[Mod] Petz [DEPRECATED] [petz]
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)
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
- Fixed: Elephants and lions now spawn in savanna biome on default:dirt_with_dry_grass, default:dry_dirt & default:dry_dirt_with_dry_grass
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)
All my servers run 5.1.0-dev and they have dirt_with_dry_grass. Maybe check which mapgen you use.Bread wrote: I think it is because there are no "default:dirt_with_dry_grass" in Minetest Game 5.1.0 world.
Valleys, Carpathian and V7 defenitly have it.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)
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 :)
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 :)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)
Thanks. I am meeting Elephants and lions now.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
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)
My V7 world is new and created by 5.1.0.Gundul wrote:All my servers run 5.1.0-dev and they have dirt_with_dry_grass. Maybe check which mapgen you use.Bread wrote: I think it is because there are no "default:dirt_with_dry_grass" in Minetest Game 5.1.0 world.
Valleys, Carpathian and V7 defenitly have it.
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
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.12)
It is dry_dirt_with_dry_grass now.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
An alias would have been too easy I guess.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)
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.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 :)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.13)
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).
- [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)
That works great. Thank you :)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.14)
Now I'm working on a general formula for genetics. I hope I'm lucky :-)CalebJ wrote:That works great. Thank you :)
For lambs. The probabilities are (a table of 4x4):
- White= 7/16
- Gray = 5/16
- Dark Gray = 3/16
- Brown = 1/16
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.14)
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.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.15)
v5.16
- Compatible with 191205 mobkit version
- Compatible with 191205 mobkit version
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.16)
v5.17
- Mr Pumpkin and Santa Killer are now seasonal spawned thanks to a new "_seasonal" setting in petz.conf.
- Mr Pumpkin and Santa Killer are now seasonal spawned thanks to a new "_seasonal" setting in petz.conf.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)
This mod seems now quite stable so I've requested this mod to be moved to "Mod Releases".
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)
locale rus v5.17
- Attachments
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- petz.ru.zip
- (3.43 KiB) Downloaded 32 times
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)
kindly Russian Santa Claus (grandfather frost)
he has a snow maiden, granddaughter
he gives gifts.
this update will upset the children.
he has a snow maiden, granddaughter
he gives gifts.
this update will upset the children.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)
5.18
- More accurate genetics for non-breedable spawned mobs and ponies. Now a general formula that does not depend on a particular animal.
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.
- More accurate genetics for non-breedable spawned mobs and ponies. Now a general formula that does not depend on a particular animal.
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)
There seems to be no way to make a monster-water mob. (attacks the player)
Could you look into this/make a way? :-)
Could you look into this/make a way? :-)
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)
The shark mob swims in water and attacks players, perhaps you can find what you are doing wrong by looking at that code.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)
v5.19
- Fixed a crash regression in the 5.18 version.
- Now the API supports agressive aquatic mobs.
- Fixed a crash regression in the 5.18 version.
- Now the API supports agressive aquatic mobs.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.18)
Try the last version.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? :-)
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}},
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.19)
Vote for the next Petz.
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.
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.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.19)
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.
- 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.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.20)
I forget to say that now fences can be jumped. You have to set "enable_fence_tall = true" in minetest.conf to avoid it.
:-)
:-)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.17)
You can disable monsters with "disable_monsters = true" or individually.Imk wrote:kindly Russian Santa Claus (grandfather frost)
he has a snow maiden, granddaughter
he gives gifts.
this update will upset the children.
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