: [Mod] Petz [z51] [petz]

by Clyde » Post

From my Server:

Code: Select all

Mär 02 01:48:17 deadsoft-online minetestserver[1714]: 2023-03-02 01:48:17: ERROR[Main]: ServerError: AsyncErr: Lua: Runtime error from mod 'petz' in callback on_joinplayer(): ...alltech_Game/mods/mp_mobs/petz/petz/misc/lycanthropy.lua:214: attempt to index local 'pre_werewolf_animation' (a nil value)
Mär 02 01:48:17 deadsoft-online minetestserver[1714]: 2023-03-02 01:48:17: ERROR[Main]: stack traceback:
Mär 02 01:48:17 deadsoft-online minetestserver[1714]: 2023-03-02 01:48:17: ERROR[Main]:         ...alltech_Game/mods/mp_mobs/petz/petz/misc/lycanthropy.lua:214: in function 'unset_werewolf_appearance'
Mär 02 01:48:17 deadsoft-online minetestserver[1714]: 2023-03-02 01:48:17: ERROR[Main]:         ...alltech_Game/mods/mp_mobs/petz/petz/misc/lycanthropy.lua:253: in function 'unset_werewolf'
Mär 02 01:48:17 deadsoft-online minetestserver[1714]: 2023-03-02 01:48:17: ERROR[Main]:         ...alltech_Game/mods/mp_mobs/petz/petz/misc/lycanthropy.lua:379: in function 'func'

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Re: [Mod] Petz [z51] [petz]

by GothamTree » Post

I found that all pets can't walk through the door.Is that a bug?

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Re: [Mod] Petz [v22.15] [petz]

by Inocudom » Post

Inocudom wrote:
Sat Mar 12, 2022 07:31
Any porcupine puffers in the future of this mod? We are in the house of Pisces right now. They can be an example of the "beware the silly ones" trope for this mod. You can see one right here:
https://youtu.be/lOltMxQ8Kfc
There could be two variants of this fish. One would only be fatal if eaten, while the other one kills the player instantly upon contact (regardless of armor, health, and/or enchantments.) Pisces power indeed! Maybe there could even be a third type that lives in lava and spits that liquid at players to cause damage (also instant death upon contact?) Just some ideas...
)-( We have once again entered Pisces and its throne month March. Any plans for the above ideas that I shared? If not, then how about some cute little ranchu goldfish? You could even give some of them special names like DrDisRespect, Tyler1, Putz12, and JonLevi. )-(
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Re: [Mod] Petz [z51] [petz]

by Slightly » Post

I made a new pony saddle texture. I prefer items to resemble the inventory pic and this one turned out pretty cute so thought I'd share.

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https://dee.email/OPEN/Minetest/petz_pony_saddle.png

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Re: [Mod] Petz [z51] [petz]

by runs » Post

z53
- Fix: Crash with pre_werewolf_animation
- Fix: Crash with Tamagochi Mode.
- Fix: Crash with spawn a not registered petz.

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Re: [Mod] Petz [z51] [petz]

by runs » Post

Slightly wrote:
Thu Mar 09, 2023 19:32
I made a new pony saddle texture. I prefer items to resemble the inventory pic and this one turned out pretty cute so thought I'd share.

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https://dee.email/OPEN/Minetest/petz_pony_saddle.png

CC BY-SA 4.0
Cool I will be added in the next version.

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Re: [Mod] Petz [z51] [petz]

by runs » Post

GothamTree wrote:
Thu Mar 02, 2023 18:06
I found that all pets can't walk through the door.Is that a bug?
They cant.

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Re: [Mod] Petz [z53] [petz]

by runs » Post

v54

- Allow rotate selectionboxes in v5.7 of Minetest.

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Re: [Mod] Petz [z53] [petz]

by runs » Post

z55

- The shape of gecko's collisionbox was changed to maybe avoid overlapping.
- New saddle texture (thanks to Slightly).

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Re: [Mod] Petz [v22.15] [petz]

by runs » Post

Inocudom wrote:
Sun Mar 05, 2023 21:52
Inocudom wrote:
Sat Mar 12, 2022 07:31
Any porcupine puffers in the future of this mod? We are in the house of Pisces right now. They can be an example of the "beware the silly ones" trope for this mod. You can see one right here:
https://youtu.be/lOltMxQ8Kfc
There could be two variants of this fish. One would only be fatal if eaten, while the other one kills the player instantly upon contact (regardless of armor, health, and/or enchantments.) Pisces power indeed! Maybe there could even be a third type that lives in lava and spits that liquid at players to cause damage (also instant death upon contact?) Just some ideas...
)-( We have once again entered Pisces and its throne month March. Any plans for the above ideas that I shared? If not, then how about some cute little ranchu goldfish? You could even give some of them special names like DrDisRespect, Tyler1, Putz12, and JonLevi. )-(
Image
Added to the todo

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Re: [Mod] Petz [z55] [petz]

by runs » Post

z56

- Fix crash: Werewolf command "clan" crashes with no werewolf players.
- Fix: Werewolf command "cure" did not work.

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Re: [Mod] Petz [z55] [petz]

by runs » Post

z57

* Eggs: don't lay in water: when not nest [thanks to mazes-80]
* Settings: keep max egg nil when not defined in conf [thanks to mazes-80]
* Log damage and death: It adds a "reason" field to kitz.hurt, logs the event, and makes sure that everything that lowers HP makes use of that function. [thanks to fluxionary]

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Re: [Mod] Petz [z57] [petz]

by Clyde » Post

Question and/or suggestion:

Is it possible to define areas and have mobs spawn only there?

Greetings, Clyde.
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Re: [Mod] Petz [z57] [petz]

by runs » Post

Clyde wrote:
Sun Apr 16, 2023 20:24
Question and/or suggestion:

Is it possible to define areas and have mobs spawn only there?

Greetings, Clyde.
I am rewriting the spawn engine just one. I could add that.

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Re: [Mod] Petz [z57] [petz]

by Clyde » Post

Thanks, that were nice.
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Re: [Mod] Petz [z57] [petz]

by runs » Post

z58

- Spawn engine rewrite: More simple, fast and reliable.
- Now you can set areas to spawn only. Check the petz.conf file for theinstructions.
- Fix:Pony / camel breeding uses incorrect method when syringe is disabled

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