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Re: [Mod] Petz [v9.8] [petz]

Posted: Tue Apr 28, 2020 14:27
by LMD
No, it's the other way around, those mods should be compatible with all other mods that add entities.
I don't think so. It seems that your mod is at fault here. armor_groups = {fleshy=10, radiation=10} - this means that your petz only take 10% damage from hits & radiation - ridiculously low. This most likely means that you could hit them with a steel sword without anything happening.

Re: [Mod] Petz [v9.8] [petz]

Posted: Tue Apr 28, 2020 14:45
by LMD
No, it's the other way around, those mods should be compatible with all other mods that add entities.
I don't think so. It seems that your mod is at fault here. armor_groups = {fleshy=10, radiation=10} - this means that your petz only take 10% damage from hits & radiation - ridiculously low. This most likely means that you could hit them with a steel sword without anything happening.

Re: [Mod] Petz [v9.8] [petz]

Posted: Wed Apr 29, 2020 17:23
by runs
LMD wrote:
Tue Apr 28, 2020 14:45
No, it's the other way around, those mods should be compatible with all other mods that add entities.
I don't think so. It seems that your mod is at fault here. armor_groups = {fleshy=10, radiation=10} - this means that your petz only take 10% damage from hits & radiation - ridiculously low. This most likely means that you could hit them with a steel sword without anything happening.
This is for armors, not petz.

Re: [Mod] Petz [v9.8] [petz]

Posted: Wed Apr 29, 2020 17:30
by runs
v9.9
- Fix: Crash in fish_remove function [Thanks to Xachman].
- Fix: Tarantula, butterfly & rat did not spawn.
- Changes in the spawn system:
-- Now all the petz in the 'petz_list' in the 'petz.conf' configuration file spawn by default. To avoid that certain petz to spawn set a "_disable_spawn" setting in petz.conf.

Code: Select all

##Disable here some mobs to not spawn
###Add the type name of the petz plus "_disable_spawn"
###Normal bees should not spam!!!
bee_disable_spawn = true
-- New "spawn_peaceful_monsters_ratio" setting to set the ratio between peaceful mobs vs monster mobs.

Code: Select all

#ratio paceful/monsters (0-1)
##'is_monster' is an entity definition
##I.e. a ratio of 0.7 means that is more probable (20% more) more peaceful mobs than monsters
spawn_peaceful_monsters_ratio = 0.7

Re: [Mod] Petz [v9.8] [petz]

Posted: Wed Apr 29, 2020 17:38
by LMD
This is for armors, not petz.
Indeed.

Re: [Mod] Petz [v9.9] [petz]

Posted: Wed Apr 29, 2020 17:51
by runs
v9.10
- Fix: If 'disable_monsters' set to true, overrides the "spawn_peaceful_monsters_ratio" setting.

Re: [Mod] Petz [v8.30] [petz]

Posted: Thu Apr 30, 2020 00:31
by kevins
runs wrote:
Thu Apr 16, 2020 13:39
Responding to the Haters:
Finally, if you don't like me or my mods, it's simple, just leave me alone and don't use them. I don't put a gun to your head so you can use them or like them.
In a similar vein, I think you should simply ignore anyone who doesn't communicate with basic civility, since it frees you to focus on more constructive conversations. If you're feeling generous, it sometimes helps to guide rude conversations back on track (I think antagonisms are sometimes 'cultivated' by less scrupulous elements of the gaming industry, hence sometimes a 'useful idiot' culture emerges and proliferates).

Take care not to extrapolate a few idiots elsewhere to the Minetest community - though not something I'm part of, I have been reading and learning enough over the last year that it's clearly one of the most positive parts of the Internet - far from the ruthless world of click-bait and exploitative practices that have characterised the last decade.

Thanks for sharing your code, and contributing to free software!

Re: [Mod] Petz [v8.30] [petz]

Posted: Thu Apr 30, 2020 01:11
by runs
kevins wrote:
Thu Apr 30, 2020 00:31
runs wrote:
Thu Apr 16, 2020 13:39
Responding to the Haters:
Finally, if you don't like me or my mods, it's simple, just leave me alone and don't use them. I don't put a gun to your head so you can use them or like them.
In a similar vein, I think you should simply ignore anyone who doesn't communicate with basic civility, since it frees you to focus on more constructive conversations. If you're feeling generous, it sometimes helps to guide rude conversations back on track (I think antagonisms are sometimes 'cultivated' by less scrupulous elements of the gaming industry, hence sometimes a 'useful idiot' culture emerges and proliferates).

Take care not to extrapolate a few idiots elsewhere to the Minetest community - though not something I'm part of, I have been reading and learning enough over the last year that it's clearly one of the most positive parts of the Internet - far from the ruthless world of click-bait and exploitative practices that have characterised the last decade.

Thanks for sharing your code, and contributing to free software!
I know all that, but when it's time I feel like killing someone. Ha, ha, ha.

Re: [Mod] Petz [v8.30] [petz]

Posted: Thu Apr 30, 2020 05:04
by CalebJ
kevins wrote:
Thu Apr 30, 2020 00:31
runs wrote:
Thu Apr 16, 2020 13:39
Responding to the Haters:
Finally, if you don't like me or my mods, it's simple, just leave me alone and don't use them. I don't put a gun to your head so you can use them or like them.
In a similar vein, I think you should simply ignore anyone who doesn't communicate with basic civility, since it frees you to focus on more constructive conversations. If you're feeling generous, it sometimes helps to guide rude conversations back on track (I think antagonisms are sometimes 'cultivated' by less scrupulous elements of the gaming industry, hence sometimes a 'useful idiot' culture emerges and proliferates).

Take care not to extrapolate a few idiots elsewhere to the Minetest community - though not something I'm part of, I have been reading and learning enough over the last year that it's clearly one of the most positive parts of the Internet - far from the ruthless world of click-bait and exploitative practices that have characterised the last decade.

Thanks for sharing your code, and contributing to free software!
Nicely put.

Re: [Mod] Petz [v9.10] [petz]

Posted: Thu Apr 30, 2020 08:49
by Bastrabun

Code: Select all

2020-04-30 10:47:00: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback on_playerReceiveFields(): /home/mt-test/.minetest/mods/petz/petz/api/api_forms.lua:341: attempt to index field 'colors' (a nil value)
2020-04-30 10:47:00: ERROR[Main]: stack traceback:
2020-04-30 10:47:00: ERROR[Main]:       /home/mt-test/.minetest/mods/petz/petz/api/api_forms.lua:341: in function 'create_affinity_form'
2020-04-30 10:47:00: ERROR[Main]:       /home/mt-test/.minetest/mods/petz/petz/api/api_forms.lua:227: in function 'func'
2020-04-30 10:47:00: ERROR[Main]:       /home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:106: in function </home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:100>
2020-04-30 10:47:00: ERROR[Main]:       /home/mt-test/1/bin/../builtin/game/register.lua:429: in function </home/mt-test/1/bin/../builtin/game/register.lua:413>
Last thing I did was bring up the formspec for my pony and click on the heart icon.

Re: [Mod] Petz [v9.10] [petz]

Posted: Thu Apr 30, 2020 17:11
by Sokomine
runs wrote: I've discarded the 'realistic' model. I prefer the kawaii one cos it is more adorable :-)
That's a pity! The other sheep (and goat? or male sheep?) look great as well! We really can't really bread lambs...that's brutal!
runs wrote: But if anyone interested, here the Blender model:
Thanks for sharing them! I still hope for herds of sheep and perhaps cows eventually. I've already built a shepherd's wagon some time ago but not really the time to do anything more in that regard. Eventually I'd like to have a world where sheep, cows and the like do not roam around freely but are kept by their owners (who might be willing to sell one to a passing player). Only wild animals like deer and the like ought to hop around in the wild.

Re: [Mod] Petz [v9.10] [petz]

Posted: Fri May 01, 2020 03:01
by runs
v9.11
- Fix: Crash when click on heart icon.

Re: [Mod] Petz [v9.10] [petz]

Posted: Fri May 01, 2020 03:33
by runs
runs wrote: I've discarded the 'realistic' model. I prefer the kawaii one cos it is more adorable :-)
That's a pity! The other sheep (and goat? or male sheep?) look great as well! We really can't really bread lambs...that's brutal!
Well, you can actually breed lambs.

I will release these three sheep models to rethinking about that.

Image
runs wrote: But if anyone interested, here the Blender model:
Thanks for sharing them! I still hope for herds of sheep and perhaps cows eventually. I've already built a shepherd's wagon some time ago but not really the time to do anything more in that regard. Eventually I'd like to have a world where sheep, cows and the like do not roam around freely but are kept by their owners (who might be willing to sell one to a passing player). Only wild animals like deer and the like ought to hop around in the wild.
Well, in real life the farm animals are in stables or then escaping. :-) Even they need a shepard if they go for a ride.

If you put a bowl the petz should stay close indeed, even lambs should stay close to it.

Oops! I've realized that I have already a 'petz_trough.nbe' created in the 'nodeboxes' folder to be implemented as an alternative to the bowl. I have to put it into action.

What do you mean for kept by their owners? Tamed petz always belong to their owners, just they have to be saved in a stable. If the owner travels, what would happen with not enclosed petz?

I have an idea to implement herds. But herd related to itself and maybe a shepherd with a shepherd's stick. MY idea to create herds is to mark a checkbox in the lamb and then that lamb try to stay joined with the herd. And when the shepherd carries his stick, all that herd will follow.

Re: [Mod] Petz [v9.11] [petz]

Posted: Fri May 01, 2020 09:29
by Bastrabun
When I try to use a stack of syringes on a pony, the stack disappears and is replaced by a single syringe with ... welll ... a filled syringe. I'd prefer one sringe be deducted from the stack and placed as a single item into my inventory. :)

Re: [Mod] Petz [v9.11] [petz]

Posted: Fri May 01, 2020 14:51
by runs
Bastrabun wrote:
Fri May 01, 2020 09:29
When I try to use a stack of syringes on a pony, the stack disappears and is replaced by a single syringe with ... welll ... a filled syringe. I'd prefer one sringe be deducted from the stack and placed as a single item into my inventory. :)
Bug, I will fix it.

Re: [Mod] Petz [v9.11] [petz]

Posted: Fri May 01, 2020 15:18
by Sokomine
runs wrote: What do you mean for kept by their owners? Tamed petz always belong to their owners, just they have to be saved in a stable. If the owner travels, what would happen with not enclosed petz?
What's mostly bothering me (even though I understand the need from a gameplay perspective) is that domesticated animals run around everywhere and can be adopted and tamed by any passing player. In RL, domesticated animals usually belong to someone. And that someone wants to keep them for himself in order not to starve (in historic times). Unowned "wild" domesticated animals might be seen as competitors for food of your own animals and either be caught and kept or slaughtered.

There may be some exceptions (wild goats placed on islands, wild horses in America and Australia), but they're exceptions and not the rule. Wild animals are usually diffrent from domesticated ones.

All usable mob mods spawn domesticated mobs somewhere in the wild. It's the only way for players to get them. I'd personally prefer if they where sold by farmers at high prices. But that requires farmers willing to trade...
runs wrote: I have an idea to implement herds. But herd related to itself and maybe a shepherd with a shepherd's stick. MY idea to create herds is to mark a checkbox in the lamb and then that lamb try to stay joined with the herd. And when the shepherd carries his stick, all that herd will follow.
Yes, that would be nice. And your idea with them following the stick-wielding shepherd might be sufficient. That part of the code seems to work very well in mobkit. So maybe follow stick-wielding shepherd + otherwise eat grass (walk randomly about) and occasionally check if too far from shepherd and go back to him if needed might do very well already.

Re: [Mod] Petz [v9.11] [petz]

Posted: Fri May 01, 2020 15:45
by runs
v9.12
- Fix: Stack of syringes does not dissapear when applying on a pony. Obviously syringes with seed are not stackable.

Re: [Mod] Petz [v9.11] [petz]

Posted: Fri May 01, 2020 17:37
by runs
Image

The New Sheep Model.
Licence: GPLv3 and CC4.

Re: [Mod] Petz [v9.12] [petz]

Posted: Fri May 01, 2020 23:23
by runs
I've created a poll to decide to change the lamb model.

Re: [Mod] Petz [v9.12] [petz]

Posted: Fri May 01, 2020 23:38
by CalebJ
I prefer the current one, so that's my vote :)

Re: [Mod] Petz [v9.12] [petz]

Posted: Sat May 02, 2020 01:26
by runs
v9.10
New petz for your farm: Goat!

Image

- In 3 colors.
- Milkable.

Re: [Mod] Petz [v10.0] [petz]

Posted: Sat May 02, 2020 03:37
by runs
v10.1
- Added some food: Raw Goat and Roasted Goat Meat.
- Added Shepher's Crook: Still no use.

Re: [Mod] Petz [v10.1] [petz]

Posted: Sat May 02, 2020 13:03
by CalebJ
Nice! Was kinda hoping that model got put to use. Too bad they can't climb trees yet ;)

Re: [Mod] Petz [v10.1] [petz]

Posted: Sat May 02, 2020 16:56
by Melkor
nice new models! :)

Re: [Mod] Petz [v10.1] [petz]

Posted: Sat May 02, 2020 17:21
by runs
v11

- New feature: It was added a button in the petz form to allow abandon your pet safely (ask for confirmation).

Herding
Image

- You can create herds of lambs or goats.
- Check "Herding" for individuals in its form.
- Behaviour: Herd members tend to keep joined with their congeners.
- Become a Shepherd! Do craft a crock and then the herds will follow you (if you are the owner).
- New settings in petz.conf: 'herding_members_distance' & 'herding_shepherd_distance'