[Modpack] Animals Modpack [2.5] -- 2.6 approaching
Finaly here it is Version 1.0.0.
If someone can upload the screenshots I added as zip I'd like to add them to first post. I can't do it atm myself as someone seems to have abused the dynamic ip I'm now at on tinypic.
I assume you wanna know how to breed sheep ;-) It's simple:
1) craft a barn
2) fill it with leaves
3) wait some time
Catching vombies:
1) kill a clownfish
2) craft a trap
3) put trap next to vombie
4) wait till it gets glowing green
If someone can upload the screenshots I added as zip I'd like to add them to first post. I can't do it atm myself as someone seems to have abused the dynamic ip I'm now at on tinypic.
I assume you wanna know how to breed sheep ;-) It's simple:
1) craft a barn
2) fill it with leaves
3) wait some time
Catching vombies:
1) kill a clownfish
2) craft a trap
3) put trap next to vombie
4) wait till it gets glowing green
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
I know about the textures sadly there's not much I can do about this on lua side creating a "nice" barn need's changes in minetest. Minetests luaentity drawtypes are still limited to cube and sprite ... and sprite barns would be even worse ;-)
EDIT1: thats the reason it isn't walkable too entitys can't be not walkable ;-(
And it needs to be a entity as barn is doing the breeding. Ok I know that's not exactly as in real world but there are some good reasons to do this:
-breading is not a way to add animals but a player triggered feature
-if animal would trigger breading ANY animal even those far away from any barn would need to scan their location permanently for other animals and barns ->lots of avoidable computation effort.
-it's a simple solution
ok it's not perfect but good enough to get some experience how to do or not to do next version
EDIT1: thats the reason it isn't walkable too entitys can't be not walkable ;-(
And it needs to be a entity as barn is doing the breeding. Ok I know that's not exactly as in real world but there are some good reasons to do this:
-breading is not a way to add animals but a player triggered feature
-if animal would trigger breading ANY animal even those far away from any barn would need to scan their location permanently for other animals and barns ->lots of avoidable computation effort.
-it's a simple solution
ok it's not perfect but good enough to get some experience how to do or not to do next version
Last edited by sapier on Wed Feb 01, 2012 22:04, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Yes I did hope the vombie trap is what you needed? ;-)
EDIT1: If anyone spots a gull please tell me they're intended to be rare but I hope not too rare :-)
EDIT1: If anyone spots a gull please tell me they're intended to be rare but I hope not too rare :-)
Last edited by sapier on Wed Feb 01, 2012 22:58, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Your breeding is just fine for the game purposes. But I think you should add childhood. For example, newly born animal is 1/3 of the normal size, it can't be sheared and gives nothing when killed. But in some time (10 min I think) it becomes normal.
And maybe make vombies drop bones even when died from the sun? Just drop on the ground.
And maybe make vombies drop bones even when died from the sun? Just drop on the ground.
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Newly born sheep are already lamb's that can't be sheered they grow up to sheep after 30 minutes. I know the texture needs to be improoved to make the difference between sheep and lamb more obvious.
I'm not sure about the bones there would be huge amount of bones out there if any vombie droped them on sundeath.
Does anyone else support this suggestion?
I'm not sure about the bones there would be huge amount of bones out there if any vombie droped them on sundeath.
Does anyone else support this suggestion?
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
@rinoux there's a bug in client/server entity handling sometimes client shows entities at locations where there isn't one. It's same the other way round, client not showing enities where there should be. The problem is restarting client only doesn't fix it. If this is the case for you you need to restart both.
btw NOT playerspawned animals vanish if there are to many within a certain distance.
btw NOT playerspawned animals vanish if there are to many within a certain distance.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
I would like this too however, like you said there could end up being a lot of bones lying around the place, would it not be possible to have some ABM running that cleans them up after a certain amount or time? or would this cause too much lag?sapier wrote:I'm not sure about the bones there would be huge amount of bones out there if any vombie droped them on sundeath.
Does anyone else support this suggestion?
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