[MOD] Petz (petz) [mobs_redo|mobkit] (v5.16)

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runs
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)

by runs » Wed Nov 27, 2019 17:05

v5.13
- Fixed: Elephants and lions now spawn in savanna biome on default:dirt_with_dry_grass, default:dry_dirt & default:dry_dirt_with_dry_grass
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)

by Gundul » Wed Nov 27, 2019 17:57

Bread wrote:I think it is because there are no "default:dirt_with_dry_grass" in Minetest Game 5.1.0 world.


All my servers run 5.1.0-dev and they have dirt_with_dry_grass. Maybe check which mapgen you use.
Valleys, Carpathian and V7 defenitly have it.
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)

by CalebJ » Wed Nov 27, 2019 21:29

I'd like to request a feature ... or rather fix?
Mutations are almost too simple - they take the last itemstring they find when textures is called, and make that have a 1/200 spawn/birth ratio. This means that (1 there is no way for multiple mutations to be added (as it is currently), and also, I don't think its possible to assign mutations to a certain texture, sadly.
I'd be very grateful if this could be fixed so that I could assign (1 multiple mutations to the same animal, and (2 assign mutations to non-breedable animals :)
If you want realism, you're in the wrong place. Get off your mobile.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)

by Bread » Thu Nov 28, 2019 00:52

runs wrote:v5.13
- Fixed: Elephants and lions now spawn in savanna biome on default:dirt_with_dry_grass, default:dry_dirt & default:dry_dirt_with_dry_grass


Thanks. I am meeting Elephants and lions now.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)

by Bread » Thu Nov 28, 2019 01:02

Gundul wrote:
Bread wrote:I think it is because there are no "default:dirt_with_dry_grass" in Minetest Game 5.1.0 world.


All my servers run 5.1.0-dev and they have dirt_with_dry_grass. Maybe check which mapgen you use.
Valleys, Carpathian and V7 defenitly have it.


My V7 world is new and created by 5.1.0.
I think your world is created by before 5.1.0?

I have checked this source code. There are no biome which have "default:dirt_with_dry_grass" currently.
https://github.com/minetest/minetest_game/blob/stable-5/mods/default/mapgen.lua
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)

by Gundul » Thu Nov 28, 2019 18:38

Bread wrote:
Gundul wrote:
Bread wrote:
I have checked this source code. There are no biome which have "default:dirt_with_dry_grass" currently.
https://github.com/minetest/minetest_game/blob/stable-5/mods/default/mapgen.lua

It is dry_dirt_with_dry_grass now.

An alias would have been too easy I guess.
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)

by runs » Thu Nov 28, 2019 22:35

CalebJ wrote:I'd like to request a feature ... or rather fix?
Mutations are almost too simple - they take the last itemstring they find when textures is called, and make that have a 1/200 spawn/birth ratio. This means that (1 there is no way for multiple mutations to be added (as it is currently), and also, I don't think its possible to assign mutations to a certain texture, sadly.
I'd be very grateful if this could be fixed so that I could assign (1 multiple mutations to the same animal, and (2 assign mutations to non-breedable animals :)


Yes, I will redo it and maintaining the compatibility backwards. Mutations are related to gens right now. But of course it could be possible add mutations as textures chances for the rest of non-breedable mobs.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)

by runs » Fri Nov 29, 2019 00:08

v5.14
- [For developers only] Now it can be defined several mutations in code. Now the mutation property is a number (it should be >=1).
I.e, for a new pink lamb mutation for the lamb, add a new skin color:
local skin_colors = {"white", "grey", "dark_grey", "brown", "vanilla", "pink"}
and set 'mutation = 2'.
So:
- "white", "grey", "dark_grey" & "brown" are the genes, from more dominant (white) to more recesive (brown)
- "vanilla" & "pink" the mutation colors.

---
Probably in the future the 'skins_color' table will be a more complex table to set also the genes probabilities for spawned mobs (now hardcoded for every mob).
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.14)

by CalebJ » Fri Nov 29, 2019 20:30

That works great. Thank you :)
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.14)

by runs » Fri Nov 29, 2019 23:16

CalebJ wrote:That works great. Thank you :)


Now I'm working on a general formula for genetics. I hope I'm lucky :-)

For lambs. The probabilities are (a table of 4x4):
- White= 7/16
- Gray = 5/16
- Dark Gray = 3/16
- Brown = 1/16
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.14)

by runs » Wed Dec 04, 2019 21:25

Image

Image

Penguin
- It lives in the Ice Sheet Biome.
- Tamable.
- Semiaquatic animal.
- Put eggs, but no nest.

Polar Bear
- It lives in the Ice Sheet Biome.
- It eats penguins.
- Aggressive. Non tamable.

Santa Killer
- It can appear in the Ice Sheet Biome. Very rare.
- Not friendly. Assassin.
- It can drop Christmas Present and always some powerful food: Gingerbread cookies and Candy Canes.

Christmas Present
- A box to introduce 4 presents.
- You can write a Christmas Card.
- Craftable.
 

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