[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

CalebJ
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Re: [Mod] Petz [v11] [petz]

by CalebJ » Post

EXCELLENT! Great feature, runs. :)

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runs
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Re: [Mod] Petz [v11] [petz]

by runs » Post

CalebJ wrote:
Sat May 02, 2020 18:15
EXCELLENT! Great feature, runs. :)
Yes, I've had my balls touched, and since I have really big balls, I'm going to play Petz in the best mod of Minetest by far.

And by my balls it's gonna be like that.

PD: Otherwise, I'll kill myself :-D
Last edited by runs on Sat May 02, 2020 21:41, edited 2 times in total.

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Re: [Mod] Petz [v11] [petz]

by runs » Post

v11.1
-Fixed: Misspelling: shepherd_crock -> shepherd_crook

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Re: [Mod] Petz [v11] [petz]

by CalebJ » Post

runs wrote:
Sat May 02, 2020 21:17
v11.1
-Fixed: Misspelling: shepherd_crock -> shepherd_crook
Thanks.

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runs
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Re: [Mod] Petz [v11.1] [petz]

by runs » Post

I will do a Sell Function to Petz for Sale and earn some items/money.
Last edited by runs on Sat May 02, 2020 21:52, edited 1 time in total.

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Re: [Mod] Petz [v11.1] [petz]

by runs » Post

...
Last edited by runs on Sat May 02, 2020 21:52, edited 1 time in total.

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Re: [Mod] Petz [v11.1] [petz]

by runs » Post

WARNING: DO NOT USE PETZ WITH 5.3-DEV, SOME CHANGES COULD BREAK BACKWARDS COMPATIBILITY WITH ENTITIES (I mean mobkit compatibility)

PD: Still not confimed but...

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Codesound
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Re: [Mod] Petz [v11.1] [petz]

by Codesound » Post

Hi,

my childrens found 2 problems shown in the videos

https://streamable.com/b949h2
https://streamable.com/vc75k3

thanks again

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runs
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Re: [Mod] Petz [v11.1] [petz]

by runs » Post

v11.2
- Fix: Force unmount driver when petz dies.
- Fix: Crash when throwing a squareball to puppy.

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Re: [Mod] Petz [v11.1] [petz]

by runs » Post

Codesound wrote:
Sun May 03, 2020 14:53
Hi,

my childrens found 2 problems shown in the videos

https://streamable.com/b949h2
https://streamable.com/vc75k3

thanks again
Thank your kids for testing Petz ;.)

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runs
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Re: [Mod] Petz [v11.2] [petz]

by runs » Post

...
Last edited by runs on Sun May 03, 2020 23:40, edited 1 time in total.

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Re: [Mod] Petz [v11.2] [petz]

by runs » Post

v11.3
- Added a "herding" setting in petz.conf for enable/disable it.
- Improved herding efficiency. Now herds respond more slow because is not about follow but herding. Added a "herding_timing" setting in petz.conf.

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Re: [Mod] Petz [v11.2] [petz]

by runs » Post

v11.4
- Fix: Abandoning a pet via the form was incomplete. It did not drop the dreamcatcher, not delete the name tag... This could caused crashes, i.e with a kept dreamcatcher in an abandoned petz. [thanx to Kevin-Sangeelee for reporting]

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Re: [Mod] Petz [v11.4] [petz]

by runs » Post

Cooming Soon
Image
Spoiler
Samantha is a rich and whimsical girl and thinks that the Petzs are not too exclusive. So she is designing the new petz, more cuter, more expensive, which would be the envy of Paris Hillton.

So you'd expect bambies, lilac poodles, singing canaries in the morning...

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Re: [Mod] Petz [v11.4] [petz]

by Bastrabun » Post

Could you make it so that players with server priv can pick up petz regardless of ownership?
Whatever I say is CC0

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Re: [Mod] Petz [v11.4] [petz]

by LMD » Post

I'm going to play Petz in the best mod of Minetest by far.
Petz is not, and will never be, the "best mod of Minetest."

Let me explain: it's a mod centered on kawaii pets - and most likely the best MT mod of it's kind. But it's pretty much useless in combat. It also isn't WorldEdit. You can't compare apples and oranges.
My stuff: Projects - Mods - Website

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Re: [Mod] Petz [v11.4] [petz]

by runs » Post

v11.5

- Now server admins can access to the petz forms and capture them. Capturing a petz by an admin does not mean that the original ownership is lost.
Last edited by runs on Mon May 04, 2020 14:07, edited 1 time in total.

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Re: [Mod] Petz [v11.4] [petz]

by runs » Post

LMD wrote:
Mon May 04, 2020 12:59
I'm going to play Petz in the best mod of Minetest by far.
Petz is not, and will never be, the "best mod of Minetest."

Let me explain: it's a mod centered on kawaii pets - and most likely the best MT mod of it's kind. But it's pretty much useless in combat. It also isn't WorldEdit. You can't compare apples and oranges.
Obviously I'm joking. And trying to make my enemies more rabid, ha ha ha.

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Re: [Mod] Petz [v11.5] [petz]

by frelele » Post

I love this mod and would like to add it to my personal server. The issue is that ethereal (viewtopic.php?t=14638) is already active and it seems that it changes the biomes and prevent the spawns of animals in most places. I set the spawn interval to 1 and still I was only able to find a tarantula under a tree.
Do I have to manually change the conf file ?
I did test the exact same conf file on a test server without ethereal and petz spawn correctly.

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Re: [Mod] Petz [v11.5] [petz]

by runs » Post

frelele wrote:
Tue May 05, 2020 07:03
I love this mod and would like to add it to my personal server. The issue is that ethereal (viewtopic.php?t=14638) is already active and it seems that it changes the biomes and prevent the spawns of animals in most places. I set the spawn interval to 1 and still I was only able to find a tarantula under a tree.
Do I have to manually change the conf file ?
I did test the exact same conf file on a test server without ethereal and petz spawn correctly.
Well, spawn animals slowly, you should wait hours to see them in their prime.

By default the biomes do not affect the spawn, only the nodes.

Yes, you should change in petz.conf the "_spawn_nodes" setting for each animal. I.e.:

Code: Select all

tarantula_spawn_nodes = default:dirt_with_rainforest_litter
Currently the tarantula only spawns in the jungle biome (because of the node). You couls add more nodes separated by commas:

Code: Select all

tarantula_spawn_nodes = default:dirt_with_coniferous_litter,default:dirt_with_grass,default:dirt_with_rainforest_litter,default:dirt_with_dry_grass,default:dry_dirt,default:dry_dirt_with_dry_grass
To change to a specific biome, you shoud set it in:

Code: Select all

tarantula_spawn_biome = default
To another one.

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Re: [Mod] Petz [v11.5] [petz]

by runs » Post

v11.6
- Changed the way an admin access a petz form: Now an admin only can view the forms of another petz with owner. This let him to play better his own game.

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Re: [Mod] Petz [v11.6] [petz]

by Bread » Post

I have not seen fish spawn these days.
Is this because of the function petz.spawn_is_in_deep?

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Re: [Mod] Petz [v11.6] [petz]

by runs » Post

Bread wrote:
Tue May 05, 2020 12:03
I have not seen fish spawn these days.
Is this because of the function petz.spawn_is_in_deep?
It is an old check function. So no changes in these days.

:-/

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Re: [Mod] Petz [v12] [petz]

by runs » Post

v12

Image

Are you sick of your pets just eating and shitting? So, don't kill them, sell them.
Are you jealous of other players' pets and want them at all costs? Make an offer.

- Only for multiplayer.
- Set the price.
- Other players could buy your petz! (right-click) But only if they have enough money... :-D.

PD: For the sale to be effective the buyer and the seller must be online at the same time.
PD: Of course you can disable it :-D
Attachments
Petz Shop.png
Petz Shop.png (782.49 KiB) Viewed 1037 times

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Re: [Mod] Petz [v11.6] [petz]

by Bread » Post

runs wrote:
Tue May 05, 2020 17:39
Bread wrote:
Tue May 05, 2020 12:03
I have not seen fish spawn these days.
Is this because of the function petz.spawn_is_in_deep?
It is an old check function. So no changes in these days.

:-/
I understand you did not change this function in these days but node1.drawtype was not 'liquid' every time on my PC.

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