[Mod] Towntest [towntest] - Grow a town in minetest.
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
Looks like you have an old version. Delete this folder:
C:\Users\Mary\Documents\minetest-0.4.3-win32\minetest-0.4.3-win32\bin\..\games\dwarves\mods\cornernote-minetest-towntest-db4a1be\
Then download the latest zipball from here:
https://github.com/cornernote/minetest- ... all/master
Then unzip it into your mods folder. Let me know how you go.
C:\Users\Mary\Documents\minetest-0.4.3-win32\minetest-0.4.3-win32\bin\..\games\dwarves\mods\cornernote-minetest-towntest-db4a1be\
Then download the latest zipball from here:
https://github.com/cornernote/minetest- ... all/master
Then unzip it into your mods folder. Let me know how you go.
i am not sure but looks for me a bit confused where you put the mods...
it should be in the folder......... \games\minetest_game\mods
in this folder you put all the mods you want to add to minetest....
so i dont understand why there is \games\dwarves\mods...
you sure you put this i the right way ?
it should be in the folder......... \games\minetest_game\mods
in this folder you put all the mods you want to add to minetest....
so i dont understand why there is \games\dwarves\mods...
you sure you put this i the right way ?
++++ Kung walang tiyaga, walang nilaga. ++++
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
Awesome Mod!!
downloaded it yesterday, but it took ages to get it to work having the same error as others are reporting.
finally found that by changing the 100000000000 to a lower value in towntest\init.lua below solved the problem for me
downloaded it yesterday, but it took ages to get it to work having the same error as others are reporting.
finally found that by changing the 100000000000 to a lower value in towntest\init.lua below solved the problem for me
Code: Select all
-- unique game id, needed to cleanup npcs
towntest.game_id = math.random(100000000000)
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
-
- Member
- Posts: 30
- Joined: Tue Oct 09, 2012 21:13
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
some bugs from IRC:
<RealBadAngel_> worker stops sometimes
<RealBadAngel_> or goes straight in one direction
<RealBadAngel_> far from construction site
<RealBadAngel_> ah, and he sometimes disappears
<RealBadAngel_> ive found the temporary solution
<RealBadAngel_> go away, force server to unload area
<RealBadAngel_> and come back
<RealBadAngel_> maybe you should call build() on_step instead of an abm
<RealBadAngel_> ah, one more thing
<RealBadAngel_> not only fences cannot be built
<RealBadAngel_> stairs, slabs too
<RealBadAngel_> thx to stairs plus
<RealBadAngel_> i think i know the solution
<RealBadAngel_> you could make just aliases for those mods
<RealBadAngel_> worker stops sometimes
<RealBadAngel_> or goes straight in one direction
<RealBadAngel_> far from construction site
<RealBadAngel_> ah, and he sometimes disappears
<RealBadAngel_> ive found the temporary solution
<RealBadAngel_> go away, force server to unload area
<RealBadAngel_> and come back
<RealBadAngel_> maybe you should call build() on_step instead of an abm
<RealBadAngel_> ah, one more thing
<RealBadAngel_> not only fences cannot be built
<RealBadAngel_> stairs, slabs too
<RealBadAngel_> thx to stairs plus
<RealBadAngel_> i think i know the solution
<RealBadAngel_> you could make just aliases for those mods
what number did u change it to like 500 or somthing please tell me!!Nat Faulk wrote:Awesome Mod!!
downloaded it yesterday, but it took ages to get it to work having the same error as others are reporting.
finally found that by changing the 100000000000 to a lower value in towntest\init.lua below solved the problem for me
Code: Select all
-- unique game id, needed to cleanup npcs towntest.game_id = math.random(100000000000)
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
- PilzAdam
- Member
- Posts: 4026
- Joined: Fri Jul 20, 2012 16:19
- GitHub: PilzAdam
- IRC: PilzAdam
- Location: Germany
Have you ideas how to create villages with the current API in mapgen?pandaro wrote:Fantastic!
I expect this mod ... and the concept is potentially greater than minecraft villagger! If I can help in any way the development of this mod, please contact me.
Last edited by PilzAdam on Sun Oct 28, 2012 10:27, edited 1 time in total.
No! I'm not a Codere. I know little python for personal use.PilzAdam wrote:
Have you ideas how to create villages with the current API in mapgen?
Mapgen do not know, but I might take a look.
Anyway, I thought we could do it in another way:
If there is an NPC who knows how to create a village, just place it in the appropriate place and with the right resources, he will build the village.
This is not what you intended to do with this mod?
sorry for bad english
Linux debian 7 wheezy 64
kde
Linux debian 7 wheezy 64
kde
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
Pandaro, TownTest is at the moment more of a proof-of-concept that I can make an NPC do something like build a building. It just happens to be really fun so I released it as a mod. The inspiration was minecraft's millenaire.
I intend the NPCs will spawn on their own and you cannot move the chests. You will give them resources and they will build a village. They will also find their own resources and create their own materials.
I don't want every village to look the same, it should be somewhat random. All the buildings need to be close enough that it can be considered a "village", but they need to not overlap.
Once buildings are in place, NPCs should focus on roads and other infrastructure.
In addition to this, you will be able to ally with a village to gain rewards. Perhaps even lead a raid on neighboring villages. Could make a fun multi-player addon if each village is like a clan.
I intend the NPCs will spawn on their own and you cannot move the chests. You will give them resources and they will build a village. They will also find their own resources and create their own materials.
I don't want every village to look the same, it should be somewhat random. All the buildings need to be close enough that it can be considered a "village", but they need to not overlap.
Once buildings are in place, NPCs should focus on roads and other infrastructure.
In addition to this, you will be able to ally with a village to gain rewards. Perhaps even lead a raid on neighboring villages. Could make a fun multi-player addon if each village is like a clan.
-
- Member
- Posts: 103
- Joined: Sat Dec 03, 2011 05:41
- Location: San Francisco, CA
- Contact:
cornernote, is there any plan for making more NPCs, or should I dive in? It looks like there's some work on lumberjacks, but it's not clear whether it works. Ping me on IRC (I'm marktraceur), and I may be able to help.
Mods: https://gitorious.org/marktraceur-minetest-mods
IRC: marktraceur on freenode
IRC: marktraceur on freenode
-
- Member
- Posts: 844
- Joined: Wed Jul 11, 2012 15:02
-
- Member
- Posts: 103
- Joined: Sat Dec 03, 2011 05:41
- Location: San Francisco, CA
- Contact:
All right, next time I have some spare time (also seems like it may be a while), I'll whip something up
In the meantime, anyone else should feel free to hop in, I have no real plans for this now.
In the meantime, anyone else should feel free to hop in, I have no real plans for this now.
Mods: https://gitorious.org/marktraceur-minetest-mods
IRC: marktraceur on freenode
IRC: marktraceur on freenode
- kaeza
- Moderator
- Posts: 2162
- Joined: Thu Oct 18, 2012 05:00
- GitHub: kaeza
- IRC: kaeza diemartin blaaaaargh
- In-game: kaeza
- Location: Montevideo, Uruguay
- Contact:
The building A.I. could be optimized, by finding the nearest blocks that the builder has, and that needs to be put. That way I think you can eliminate most of those "walks" the NPC does from side to side on some large buildings.
I'm proposing something like this (in pseudo lua code):
for each material MAT in npc_inventory do
pos = find_nearest_node_in_building(MAT);
while (pos and npc_has_material(MAT)) do
walk_to_pos(pos);
put_node(pos, MAT);
pos = (search_adjacent_nodes(MAT) or find_nearest_node_in_building(MAT));
end
end
Hope you understand the concept.
I'm proposing something like this (in pseudo lua code):
for each material MAT in npc_inventory do
pos = find_nearest_node_in_building(MAT);
while (pos and npc_has_material(MAT)) do
walk_to_pos(pos);
put_node(pos, MAT);
pos = (search_adjacent_nodes(MAT) or find_nearest_node_in_building(MAT));
end
end
Hope you understand the concept.
Some user reported this before, but no one replied him at least on this thread.Sokomime wrote: It might be a good idea to optimize the Worldedit imports first. Right now large buildings take a considerable amount of time to build because the worker runs to and fro between walls on opposite sides. That does not matter with small decorative buildings. Large buildings take extremly long.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
Check out my stuff! | Donations greatly appreciated! PayPal
Check out my stuff! | Donations greatly appreciated! PayPal
-
- Member
- Posts: 60
- Joined: Thu Oct 04, 2012 15:14
Who is online
Users browsing this forum: Google [Bot] and 15 guests