- I added a capture rod to capture villagers and pause their activity
- I fixed some mesh and collision box bugs that made villagers fall through beds
[Mod] villages built up by villagers [working_villages]
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
new version
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Re: [Mod] villages built up by villagers [working_villages]
Interesting mod! what about add the ability for villagers to build a road between villages?
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
Sorry, but there are no villages yet ... only villagers.void wrote:Interesting mod! what about add the ability for villagers to build a road between villages?
As soon as I've implemented a builder I can start thinking about roads.
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Re: [Mod] villages built up by villagers [working_villages]
Hi,
I'm trying to run your mod but i get the following error
don't know if it helps but my minetest version is minetest-0.4.16-6.fc27.x86_64
if you require more information please let me know
any help is appreciated
pheonixfire
I'm trying to run your mod but i get the following error
Is there any action that needs doing on my end?ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'working_villages' in callback luaentity_Step(): ...games/minetest_game/mods/working_villages/pathfinder.lua:51: attempt to index a nil value
2018-02-04 17:08:38: ERROR[Main]: stack traceback:
2018-02-04 17:08:38: ERROR[Main]: ...games/minetest_game/mods/working_villages/pathfinder.lua:51: in function 'walkable'
2018-02-04 17:08:38: ERROR[Main]: ...games/minetest_game/mods/working_villages/pathfinder.lua:70: in function 'get_neighbor_ground_level'
2018-02-04 17:08:38: ERROR[Main]: ...games/minetest_game/mods/working_villages/pathfinder.lua:163: in function 'find_path'
2018-02-04 17:08:38: ERROR[Main]: .../games/minetest_game/mods/working_villages/jobs/util.lua:205: in function 'func'
2018-02-04 17:08:38: ERROR[Main]: .../games/minetest_game/mods/working_villages/jobs/util.lua:513: in function 'on_step'
2018-02-04 17:08:38: ERROR[Main]: ...netest/games/minetest_game/mods/working_villages/api.lua:714: in function <...netest/games/minetest_game/mods/working_villages/api.lua:702>
don't know if it helps but my minetest version is minetest-0.4.16-6.fc27.x86_64
if you require more information please let me know
any help is appreciated
pheonixfire
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
Please try to download the latest version of the mod...pheonixfire wrote:Hi,
I'm trying to run your mod but i get the following error [...]
if you require more information please let me know
any help is appreciated
pheonixfire
If the error still occurs please let me know which job your villager had and whether it was night or day.
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Re: [Mod] villages built up by villagers [working_villages]
I tried that but it didn't work, ended up doing a reinstall and that seems to fixed it
so I must of broken it when copying the mod somehow
thanks for the help though
pheonixfire
so I must of broken it when copying the mod somehow
thanks for the help though
pheonixfire
- Piezo_
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Re: [Mod] villages built up by villagers [working_villages]
Do the villagers spawn naturally? If not, I recommend implementing this.
while (true) { suffer(); }
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
I have planned spawning a little caravan containing the start resources for a settlement and a few villagers (2 or 3).Piezo_ wrote:Do the villagers spawn naturally?
This would require planning the buildings for the village, it'll need a while until that is done.
Currently I'm working on the builder and proper markers for buildings, so all the data like bed positions will be fetched automatically.
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Re: [Mod] villages built up by villagers [working_villages]
My handle_schematics and mg_villages mod do quite a lot of that already. Placement of planned buildings is part of citybuilder: The player places a node and scaffolding nodes are placed. There are many mods out there which have mobs that can build a schematic from a file. What I need is a bit diffrent: The mob has to go to a scaffolding (or dig_here indicator) node and call a function. Extra complexity arises from the scaffolding nodes beeing climbable - which is something not really handled by mob movement yet.theFox wrote: Currently I'm working on the builder and proper markers for buildings, so all the data like bed positions will be fetched automatically.
A list of my mods can be found here.
- GamingAssociation39
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Re: [Mod] villages built up by villagers [working_villages]
Will this mod be somewhat similar to the villager building homes mod from MC? So you can also hire villagers to build certain buildings and the only thing that you have to do is gather the supplies?
Jesus Is Lord and Savior!!!
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
Yes, as soon as I've implemented trading...GamingAssociation39 wrote:So you can also hire villagers to build certain buildings and the only thing that you have to do is gather the supplies?
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- theFox
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Re: [Mod] villages built up by villagers [working_villages]
I thought about this for a while... If you want to define your own villagers or jobs you can do so from other mods or as a suggestion for this mod. If you want to use parts of the code you can take them and use them for your own projects (see license). If you have any other suggestions how it should be usable by other mods ...Sokomine wrote:Good to see that the mod is still under development. Perhaps it could provide ressource-gathering functionality as a lib for other mods in the future?
please help making this mod awesome by suggesting what you think is missing!
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- Diamond knight
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Re: [Mod] villages built up by villagers [working_villages]
This mod would be amazing for an age of empires subgame, I hope it is either forked or comitinued
My modding team: https://github.com/basilea-rhomaion
Re: [Mod] villages built up by villagers [working_villages]
Last update was in October.Diamond knight wrote:This mod would be amazing for an age of empires subgame, I hope it is either forked or comitinued
Give a man a fish, feed him for a day. Give a kid a fish, it's going to die.
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
Sorry, I'm pretty busy with school at the moment. I'll be sure to continue soon...dawgdoc wrote: Last update was in October.
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Re: [Mod] villages built up by villagers [working_villages]
Hello. I'm experimenting this mod, and I have run into an annoying problem. Nearly all worker do his job, except the builders. First of all, they can't find a home marker. When I place a building marker and set it, they remains in place, even when I give them desired materials. Then I try to set the marker's position for their home, and got a "No home marker could be found..." message. I could use some directives how to solve the problem.
TNX:
TB
TNX:
TB
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
Have you checked if the building marker has a button "resume build"? If it's there, it's paused.tombenko wrote:First of all, they can't find a home marker. When I place a building marker and set it, they remains in place, even when I give them desired materials.
This message only appears if there is no "working_villages:building_marker" placed at the given coordinates.tombenko wrote:Then I try to set the marker's position for their home, and got a "No home marker could be found..." message. I could use some directives how to solve the problem.
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Re: [Mod] villages built up by villagers [working_villages]
Oh I am so book marking this mod...
How are the spawn eggs created? In Maidroid there was this complex system. I'd rather villagers weren't quite so complex (technically demanding) or as expensive (i.e. requiring Mese, which I've yet to actually see in game...). I'd rather they be composed of relatively simple materials but need 'attending or looking after' in order to a. make an egg, b. hatch it.
Is there a possibility of...two villagers going into a hut and one day waking up with a third? With a possible genes? Not sure how hard that'd be for you.
How are the spawn eggs created? In Maidroid there was this complex system. I'd rather villagers weren't quite so complex (technically demanding) or as expensive (i.e. requiring Mese, which I've yet to actually see in game...). I'd rather they be composed of relatively simple materials but need 'attending or looking after' in order to a. make an egg, b. hatch it.
Is there a possibility of...two villagers going into a hut and one day waking up with a third? With a possible genes? Not sure how hard that'd be for you.
Forgot my old username/email, it's been a number of years please bear with.
Stats: OS: Manjaro Linux; Using minetest-git via AUR
Stats: OS: Manjaro Linux; Using minetest-git via AUR
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
That's exactly my idea and I would also have them spawning as Settlers to initialize the colony.Peril wrote:Is there a possibility of...two villagers going into a hut and one day waking up with a third?
I could also take that in using a tree of combinations of different villager skins.Peril wrote:With a possible genes? Not sure how hard that'd be for you.
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Re: [Mod] villages built up by villagers [working_villages]
A question for mob developers (a currently short discussion, this mod is mentioned): viewtopic.php?p=357146#p357146
- theFox
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Re: [Mod] villages built up by villagers [working_villages]
thanks for the hint :)untiltoday wrote:A question for mob developers (a currently short discussion, this mod is mentioned): viewtopic.php?p=357146#p357146
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- theFox
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Re: [Mod] villages built up by villagers [working_villages]
Hey guys, I made a poll about creating a discord server for working_villages.
In case you're new to discord you should check out the unofficial minetest discord https://discord.gg/Wr6eXU3.
I would create the discord for working_villages to have a place for debating what should be added to the working_villages mod next.
However depending on the number and the type of votes on the poll, I don't want to create it if you guys are not interested.
In case you're new to discord you should check out the unofficial minetest discord https://discord.gg/Wr6eXU3.
I would create the discord for working_villages to have a place for debating what should be added to the working_villages mod next.
However depending on the number and the type of votes on the poll, I don't want to create it if you guys are not interested.
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- theFox
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Re: [Mod] villages built up by villagers [working_villages]
As the forums have recently become very slow and unstable I have created a Discord server for discussing about working_villages.
You can ask me questions about how it will go on from now or make suggestions or just talk about anything related or unrelated to working_villages.
Join via https://discord.gg/3dsbPV4
You can ask me questions about how it will go on from now or make suggestions or just talk about anything related or unrelated to working_villages.
Join via https://discord.gg/3dsbPV4
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Re: [Mod] villages built up by villagers [working_villages]
Hi.
Why working_villages.villager:dig(pos) method calls minetest.remove_node(pos) instead of minetest.dig_node(pos)?
I am adapting your mod for Hades Revisited, where fruit can regrow. But it does not work when minetest.remove_node function is used.
Some ideas:
Add work location -> villager will go to that location after wake up and start to look for his job.
Maybe, you can define job location with two corners of the area, the villager can be walking and looking for a job inside.
Why working_villages.villager:dig(pos) method calls minetest.remove_node(pos) instead of minetest.dig_node(pos)?
I am adapting your mod for Hades Revisited, where fruit can regrow. But it does not work when minetest.remove_node function is used.
Some ideas:
Add work location -> villager will go to that location after wake up and start to look for his job.
Maybe, you can define job location with two corners of the area, the villager can be walking and looking for a job inside.
cdb_3P0AYqjEIn68
Re: [Mod] villages built up by villagers [working_villages]
Hi.
It looks like there is a bug in saving home position into Lua table working_villages.homes.
When I set home position to a villager, it causes server fault on shutdown and on load (until deleting of file working_villages_homes in world directory).
It looks like it uses villager object like table key instead of inventory name.
I have fixed this bug by change forms.lua file:
It looks like there is a bug in saving home position into Lua table working_villages.homes.
When I set home position to a villager, it causes server fault on shutdown and on load (until deleting of file working_villages_homes in world directory).
It looks like it uses villager object like table key instead of inventory name.
I have fixed this bug by change forms.lua file:
Code: Select all
- villager:set_home(villager.inventory_name,coords)
+ --villager:set_home(villager.inventory_name,coords)
+ working_villages.set_home(villager.inventory_name,coords)
cdb_3P0AYqjEIn68
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