[Modpack] Animals Modpack [2.5] -- 2.6 approaching

rahonejm
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by rahonejm » Wed Dec 28, 2011 03:52

I can't use the 0.4 version of the mod... Minetest says that it couldn't load... :( PLEASE SOMEONE HELP ME!
I use minetest-0.4.dev-20111209
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sapier
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by sapier » Wed Dec 28, 2011 11:25

@rahonejm I can't help if you don't post the error message minetest is throwing
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rahonejm
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by rahonejm » Wed Dec 28, 2011 14:51

ModError: Failed to load and run C:\Documents and Settings\Marcelino\My Documents\Downloads\minetest-0.4.dev-20111209-1-win32.....

I can't read the rest of the message, but it only appears after installing your mod =/
Sorry for possible language mistakes
 

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sfan5
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by sfan5 » Wed Dec 28, 2011 14:54

This message doesn't help, post the message that appears in the Console
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Jordach
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by Jordach » Wed Dec 28, 2011 15:57

I have had that too. WIN7 ULTIMATE.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

rahonejm
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by rahonejm » Wed Dec 28, 2011 15:58

@sfan5 you mean this one?

13:56:25: ERROR[main]: [LUA]
13:56:25: ERROR[main]: [LUA] ...v-20111209-1-win32\bin\..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
13:56:25: ERROR[main]: stack traceback:
13:56:25: ERROR[main]: ...v-20111209-1-win32\bin\..\data\mods\animals\init.lua:1227: in main chunk
13:56:25: ERROR[main]: [LUA]
13:56:25: ERROR[main]: Server: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
BanManager: saving to C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\world\ipban.txt
AuthManager: saving to C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\world\auth.txt
13:56:25: ERROR[main]: ModError: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
13:56:25: ERROR[main]: error_message = ModError: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
13:56:25: ERROR[main]: Check debug.txt for details.
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MrThebuilder3
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by MrThebuilder3 » Wed Dec 28, 2011 16:22

for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
 

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Hackeridze
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by Hackeridze » Wed Dec 28, 2011 16:26

MrThebuilder3 wrote:for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)

For ME the answer was to [re]compile newest minetest from github.
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MrThebuilder3
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by MrThebuilder3 » Wed Dec 28, 2011 16:30

Hackeridze wrote:
MrThebuilder3 wrote:for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)

For ME the answer was to [re]compile newest minetest from github.

i'll try that
 

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sapier
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by sapier » Thu Dec 29, 2011 00:24

Sorry my fault, the init.lua file you are using is automaticaly created from the modular files, normaly I remove the lines 1227 - 1234 manualy seems i forgot it this time.

pleas comment out lines

local animals_modpath = minetest.get_modpath("animals")

dofile (animals_modpath .. "/generic_functions.lua")
dofile (animals_modpath .. "/movement_gen.lua")
dofile (animals_modpath .. "/harvesting.lua")
dofile (animals_modpath .. "/fighting.lua")
dofile (animals_modpath .. "/spawn_algorithms.lua")
dofile (animals_modpath .. "/management_functions.lua")

or take 0.4.1 comming soon

current git version should at least give a different error
Last edited by sapier on Thu Dec 29, 2011 00:26, edited 1 time in total.
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rahonejm
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by rahonejm » Thu Dec 29, 2011 01:22

Sugestion: we should be able to capture animals without killing them, so we can make a little "farm". Only getting the meat after cooking them on the furnace! It would be awesome!
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sapier
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by sapier » Thu Dec 29, 2011 02:18

@rahonejm good idea I'm going to add a rope to catch animals


EDIT1: Meat already present in animals mod is raw meat only. I don't intend to add cooking recipes to animals mod. In my opinion cooking would be better done in a separate mod eg baking.
Last edited by sapier on Thu Dec 29, 2011 17:46, edited 1 time in total.
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sapier
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by sapier » Mon Jan 02, 2012 17:27

fixed bug animals disapearing if another animal at the same pos is harvested/transformed
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Gaming4JC
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by Gaming4JC » Tue Jan 03, 2012 00:55

I really like this Mod! :D
The only thing is it seems to make the map load slower with dead block data areas (like MineCraft).
Might just be me though.

I plan to include this in my texture pack on the next update:
Image
Image
Image
 

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IPushButton2653
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by IPushButton2653 » Tue Jan 03, 2012 01:20

Gaming4JC wrote:Image

I swear, that looks EXACTLY like the sheep face from minecraft 0.o
 

sapier
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by sapier » Tue Jan 03, 2012 02:35

Looks great, really like it.

You'll have to add some more graphics as of 0.6.0 as it now supports different looking directions ;-)
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jordan4ibanez
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by jordan4ibanez » Tue Jan 03, 2012 02:46

wait..now you can make the entity point towards the player :D and other directions...so now you can have 3d entities!
Last edited by jordan4ibanez on Tue Jan 03, 2012 02:47, edited 1 time in total.
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sapier
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by sapier » Tue Jan 03, 2012 03:07

Sorry jordan4ibanez it's just sprites that do support it by now.
And I'm sad to tell celeron doesn't like having to many 3d-objects within minetest. I'll have a try to persuade him later, first I'll improove animals mod to the point it's capable of replacing rats, fireflys oerkkis and dungeon masters.
There's still some work to do to achieve this.
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sdzen
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by sdzen » Tue Jan 03, 2012 21:47

I love those fireflys and rats and all the other mobs how dare regular animals come into the mix and try to replace these glorious things! correct me if I misunderstood you
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evil
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by evil » Tue Jan 03, 2012 22:12

i think he means to make it so that his mod not only powers regular animals, but also the ones we have so far
 

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MrThebuilder3
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by MrThebuilder3 » Tue Jan 03, 2012 22:13

how do you get 20120103?
 

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sdzen
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by sdzen » Tue Jan 03, 2012 22:29

oh but if not ill rough him up!
Last edited by sdzen on Tue Jan 03, 2012 22:30, edited 1 time in total.
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Temperest
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by Temperest » Wed Jan 04, 2012 01:46

Here's a mod to help remove all animals from the current world if you want to uninstall the Animals mod for any reason:

Code: Select all
minetest.register_entity(":animals:sheep",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:sheep_naked",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:deer",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:cow",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:big_red",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )


It's some repetitive and hackish code, but I'm still learning Lua so bear with me :).
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sapier
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by sapier » Wed Jan 04, 2012 02:08

Yes it's inteded to replace them by animals powered by this mod. NOT to remove them ;-)

@temperest although I'd prefere people not to remove animals mod I'm going to add your idea to my mod if you don't mind ;-)
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