[Mod] Petz [DEPRECATED] [petz]
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)
v3.3
- Fixed: You could breed with syringe between camels and ponies.
- New sleep behaviour. For puppy only by now. Puppies sleep some time at night.
- Fixed: You could breed with syringe between camels and ponies.
- New sleep behaviour. For puppy only by now. Puppies sleep some time at night.
-
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)
Awww, really good :) Now you need to add support for sheep sleeping in big groups :D
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)
v3.3.2
- Fixed regression: Captured petz do not move when put in the world.
- Fixed regression: Captured petz do not move when put in the world.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)
Yeah, I will do for kitties and lambs too. But the sleeping time is a bit random, to avoid that all the petz of the same type sleep and awake at the same time like robots.CalebJ wrote:Awww, really good :) Now you need to add support for sheep sleeping in big groups :D
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)
Sir we have a Kennel problem :)
once crafted, it is not used up when you placed one. Like endless kennels.
You can set one after one, only leftclick on the floor somewhere.
I did not check if it cares about protection, but everything which is in the way
will be eaten up by the schematic when placed.
once crafted, it is not used up when you placed one. Like endless kennels.
You can set one after one, only leftclick on the floor somewhere.
I did not check if it cares about protection, but everything which is in the way
will be eaten up by the schematic when placed.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)
I will fix the unlimited kennel.Gundul wrote:Sir we have a Kennel problem :)
once crafted, it is not used up when you placed one. Like endless kennels.
You can set one after one, only leftclick on the floor somewhere.
I did not check if it cares about protection, but everything which is in the way
will be eaten up by the schematic when placed.
Yes, you dig a hole and it replaces all, so it should be put it in an empty site. And it respects protection area.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)
That is not so easy because if you never placed a kennel, you do not know exactly whereruns wrote:
I will fix the unlimited kennel.
Yes, you dig a hole and it replaces all, so it should be put it in an empty site. And it respects protection area.
the schematic will be placed when you click. I placed a few now, but still can't tell where.
Usually I was captured inside the new kennel after having placed it, so I had to teleport myself out
of it.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)
Kennel was intended for creative mode only. It is better to build your own with the blocks.Gundul wrote:That is not so easy because if you never placed a kennel, you do not know exactly whereruns wrote:
I will fix the unlimited kennel.
Yes, you dig a hole and it replaces all, so it should be put it in an empty site. And it respects protection area.
the schematic will be placed when you click. I placed a few now, but still can't tell where.
Usually I was captured inside the new kennel after having placed it, so I had to teleport myself out
of it.
From the docs: dig a hole in the ground and put it here :-D (You have to get away a little.)
Last edited by runs on Sun Aug 25, 2019 09:31, edited 2 times in total.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)
v3.3.3
- Fixed: Unlimited kennels.
- Improved sleeping for puppies.
- The mod files have been organized by folders.
- Fixed: Unlimited kennels.
- Improved sleeping for puppies.
- The mod files have been organized by folders.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)
Hi, an error has often appeared.
I turn off the mobs and kill them, start them again.
Tell me how to reduce the spawn of mobs? (in which line of the script to change)
In earlier versions of the mobs were smaller now walking in a crowd ;)
ps Test your mod Mar 12, 2019 like viewtopic.php?f=23&t=21055
Code: Select all
2019-08-25 17:59:03: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: attempt to index field 'node_box' (a nil value)
2019-08-25 17:59:03: ERROR[Main]: stack traceback:
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: in function 'get_node_height'
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:184: in function </home/imk/minetest/bin/../mods/petz/mobkit/init.lua:180>
2019-08-25 17:59:03: ERROR[Main]: (tail call): ?
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:392: in function 'is_neighbor_node_reachable'
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:446: in function 'get_next_waypoint'
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:532: in function 'goto_next_waypoint'
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:991: in function 'func'
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:651: in function 'execute_queues'
2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:1325: in function 'stepfunc'
2019-08-25 17:59:03: ERROR[Main]: ...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:81: in function <...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:80>
Tell me how to reduce the spawn of mobs? (in which line of the script to change)
In earlier versions of the mobs were smaller now walking in a crowd ;)
ps Test your mod Mar 12, 2019 like viewtopic.php?f=23&t=21055
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)
Sometimes fail in texture. I turn off the mod and catch them in the thickness of the stone.
Spoiler
- Attachments
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- screenshot_20190825_191546.jpg (353.58 KiB) Viewed 668 times
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)
This is related to mobkit I believe, or a mod you have. I think is a mod that define a node as drawtype "nodebox" but not node_box defined.Imk wrote:Hi, an error has often appeared.I turn off the mobs and kill them, start them again.Code: Select all
2019-08-25 17:59:03: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: attempt to index field 'node_box' (a nil value) 2019-08-25 17:59:03: ERROR[Main]: stack traceback: 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: in function 'get_node_height' 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:184: in function </home/imk/minetest/bin/../mods/petz/mobkit/init.lua:180> 2019-08-25 17:59:03: ERROR[Main]: (tail call): ? 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:392: in function 'is_neighbor_node_reachable' 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:446: in function 'get_next_waypoint' 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:532: in function 'goto_next_waypoint' 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:991: in function 'func' 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:651: in function 'execute_queues' 2019-08-25 17:59:03: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:1325: in function 'stepfunc' 2019-08-25 17:59:03: ERROR[Main]: ...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:81: in function <...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:80>
Tell me how to reduce the spawn of mobs? (in which line of the script to change)
In earlier versions of the mobs were smaller now walking in a crowd ;)
ps Test your mod Mar 12, 2019 like viewtopic.php?f=23&t=21055
Check the last version.
To decrease the spawn ratio:
Open petz.conf and increase the 'spawn_interval' and decrease
'max_mobs'
You can also try to decrease the "xxxx_spawn_chance" for each type of mob.
Last edited by runs on Mon Aug 26, 2019 00:57, edited 3 times in total.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.4)
v3.3.4
- Fixed possible crash.
- Fixed possible crash.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)
I do not understand.Imk wrote:Sometimes fail in texture. I turn off the mod and catch them in the thickness of the stone.Spoiler
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.4)
v3.3.5
- [mobkit] Now petz are affected by lava/fire.
- [mobkit] Now petz are affected by lava/fire.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.5)
v3.3.6
- Now the damage of lava/fire per second can be defined in 'petz.conf' as a setting.
- Now the damage of lava/fire per second can be defined in 'petz.conf' as a setting.
- Andrey01
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)
It happens because some entities had been set in the world before you disabled the mod. Therefore, they got unknown and their textures got also unknown.Imk wrote:Sometimes fail in texture. I turn off the mod and catch them in the thickness of the stone.Spoiler
Or did you not disable the mod?
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)
v3.3.6
mobkit
1 the latest version of the mod was installed
2 your mobkit works with things and the north crashes when a new mob spawns. Not like desway with a mob I do not.
Code: Select all
2019-08-26 14:19:31: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): ...inetest/bin/../mods/petz/petz/api/api_env_damage.lua:7: attempt to index local 'stand_node' (a nil value)
2019-08-26 14:19:31: ERROR[Main]: stack traceback:
2019-08-26 14:19:31: ERROR[Main]: ...inetest/bin/../mods/petz/petz/api/api_env_damage.lua:7: in function 'env_damage'
2019-08-26 14:19:31: ERROR[Main]: ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:19: in function 'brainfunc'
2019-08-26 14:19:31: ERROR[Main]: /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:1324: in function 'stepfunc'
2019-08-26 14:19:31: ERROR[Main]: .../minetest/bin/../mods/petz/petz/petz/lamb_mobkit.lua:102: in function <.../minetest/bin/../mods/petz/petz/petz/lamb_mobkit.lua:101>
1 the latest version of the mod was installed
2 your mobkit works with things and the north crashes when a new mob spawns. Not like desway with a mob I do not.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)
Андрей, может через жопу написал. Хотел сказать. Мобы проваливаются в текстуру. Находятся внутри блоков. Я отключаю мод чтобы их удобней было ловить и убивать. Мобы застрявшие в текстуре тоже крашат сервер(
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.
Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (
Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
(Minetest 5.1.0 server and not 5.0.0 may not be compatible)
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.
Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (
Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
(Minetest 5.1.0 server and not 5.0.0 may not be compatible)
Last edited by Imk on Mon Aug 26, 2019 16:03, edited 1 time in total.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)
v3.3.7:
- Fixed crash when checking enviromental damage.
- Fixed crash when checking enviromental damage.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)
No, mobs_redo is OK.Imk wrote:Андрей, может через жопу написал. Хотел сказать. Мобы проваливаются в текстуру. Находятся внутри блоков. Я отключаю мод чтобы их удобней было ловить и убивать. Мобы застрявшие в текстуре тоже крашат сервер(
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.
Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (
Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
Mobs redo checks if a mob standing in a solid block, if yes, then jump. So this could be a common issue for entities in Minetest. I will do the same for my mod, a workaround.
Last edited by runs on Mon Aug 26, 2019 16:23, edited 1 time in total.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.7)
v3.3.8
- Fixed: If standing inside solid block, then jump to escape.
- Fixed: If standing inside solid block, then jump to escape.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)
Check the version 3.3.8Imk wrote:Андрей, может через жопу написал. Хотел сказать. Мобы проваливаются в текстуру. Находятся внутри блоков. Я отключаю мод чтобы их удобней было ловить и убивать. Мобы застрявшие в текстуре тоже крашат сервер(
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.
Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (
Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
(Minetest 5.1.0 server and not 5.0.0 may not be compatible)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.8)
Please can you make a panda like ethereal? So that they had children)
I also like that your pets do not drown in the block of water respect)
I also like that your pets do not drown in the block of water respect)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.8)
Do you mean panda breeding?Imk wrote:Please can you make a panda like ethereal? So that they had children)
I also like that your pets do not drown in the block of water respect)
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