Page 2 of 64

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

Posted: Wed Dec 28, 2011 11:25
by sapier
@rahonejm I can't help if you don't post the error message minetest is throwing

Posted: Wed Dec 28, 2011 14:51
by rahonejm
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 =/

Posted: Wed Dec 28, 2011 14:54
by sfan5
This message doesn't help, post the message that appears in the Console

Posted: Wed Dec 28, 2011 15:57
by Jordach
I have had that too. WIN7 ULTIMATE.

Posted: Wed Dec 28, 2011 15:58
by rahonejm
@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.

Posted: Wed Dec 28, 2011 16:22
by MrThebuilder3
for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)

Posted: Wed Dec 28, 2011 16:26
by Hackeridze
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.

Posted: Wed Dec 28, 2011 16:30
by MrThebuilder3
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

Posted: Wed Dec 28, 2011 16:31
by MrThebuilder3
nope:(

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

Posted: Thu Dec 29, 2011 01:22
by rahonejm
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!

Posted: Thu Dec 29, 2011 02:18
by sapier
@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.

Posted: Mon Jan 02, 2012 17:27
by sapier
fixed bug animals disapearing if another animal at the same pos is harvested/transformed

Posted: Tue Jan 03, 2012 00:55
by Gaming4JC
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

Posted: Tue Jan 03, 2012 01:20
by IPushButton2653
Gaming4JC wrote: Image
I swear, that looks EXACTLY like the sheep face from minecraft 0.o

Posted: Tue Jan 03, 2012 02:35
by sapier
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 ;-)

Posted: Tue Jan 03, 2012 02:46
by jordan4ibanez
wait..now you can make the entity point towards the player :D and other directions...so now you can have 3d entities!

Posted: Tue Jan 03, 2012 03:07
by sapier
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.

Posted: Tue Jan 03, 2012 21:47
by sdzen
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

Posted: Tue Jan 03, 2012 22:12
by evil
i think he means to make it so that his mod not only powers regular animals, but also the ones we have so far

Posted: Tue Jan 03, 2012 22:13
by MrThebuilder3
how do you get 20120103?

Posted: Tue Jan 03, 2012 22:29
by sdzen
oh but if not ill rough him up!

Posted: Wed Jan 04, 2012 01:46
by Temperest
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 :).

Posted: Wed Jan 04, 2012 02:08
by sapier
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 ;-)