[MOD] Petz (petz) [mobs_redo|mobkit] (v5.9)

Santa Claus should be a killer or a friendly guy?

Poll runs till Tue Dec 10, 2019 19:57

Killer
4
67%
Friendly
2
33%
 
Total votes : 6

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runs
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.0)

by runs » Sat Jul 13, 2019 16:49

v1.0:
-Version stable reached.
-Engine changed by default to mobkit in ContentDB, more accurate behaviours, but no flying nor semiaquatic nor aquatic mobs.

[mobkit & mobsredo]
Image
Wolves!
-Wild animal.
-Run away from players til players attack them, then agressive.
-Eat lambs.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.0.1)

by runs » Sat Jul 13, 2019 17:06

v1.0.1:
-Now the 'master' branch is the mobkit version in Github.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by runs » Sat Jul 13, 2019 18:18

v1.2:
-Now petz is a modpack that includes mobkit. Ths is because there is not mobkit in ContentDB.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by Clyde » Sat Jul 13, 2019 18:51

I can't say it exactly, but i think, i miss the wolf_spawn in your petz.conf:

Code: Select all
#
#Spawn Mobs?
kitty_spawn = true
puppy_spawn = true
ducky_spawn = true
beaver_spawn = true
lamb_spawn = true
lion_spawn = true
calf_spawn = true
panda_spawn = true
frog_spawn = true
grizzly_spawn = true
pony_spawn = true
parrot_spawn= true
chicken_spawn = true
chimp_spawn = true
pigeon_spawn = true
turtle_spawn = true
clownfish_spawn = true
tropicalfish_spawn = true


Greetings, Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by runs » Sat Jul 13, 2019 19:56

V0.1.3
-Fixed: Wolves do not spawn.
-Fixed: Improved wolf texture (a bit)
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.0)

by runs » Sat Jul 13, 2019 19:58

Mantar wrote:
runs wrote:Wolves!

Looks like a bulldog to me.


Yes, it is not my best model :-(
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by Clyde » Sat Jul 13, 2019 20:47

Another crash at my server:

Code: Select all
2019-07-13 22:45:32: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'petz' in callback environment_Step(): ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:152: attempt to index field 'node_box' (a nil value)
2019-07-13 22:45:32: ERROR[Main]: stack traceback:
2019-07-13 22:45:32: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:152: in function 'get_node_height'
2019-07-13 22:45:32: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:183: in function 'get_terrain_height'
2019-07-13 22:45:32: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:222: in function 'get_spawn_pos_abr'
2019-07-13 22:45:32: ERROR[Main]:    ...re/minetest/games/Civ_reload/mods/mp_mobs/petz/spawn.lua:9: in function <...re/minetest/games/Civ_reload/mods/mp_mobs/petz/spawn.lua:3>
2019-07-13 22:45:32: ERROR[Main]:    /usr/local/share/minetest/builtin/game/register.lua:419: in function </usr/local/share/minetest/builtin/game/register.lua:399>
2019-07-13 22:45:32: ERROR[Main]: stack traceback:



Greetings, Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by Clyde » Sat Jul 13, 2019 20:57

Don't know why, but it seems your version of mobkit has some troubles:

Code: Select all
2019-07-13 22:49:06: WARNING[Server]: Assignment to undeclared global "heightl" inside a function at ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:425.
2019-07-13 22:49:07: ACTION[Main]: Server: Shutting down
2019-07-13 22:49:07: ACTION[Main]: [Hyperloop] Store data...
2019-07-13 22:49:07: ACTION[Main]: [Hyperloop] Data stored
2019-07-13 22:49:07: ACTION[Main]: [fishing] Server shuts down. saving trophies table
2019-07-13 22:49:07: ACTION[Server]: acm leaves game. List of players:
2019-07-13 22:49:08: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'wildlife' in callback environment_Step(): ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:152: attempt to index field 'node_box' (a nil value)
2019-07-13 22:49:08: ERROR[Main]: stack traceback:
2019-07-13 22:49:08: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:152: in function 'get_node_height'
2019-07-13 22:49:08: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:183: in function 'get_terrain_height'
2019-07-13 22:49:08: ERROR[Main]:    ...minetest/games/Civ_reload/mods/mp_mobs/wildlife/init.lua:114: in function <...minetest/games/Civ_reload/mods/mp_mobs/wildlife/init.lua:94>
2019-07-13 22:49:08: ERROR[Main]:    /usr/local/share/minetest/builtin/game/register.lua:419: in function </usr/local/share/minetest/builtin/game/register.lua:399>
2019-07-13 22:49:08: ERROR[Main]: stack traceback:


The version 10.0.2 from https://forum.minetest.net/viewtopic.php?f=9&t=22112 seems to work.

Greetings, Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by runs » Sat Jul 13, 2019 21:27

If you got wildlife, remove one of the 'mobkit' folder, wildlife of Petz.
Last edited by runs on Sat Jul 13, 2019 21:38, edited 3 times in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.4.1)

by CalebJ » Sat Jul 13, 2019 23:33

The wolves need to be tamable (with bones) into dogs, and then remove the fact that dogs spawn, like Meinkrampf.
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] (v1.2)

by Clyde » Sun Jul 14, 2019 00:36

runs wrote:If you got wildlife, remove one of the 'mobkit' folder, wildlife of Petz.


Thanks, this seems to be the solution:

If you use petz with wildlife and/or zombiestrd, then you need the version of mobkit which comes with wildlife.
Do you use only petz, the version of mobkit in your package works fine.

Greetings, Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.4.1)

by runs » Sun Jul 14, 2019 00:54

v1.5
[mobkit & mobs_redo]
- Now farm mobs (ducky, chicken, calf, piggy and lamb) can drop bones (rare).
- Wolf and puppy now like bones.
- Now wolves can be turned into puppies.
- To turn a wolf into puppy: Tame the wolf with the whip, and then feed it with bones (until 5, configurable in petz.conf).
- Fixed mobs_redo: Wolves did not spawn.
Last edited by runs on Sun Jul 14, 2019 01:16, edited 1 time in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.2)

by runs » Sun Jul 14, 2019 01:06

Clyde wrote:
runs wrote:If you got wildlife, remove one of the 'mobkit' folder, wildlife of Petz.


Thanks, this seems to be the solution:

If you use petz with wildlife and/or zombiestrd, then you need the version of mobkit which comes with wildlife.
Do you use only petz, the version of mobkit in your package works fine.

Greetings, Clyde.


No, both versions are the same. But only it can be installed a mobkit mod. If double, crash.

When mobkit finished will be a separated mod.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.4.1)

by CalebJ » Sun Jul 14, 2019 04:33

runs wrote:v1.5
[mobkit & mobs_redo]
- Now farm mobs (ducky, chicken, calf, piggy and lamb) can drop bones (rare).
- Wolf and puppy now like bones.
- Now wolves can be turned into puppies.
- To turn a wolf into puppy: Tame the wolf with the whip, and then feed it with bones (until 5, configurable in petz.conf).
- Fixed mobs_redo: Wolves did not spawn.

Thanks, this is very good.
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] (v1.2)

by Clyde » Sun Jul 14, 2019 10:32

runs wrote:
Clyde wrote:
runs wrote:If you got wildlife, remove one of the 'mobkit' folder, wildlife of Petz.


Thanks, this seems to be the solution:

If you use petz with wildlife and/or zombiestrd, then you need the version of mobkit which comes with wildlife.
Do you use only petz, the version of mobkit in your package works fine.

Greetings, Clyde.


No, both versions are the same. But only it can be installed a mobkit mod. If double, crash.

When mobkit finished will be a separated mod.


True, i haven't checked this case, only deleted the additional mobkit and it runs without problems.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.5)

by CalebJ » Sun Jul 14, 2019 12:45

I found a few bugs:
First of all, raw porkchop and raw chicken are uneatable. Maybe this makes sense for porkchop .. but I'd rather have there be an option there.
Also, chicken cannot be cooked into roasted chicken, because of its name.
Code: Select all
petz:roasted_chickent


Also, this is not a bug but more of an overlook --- You really need uses for all the petz foods. Milk isn't drinkable, and all the other 'foods' are really lacking. Some good recipes are needed :-) Thanks!
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] (v1.5)

by Gundul » Sun Jul 14, 2019 14:01

CalebJ wrote:Also, this is not a bug but more of an overlook --- You really need uses for all the petz foods. Milk isn't drinkable, and all the other 'foods' are really lacking. Some good recipes are needed :-) Thanks!


Maybe better to leave petz mod deliver the raw materials for recipes and make food, drinks and stuff in an other mod.
Or add petz mod support to existing food mods.
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.5)

by runs » Sun Jul 14, 2019 15:47

CalebJ wrote:I found a few bugs:
First of all, raw porkchop and raw chicken are uneatable. Maybe this makes sense for porkchop .. but I'd rather have there be an option there.
Also, chicken cannot be cooked into roasted chicken, because of its name.
Code: Select all
petz:roasted_chickent


Also, this is not a bug but more of an overlook --- You really need uses for all the petz foods. Milk isn't drinkable, and all the other 'foods' are really lacking. Some good recipes are needed :-) Thanks!


Raw meat have to be cooked in other to being eatable.
Yes, I'll do the milk drinkable and a recipe for cheese.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.5)

by runs » Sun Jul 14, 2019 15:48

v1.6
-mobkit version updated to latest 0.10.3.
-[mobs_redo]: Fixed misspelling 'petz:roasted_chickent'
-Several fixes.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.6)

by runs » Sun Jul 14, 2019 20:38

v1.7:
Image
New Food! [mobkit and mobs_redo]
- Now bucket of milk is no stackable.
- Now milk is drinkable.
- Put a bucket of milk in the oven to get Cheese.
- Get Chicken Legs with Raw Chichen.
- Put a lot of Roasted Chicken Legs into a bucket, to get a super-delicious bucket of Chicken Legs.
- You can fry the eggs.
- Fried egg and bacon: A fried egg plus a porkchop.

- Now the kennel is craftable.

More elaborated food = More heal

Any suggestion for more food?
Last edited by runs on Sun Jul 14, 2019 22:47, edited 1 time in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.7)

by runs » Sun Jul 14, 2019 22:38

1.8
Image
New recipes! The blueberry set! [mobkit|mobs_redo]
- Blueberry Cheese Cake = Blueberries, wheat, cheese and egg.
- Blueberry Ice Cream: Blueberries, wheat, milk, 2 eggs and 2 snows = 3 ice creams.
- Blueberry Muffin: Blueberries, 2 wheat, milk, 2 eggs and paper = 8 muffins.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v1.8.4)

by CalebJ » Mon Jul 15, 2019 04:27

VERY nice. Thanks so much, runs :)
If you want realism, you're in the wrong place. Get off your mobile.
 

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