[MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.20)

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.10.7)

by runs » Wed Aug 07, 2019 00:17

Gundul wrote:crash when feeding animals:

Code: Select all
2019-08-06 16:29:43: WARNING[Server]: Undeclared global variable "self" accessed at /home/mars/.minetest/mods/petz/mobkit/init.lua:346
2019-08-06 16:29:43: ACTION[Main]: Server: Shutting down
2019-08-06 16:29:44: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_run_simple_callback(): /.minetest/mods/petz/mobkit/init.lua:346: attempt to index global 'self' (a nil value)
2019-08-06 16:29:44: ERROR[Main]: stack traceback:
2019-08-06 16:29:44: ERROR[Main]:    /.minetest/mods/petz/mobkit/init.lua:346: in function 'heal'
2019-08-06 16:29:44: ERROR[Main]:    .../.minetest/mods/petz/petz/api_feed_tame.lua:14: in function 'feed_tame'
2019-08-06 16:29:44: ERROR[Main]:    .../.minetest/mods/petz/petz/api_on_rightclick.lua:45: in function 'on_rightclick'
2019-08-06 16:29:44: ERROR[Main]:    /.minetest/mods/petz/petz/pony_mobkit.lua:100: in function </home/mars/.minetest/mods/petz/petz/pony_mobkit.lua:99>


Error in mobkit. Fixed.
I will send a bug report to Thermos.
Last edited by runs on Wed Aug 07, 2019 00:37, edited 1 time in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.10.7)

by Gundul » Wed Aug 07, 2019 04:38

runs wrote:
Error with bat spawn. Fixed.

Thanks, now it works again.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.11.1)

by CalebJ » Wed Aug 07, 2019 21:45

Okay, I've made a 'to-do list', combined with some bugs I found:

--Kennels do not appear to be placeable in an area, even if it belongs to you.
--Parrots can be put on your shoulder, but they fly off in 2 minutes. It should be more like 'on' or 'off', not 'on' for 2m.
--Why not have a slot for a tracking collar on your petz? This would work like so: you could track where your pets are, with some kind of a mapping device
-----If so, why not let the mapping device and tracking collars work on specific channels, so in a server setting, you -don't have to see other people's petz?
----------If also so, why not have a device that can guide you to your petz, in case they get lost, like the Prospector in technic works?
--Petz should be able to follow you quicker, right now if you walk a normal speed, they will never keep up
--Cats should be carry-able in the left hand, in honor of Peanuts ;) Okay, just kidding
--Bats should have the option to rest on your shoulder like parrots, just because
--Chimps should be compatible with mobkit next
--Parrots should be breedable, that's a huge and popular hobby IRL

Thanks for looking!
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.11.1)

by runs » Wed Aug 07, 2019 23:29

--Kennels do not appear to be placeable in an area, even if it belongs to you.


Left-click in a no protected node. I think it works well.

Code: Select all
--Parrots can be put on your shoulder, but they fly off in 2 minutes. It should be more like 'on' or 'off', not 'on' for 2m.


But how to click on it to let it to go? I did not find a solution...

--Why not have a slot for a tracking collar on your petz? This would work like so: you could track where your pets are, with some kind of a mapping device
-----If so, why not let the mapping device and tracking collars work on specific channels, so in a server setting, you -don't have to see other people's petz?
----------If also so, why not have a device that can guide you to your petz, in case they get lost, like the Prospector in technic works?


Put them a name is a workaround, if you are relative close.

I will implement some feature to check/recover petz.

--Petz should be able to follow you quicker, right now if you walk a normal speed, they will never keep up


In the mobs_redo version yes, slow. I will check a fix if possible. In the mobkit version I think they are really fast.

--Cats should be carry-able in the left hand, in honor of Peanuts ;) Okay, just kidding


--Bats should have the option to rest on your shoulder like parrots, just because


I will implement bats being monsters. Vampyrism.

--Chimps should be compatible with mobkit next


Yes.

--Parrots should be breedable, that's a huge and popular hobby IRL


Yes, cool & next feature.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.11.2)

by runs » Thu Aug 08, 2019 00:13

v2.11.2
- pet bowl implemented in mobkit version. Now tamed petz get close to a pet bowl if inside its view range.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.11.2)

by Gundul » Thu Aug 08, 2019 18:23

Quiet a bunch of people already play on ZombieTest frequently, so here a few ideas from
the people playing with your mod :)

-
    (GayJesus wrote) Before update and now players can hear sounds related to other players across entire map.
    Sounds such as whip, hits. I'm not sure if it's only mob related but it seems so. (is it your mod or mobkit ?)

    Elefants are too small in size, compared to the other animals

    Elefants do not get angry and defend themselves when somebody hits them

    Elefants do eat tree leaves. I feel like they eat grass from dirt_with_grass?

    Predators like lion, wolf and bear just stay around in the landscape like decoration. Take a look at wildlife mod wolves
    and how they hunt deers. That would be nice, not wolf standing next to piggy like best friends ever :) Or even worse next to chicken, duck and lamb. At least for wild predators.

    Talking about predators. How about extra button "guard" for tamed predators, so they will attack anyone who dares to enter your property ? No protection mod needed, if a few lions guard your home :D

Just a few ideas :)

Thanks for your mod and we keep and testing :)
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.11.2)

by runs » Thu Aug 08, 2019 21:56

2.12
Whistle!
Image
Call your petz anywhere it is.
- Put names to pets you want to call.
- Use a Whistle: A list of pets with name and of your own will appear.
- Click on the pet to call it.
Last edited by runs on Thu Aug 08, 2019 22:12, edited 2 times in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12)

by runs » Thu Aug 08, 2019 22:01

(GayJesus wrote) Before update and now players can hear sounds related to other players across entire map.
Sounds such as whip, hits. I'm not sure if it's only mob related but it seems so. (is it your mod or mobkit ?)


It is my mod. I will check and fix it.

Elefants are too small in size, compared to the other animals


Voxel games do not like big mobs, because square nodes are small.

Elefants do not get angry and defend themselves when somebody hits them


Fixed in the last version. It should attack when is hit now.

Elefants do eat tree leaves. I feel like they eat grass from dirt_with_grass?


Yes, I'll try to fix this.

Predators like lion, wolf and bear just stay around in the landscape like decoration. Take a look at wildlife mod wolves
and how they hunt deers. That would be nice, not wolf standing next to piggy like best friends ever :) Or even worse next to chicken, duck and lamb. At least for wild predators.


No, wolves do not attack pigs, buts lambs yes.

I've implemented this feature already. It is the main reason I made a mobkit version. Put a wolf and a lamb together, and check it. :-D

Each animal has preys or predators. You can change them in 'petz.conf' as you like.

Talking about predators. How about extra button "guard" for tamed predators, so they will attack anyone who dares to enter your property ? No protection mod needed, if a few lions guard your home :D


Good idea :-)
Last edited by runs on Thu Aug 08, 2019 22:31, edited 3 times in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12)

by runs » Thu Aug 08, 2019 22:09

v2.12.1
- Now whip and whistle sounds only can be heard by the user.
Last edited by runs on Thu Aug 08, 2019 22:38, edited 2 times in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.1)

by CalebJ » Thu Aug 08, 2019 22:16

Nice! Good progress!! :D
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.1)

by runs » Thu Aug 08, 2019 22:18

v2.12.2

- Fixed: Crash after call a captured pet. Now captured pets do not appear on the whistle list.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.2)

by runs » Thu Aug 08, 2019 22:30

I've checked, wolves do not attack pigs. I defined that way, as in real life. Wolves attack lambs only.

Anyway you can change it in 'petz.conf'.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12)

by Gundul » Fri Aug 09, 2019 19:39

runs wrote:Each animal has preys or predators. You can change them in 'petz.conf' as you like.


Thanks I did not know that. Found it.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.5)

by CalebJ » Sat Aug 10, 2019 01:18

Also, for elephants:
*Elephants should drop an elephant hide
*Elephant hide and beaver skin should be placeable, for elegant decor ;)
*Elephant tusks need some uses!
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.6)

by runs » Sat Aug 10, 2019 10:30

v2.12.6
- Fixed: Predator and preys only hunted/ran away from the first animal of its list.
- Fixed: Now 'petz.conf' lists of values separated by commas should not have blanks spaces between values. A warning was added to the start of the 'petz.conf' file.

- Now wild animals but tamed (lion, grizzly) has a new button: "Guard". If you give them that order, they attack any player close them.
- Now stand and guard status are saved thru server restarts.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.5)

by runs » Sat Aug 10, 2019 11:08

CalebJ wrote:Also, for elephants:
*Elephants should drop an elephant hide
*Elephant hide and beaver skin should be placeable, for elegant decor ;)
*Elephant tusks need some uses!


Yes, good ideas, this is a WIP mod, so unlimited features could be added.

I always thought that heads for deco purposes will be cool. But kids can afraid or animal activists. :-/
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.6)

by Gundul » Sat Aug 10, 2019 17:10

runs wrote:- Now wild animals but tamed (lion, grizzly) has a new button: "Guard". If you give them that order, they attack any player close them.
- Now stand and guard status are saved thru server restarts.

That is super cool and works very good so far. :)

Maybe damage should be higher, what do you think ? If a lion or grizzly attacks you, you won't do very much after a
first attack :)
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.5)

by Gundul » Sat Aug 10, 2019 17:12

runs wrote: that heads for deco purposes will be cool. But kids can afraid or animal activists. :-/


If you are concerned about this, why do not add it to petz.conf and make it off by default.
It is just a game after all and you can see every day much crueler things in tv.,
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.6)

by runs » Sun Aug 11, 2019 00:20

Gundul wrote:
runs wrote:- Now wild animals but tamed (lion, grizzly) has a new button: "Guard". If you give them that order, they attack any player close them.
- Now stand and guard status are saved thru server restarts.

That is super cool and works very good so far. :)

Maybe damage should be higher, what do you think ? If a lion or grizzly attacks you, you won't do very much after a
first attack :)


Yes, I have to work on the damage system.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v2.12.6)

by runs » Sun Aug 11, 2019 11:03

v2.12.7
Image
- 2 new textures for parrots.
- Now petz sit down when "Stand here" order if that animation available, and then remains sit.
- Fixed: Erratic behaviour in flying birds when "Stand here".
 

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