[Mod] Petz [v19.1] [petz]

The next Petz? (You can vote up to 3)

Poll ended at Mon Dec 21, 2020 21:13

Rabbit [done]
7
18%
Muflon
4
11%
Deer
4
11%
Seal
2
5%
Armadillo
5
13%
Flamingo
5
13%
Vulture
2
5%
Hawk
4
11%
Crow
3
8%
Pelican
2
5%
 
Total votes: 38

Sokomine
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Re: [Mod] Petz [v14.9] [petz]

by Sokomine » Post

runs wrote: Are you sick of your pets just eating and shitting? So, don't kill them, sell them.
YESS! A way to sell them! So i won't have to build a pet asylum for the myriads of elephants, lions and other petz I...er..adopted...on Tunneler's Abyss and that are seriously filling up my chests!
runs wrote: - 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.
Oh...hm...sounds rather complicated. A normal shop might do that job better I'm afraid...
runs wrote: Today I am going to do a live broadcast on my YT channel to do the squirrel petz and start the arboreal behaviour in mobkit. Or maybe a oak cool tree, I do not know :-D
Squirrels running up and down trees would be great! I've wished for them to be around for quite some time now. We have so many trees...lots of room for squirrels to run around :-) Oh! And they're added now! That's great (still catching up with reading the froum...). So...er...I'll need more chests.
runs wrote: - Now the kittens will stare at you from time to time (disturbing). Of course you can disable it or set the random time.
Oh, great! Humanoid mobs ought to do that as well. It's important to take an intrest in players...they're dangerous (or, in the case of petz, a potential source of food).
Bastrabun wrote: This is especially true when the players like the mod THAT much that they begin collecting them like pokemon.
Hmm. Count the amount of petz in the area, and if a player places one in an overcrowded area, he gets arrested by the police for violating animal rights and keeping them too tight?
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runs
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Re: [Mod] Petz [v14.9] [petz]

by runs » Post

Oh...hm...sounds rather complicated. A normal shop might do that job better I'm afraid...
The idea is to put a sign indicating the petz at sale. Probably I will implement an offline sale, simply saving the data of the seller, and then when he connect give him the items.
Hmm. Count the amount of petz in the area, and if a player places one in an overcrowded area, he gets arrested by the police for violating animal rights and keeping them too tight?
Yes, some rules or apply a lifetime to the petz. This would do the players save their favorite petz on containers.
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shazen
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Re: [Mod] Petz [v14.9] [petz]

by shazen » Post

runs wrote:
Sun Jun 28, 2020 22:39
This can be solved changing the line 1494 of the mobkit's init.lua to:

if node1 and node2 and node3 and node1.drawtype=='liquid' and (node2.drawtype=='liquid' or node3.drawtype=='liquid') then
Thanx

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runs
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Re: [Mod] Petz [v14.9] [petz]

by runs » Post

v14.5

- Fix: If the petz had a follow item defined as group, it appeared as "unknown" in the form, also this occurred if the petz had several follow items.
- Now puppies and kittens can eat all kind of raw meat.

- New feature: Hungry Warning.
-- New setting: "tamagochi_hungry_warning"
---0.5 by default. It represents a percentage (0.0-1.0) = hp / max_hp. If the hp of the petz is equal or below this value, the warning is triggered,
---Set to 0 to disable.
--The warning consists in a particle effect around the petz showing its first follow item (supposedly its favorite one) or a petz bowl if this item is defined as a group.
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runs
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Re: [Mod] Petz [v14.5] [petz]

by runs » Post

v15.0

- Petz now requires the new v5.3. Please update, this last version solved some bugs, as the petz escaping pens.

- Now the 'look_at' function is set by default.
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runs
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Re: [Mod] Petz [v14.5] [petz]

by runs » Post

Hey guyz, now Petz is #13 on the top of the top best mod ever forever.


You already know you can do a review on ContentDB? No? Well, go ahead and let it be known that you love Petz.
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Bastrabun
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Re: [Mod] Petz [v14.5] [petz]

by Bastrabun » Post

Look like I finally need an account on content db :P

Three things meanwhile:

1. Could you make the drops changeable from the outside or at least from petz.conf?

Use case is that I usually update early and often, especially petz has a very quick release cycle :)

I'd like to keep it as default as possible and rather make a mod or minetest.conf setting than change stuff in the mod itself.

2. During update, the petz.conf is overwritten, too. Maybe you could let a petz.conf in the world folder take precedence over the one in the mod folder, if it exists? Or is there any other way to not have to remember to save the values before update?

3. Is there a way the petz mobs could heed the invisibility of players, like the one of here: https://content.minetest.net/packages/T ... isibility/

I checked whether a lion was able to see me and it maimed me in seconds :D

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runs
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Re: [Mod] Petz [v14.5] [petz]

by runs » Post

...
Last edited by runs on Fri Jul 24, 2020 02:02, edited 1 time in total.
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runs
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Re: [Mod] Petz [v14.5] [petz]

by runs » Post

1. Could you make the drops changeable from the outside or at least from petz.conf?

Use case is that I usually update early and often, especially petz has a very quick release cycle :)

I'd like to keep it as default as possible and rather make a mod or minetest.conf setting than change stuff in the mod itself.
Drops are hardcoded. Maybe in future. Still a long to-do list in petz. :-)

The release cycle is slowing down.
2. During update, the petz.conf is overwritten, too. Maybe you could let a petz.conf in the world folder take precedence over the one in the mod folder, if it exists? Or is there any other way to not have to remember to save the values before update?
Yes, of course, for long time ago I always wanted to preserve the settings between updates. It's time to implement it. There is a lot of systems to do this. Maybe a second conf file created by the user that overrides the default one. Let's see.

In the next version for sure.
3. Is there a way the petz mobs could heed the invisibility of players, like the one of here: https://content.minetest.net/packages/T ... isibility/
Yes, if the mod do mark the invisibility. I checked, that mod makes visual_size = 0 to the player. I would can to implement.
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runs
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Re: [Mod] Petz [v14.5] [petz]

by runs » Post

15.1

- Now you can create a 'user.conf' with your favorite preferences, this file overrides the default settings of 'petz.conf'. Remark: 'user.conf' only overrides the defined settings there, the rest will be the default ones of 'petz.conf'. It is suitable to keep the preferences when updating the mod.
Last edited by runs on Fri Jul 24, 2020 16:53, edited 1 time in total.
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runs
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Re: [Mod] Petz [v14.5] [petz]

by runs » Post

Bastrabun wrote:
Fri Jul 24, 2020 00:19
Now you can create your own "user.conf" file that overrides the default settings.
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Bastrabun
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Re: [Mod] Petz [v15.1] [petz]

by Bastrabun » Post

Thanks, that's exactly what I needed :)

Another thing:

How do we breed cows? Can I change such a behaviour via user.conf/petz.conf, just by looking at

lamb_breed = default:blueberries

and inserting

calf_breed = default:blueberries

If so, is that true for the other settings as well?

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runs
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Re: [Mod] Petz [v15.1] [petz]

by runs » Post

- v15.2

- Fixed: Crash for climbing squirrels and a nil node. :-)

I hate the NIL NODES :-D
Last edited by runs on Tue Jul 28, 2020 23:02, edited 1 time in total.
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runs
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Re: [Mod] Petz [v15.1] [petz]

by runs » Post

Bastrabun wrote:
Tue Jul 28, 2020 21:01
Thanks, that's exactly what I needed :)

Another thing:

How do we breed cows? Can I change such a behaviour via user.conf/petz.conf, just by looking at

lamb_breed = default:blueberries

and inserting

calf_breed = default:blueberries

If so, is that true for the other settings as well?
No possible at this moment, only the petz indicated in the help (first post on here). It is a 10 minute of work coding, trivial, but laziness from my part. So I will implement in the next version :-)
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shazen
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Re: [Mod] Petz [v15.2] [petz]

by shazen » Post

Hi, found a bug that crash the server ^^

Code: Select all

ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): .../petz/petz/mobkit/bh_arboreal.lua:87: attempt to index a nil value
2020-07-29 10:59:31: ERROR[Main]: stack traceback:
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/mobkit/bh_arboreal.lua:87: in function 'func'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:741: in function 'execute_queues'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:959: in function 'stepfunc'
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/petz/chimp_mobkit.lua:80: in function <.../petz/petz/petz/chimp_mobkit.lua:79

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runs
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Re: [Mod] Petz [v15.2] [petz]

by runs » Post

shazen wrote:
Wed Jul 29, 2020 10:19
Hi, found a bug that crash the server ^^

Code: Select all

ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): .../petz/petz/mobkit/bh_arboreal.lua:87: attempt to index a nil value
2020-07-29 10:59:31: ERROR[Main]: stack traceback:
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/mobkit/bh_arboreal.lua:87: in function 'func'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:741: in function 'execute_queues'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:959: in function 'stepfunc'
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/petz/chimp_mobkit.lua:80: in function <.../petz/petz/petz/chimp_mobkit.lua:79
Solved https://forum.minetest.net/viewtopic.php?p=378380#p378380

Download the v15.2 :-)
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shazen
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Re: [Mod] Petz [v15.2] [petz]

by shazen » Post

runs wrote:
Wed Jul 29, 2020 11:16
shazen wrote:
Wed Jul 29, 2020 10:19
Hi, found a bug that crash the server ^^

Code: Select all

ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): .../petz/petz/mobkit/bh_arboreal.lua:87: attempt to index a nil value
2020-07-29 10:59:31: ERROR[Main]: stack traceback:
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/mobkit/bh_arboreal.lua:87: in function 'func'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:741: in function 'execute_queues'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:959: in function 'stepfunc'
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/petz/chimp_mobkit.lua:80: in function <.../petz/petz/petz/chimp_mobkit.lua:79
Solved https://forum.minetest.net/viewtopic.php?p=378380#p378380

Download the v15.2 :-)
Arf sorry, didn't saw that update ;-)

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runs
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Re: [Mod] Petz [v15.2] [petz]

by runs » Post

v15.3

- Fixed regression with the previous fix that caused other crash.
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runs
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Re: [Mod] Petz [v15.2] [petz]

by runs » Post

shazen wrote:
Wed Jul 29, 2020 12:38
runs wrote:
Wed Jul 29, 2020 11:16
shazen wrote:
Wed Jul 29, 2020 10:19
Hi, found a bug that crash the server ^^

Code: Select all

ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): .../petz/petz/mobkit/bh_arboreal.lua:87: attempt to index a nil value
2020-07-29 10:59:31: ERROR[Main]: stack traceback:
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/mobkit/bh_arboreal.lua:87: in function 'func'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:741: in function 'execute_queues'
2020-07-29 10:59:31: ERROR[Main]: 	.../mobkit/init.lua:959: in function 'stepfunc'
2020-07-29 10:59:31: ERROR[Main]: 	.../petz/petz/petz/chimp_mobkit.lua:80: in function <.../petz/petz/petz/chimp_mobkit.lua:79
Solved https://forum.minetest.net/viewtopic.php?p=378380#p378380

Download the v15.2 :-)
Arf sorry, didn't saw that update ;-)
Do update again the last fix had an error, sorry :-/
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Codesound
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Re: [Mod] Petz [v15.3] [petz]

by Codesound » Post

hi,

can you make a train kill a mob petz when it hits it?

Regards

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runs
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Re: [Mod] Petz [v15.3] [petz]

by runs » Post

Codesound wrote:
Sat Aug 01, 2020 06:25
hi,

can you make a train kill a mob petz when it hits it?

Regards
The Petz already are physical entities with a collisonbox. I think that should be a advtrain issue in any case. Other mobs (other mods) interact with the trains? Can you confirm it?
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Sokomine
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Re: [Mod] Petz [v15.3] [petz]

by Sokomine » Post

runs wrote: The Petz already are physical entities with a collisonbox. I think that should be a advtrain issue in any case. Other mobs (other mods) interact with the trains? Can you confirm it?
We had a lot of roadkill by trains on Tunneler's Abyss in the beginning.It was later on changed on the server so that they survive. CalebJ or Hume2 might tell you the right config value.
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Bastrabun
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Re: [Mod] Petz [v15.3] [petz]

by Bastrabun » Post

Minor issue :P

Code: Select all

2020-08-03 12:04:04: WARNING[Server]: Assignment to undeclared global "head_rotation" inside a function at /home/mt-test/.minetest/mods/petz/petz/mobkit/bh_head.lua:56.
20

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runs
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Re: [Mod] Petz [v15.3] [petz]

by runs » Post

v15.4

- Fixed: 'head_rotation' global.
- Now you can breed calfs.
- 2 new more textures for calfs.
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runs
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Re: [Mod] Petz [v15.4] [petz]

by runs » Post

v15.5

- Some minor fixes.
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