[Mod] Petz [DEPRECATED] [petz]

The next Petz will be...

Deer (Prince Of The Forest)
10
33%
Vulture (King of the Death)
9
30%
Armadillo (Master in the Defense)
11
37%
 
Total votes: 30

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

by runs » Post

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

u18398

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

by u18398 » Post

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.

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

by CalebJ » Post

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 :)

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

by Bread » Post

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 » Post

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_ga ... mapgen.lua

u18398

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

by u18398 » Post

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_ga ... mapgen.lua
It is dry_dirt_with_dry_grass now.

An alias would have been too easy I guess.

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

by runs » Post

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 » Post

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 » Post

That works great. Thank you :)

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

by runs » Post

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 » Post

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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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.15)

by runs » Post

v5.16
- Compatible with 191205 mobkit version

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

by runs » Post

v5.17

- Mr Pumpkin and Santa Killer are now seasonal spawned thanks to a new "_seasonal" setting in petz.conf.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)

by runs » Post

This mod seems now quite stable so I've requested this mod to be moved to "Mod Releases".

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)

by Imk » Post

locale rus v5.17
Attachments
petz.ru.zip
(3.43 KiB) Downloaded 32 times

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)

by Imk » Post

kindly Russian Santa Claus (grandfather frost)

he has a snow maiden, granddaughter
Image

he gives gifts.
Image
this update will upset the children.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)

by runs » Post

5.18

- More accurate genetics for non-breedable spawned mobs and ponies. Now a general formula that does not depend on a particular animal.

Image

For example, the panda has a black/white dominant gen and a brown/white recesive gen. The chance for a white panda is 3/4 and for a brown one is 1/4.

For lambs, that have white, gray, dark gray and brown skins, the corresponding chances are: 7/16, 5/16, 3/16 and 1/16.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)

by CalebJ » Post

There seems to be no way to make a monster-water mob. (attacks the player)
Could you look into this/make a way? :-)

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)

by Nathan.S » Post

The shark mob swims in water and attacks players, perhaps you can find what you are doing wrong by looking at that code.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)

by runs » Post

v5.19
- Fixed a crash regression in the 5.18 version.
- Now the API supports agressive aquatic mobs.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)

by runs » Post

CalebJ wrote:There seems to be no way to make a monster-water mob. (attacks the player)
Could you look into this/make a way? :-)
Try the last version.

Put in your mob definition or change the dolphin behaviour to aggressive:

Code: Select all

swin = true
attack_player = true,
attack = {range = 0.8, damage_groups={fleshy=3}},
and maybe add a "attack" sound.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.19)

by runs » Post

Vote for the next Petz.

Image
Butterflies: In 3 colors: red, yellow and blue. You could capture them and put into bottles. Build giant butterfly wings to glide.

Ants: Anthills. Plague for gardens. Queens and soldiers.

Mouse: Plague for wheat. They hide in holes. Agressive if disturbed.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.19)

by runs » Post

v5.20
- Now the growth time for babies is persistent between server restarts.
- You can read in the form the time of a baby to turn into adult.
- Fix: "Pregnant" label not translated.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.20)

by runs » Post

I forget to say that now fences can be jumped. You have to set "enable_fence_tall = true" in minetest.conf to avoid it.

:-)

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)

by runs » Post

Imk wrote:kindly Russian Santa Claus (grandfather frost)

he has a snow maiden, granddaughter

he gives gifts.

this update will upset the children.
You can disable monsters with "disable_monsters = true" or individually.

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