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

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by runs » Wed Oct 23, 2019 17:52

v4.3.6
- Beewax candle more stylized.
- Compatibility with the Sailkit Mod Fixed.
 

Termos
Member
 
Posts: 258
Joined: Sun Dec 16, 2018 12:50

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by Termos » Wed Oct 23, 2019 18:52

runs wrote:- Compatibility with the Sailkit Mod Fixed.

I don't think so, I'm afraid this fixes nothing.

What if the original runs after and overwrites your version?
Will you be providing fixes for all mods using mobkit, existing and future?
Would you be happy if somebody distributed a different MT mod called petz and kept overwriting your functions?

You've chosen to make it as difficult as possible for yourself, this is not so much my concern as long as you don't overwrite my stuff. All you need to do is incorporate the modified function into your mod and give it a different name.
But if you'd like to do it properly with orders of magnitude less effort, you can always come over and ask you know ;)
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by runs » Wed Oct 23, 2019 20:41

Termos wrote:
runs wrote:- Compatibility with the Sailkit Mod Fixed.

I don't think so, I'm afraid this fixes nothing.

What if the original runs after and overwrites your version?
Will you be providing fixes for all mods using mobkit, existing and future?
Would you be happy if somebody distributed a different MT mod called petz and kept overwriting your functions?

You've chosen to make it as difficult as possible for yourself, this is not so much my concern as long as you don't overwrite my stuff. All you need to do is incorporate the modified function into your mod and give it a different name.
But if you'd like to do it properly with orders of magnitude less effort, you can always come over and ask you know ;)


Don't be angry. :-D It is related to my flying mobs tweaks. If I did, it's because you said your mod was in alpha status. If you say it's usable now, then I'll make my mod dependent on yours.
 

Termos
Member
 
Posts: 258
Joined: Sun Dec 16, 2018 12:50

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by Termos » Wed Oct 23, 2019 21:58

runs wrote:It is related to my flying mobs tweaks. If I did, it's because you said your mod was in alpha status.

Well, none of that requires using my namespace.

In fact, you didn't even need to change a single line. Physics comes first for a reason, and all of it can be overriden with a single call to set_acceleration from within your mod, how's that compared to maintaining a whole someone else's mod? You could save yourself a lot of unnecessary work.

Please stop using my namespace ASAP as I asked you before, start with incorporating your modified mobkit.stepfunc into your mod and changing the name, then if you wish come and ask and we'll see about making it better.
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by runs » Thu Oct 24, 2019 08:35

Termos wrote:
runs wrote:It is related to my flying mobs tweaks. If I did, it's because you said your mod was in alpha status.

Well, none of that requires using my namespace.

In fact, you didn't even need to change a single line. Physics comes first for a reason, and all of it can be overriden with a single call to set_acceleration from within your mod, how's that compared to maintaining a whole someone else's mod? You could save yourself a lot of unnecessary work.

Please stop using my namespace ASAP as I asked you before, start with incorporating your modified mobkit.stepfunc into your mod and changing the name, then if you wish come and ask and we'll see about making it better.


So could you incorporate a flying variable to avoid gravity and friction in your mod?
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.6)

by runs » Thu Oct 24, 2019 14:34

v5.0
- Customized mobkit version removed from the modpack. Now you should install the mobkit mod at your own as a dependency.
- petz.stepfunc(self,dtime) added.
 

Termos
Member
 
Posts: 258
Joined: Sun Dec 16, 2018 12:50

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by Termos » Thu Oct 24, 2019 17:22

runs wrote:So could you incorporate a flying variable to avoid gravity and friction in your mod?

You don't need a variable, just do a set_acceleration({x=0,y=0,z=0}) first thing in brainfunc to disable physics on the mob level, or first thing in a behavior to disable it on the behavior level.
Still, disabling gravity in order to make things fly is not a great idea, it should be counteracted instead, but that's another topic.

I suspect you're trying to use mobkit as you would mobs_redo, while these things aren't even the same category.
When coding for mobkit try to forget redo.
Mobkit is an API, you don't get to modify it directly, instead you use it to develop your own code.
Also forget about flipping switches, these make sense only if you have that blob of code handling all mobs at once. Mobkit is modular, every brain and behavior is a separate function, you don't need switches like self.can_fly whatsoever - a mob can fly if it has a flying behavior defined, that's all.
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by runs » Thu Oct 24, 2019 18:25

Termos wrote:
runs wrote:So could you incorporate a flying variable to avoid gravity and friction in your mod?

You don't need a variable, just do a set_acceleration({x=0,y=0,z=0}) first thing in brainfunc to disable physics on the mob level, or first thing in a behavior to disable it on the behavior level.
Still, disabling gravity in order to make things fly is not a great idea, it should be counteracted instead, but that's another topic.

I suspect you're trying to use mobkit as you would mobs_redo, while these things aren't even the same category.
When coding for mobkit try to forget redo.
Mobkit is an API, you don't get to modify it directly, instead you use it to develop your own code.
Also forget about flipping switches, these make sense only if you have that blob of code handling all mobs at once. Mobkit is modular, every brain and behavior is a separate function, you don't need switches like self.can_fly whatsoever - a mob can fly if it has a flying behavior defined, that's all.


Oh, OK. I am doing.

Can you tell me how to avoid the friction? It is the last step :-)
 

Termos
Member
 
Posts: 258
Joined: Sun Dec 16, 2018 12:50

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

by Termos » Thu Oct 24, 2019 18:32

runs wrote:Can you tell me how to avoid the friction? It is the last step :-)

You probably don't need to worry about that, friction only works when an entity is inert, any call to set_velocity in a behavior nullifies friction.
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.0)

by runs » Thu Oct 24, 2019 21:51

v5.1
- Migration to default mobkit mod completed. Customized petz.stepfunc removed. Now all petz use the default mobkit.stepfunc function.

From now the mobkit version has to be updated to its last version from the mod source. It is no longer supplied with the default mod Petz.
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1)

by Imk » Fri Oct 25, 2019 13:33

petz-v4.3.3
just showed up again today.
2019-10-25 13:47:54: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got -nan).


2019-10-25 16:13:38: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got -nan).

upgrade to v5.1

petz.es
154,156 repetition Brown

v5.1 hasn't been corrected!!!
Code: Select all
...
Brown=Marrón
Grey=Gris
Brown=Marrón
...
Last edited by Imk on Fri Oct 25, 2019 13:54, edited 3 times in total.
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1)

by runs » Fri Oct 25, 2019 13:49

Imk wrote:petz-v4.3.3
just showed up again today.
2019-10-25 13:47:54: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got -nan).


2019-10-25 16:13:38: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got -nan).


upgrade to v5.1


Yes, the NAN check was introduced in v4.3.5. Upgrade and report.
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by Imk » Fri Oct 25, 2019 14:32

Please add it to the hat.
for convenience
Depends: mobkit viewtopic.php?f=9&t=22112

I have zombies mod cme and there's also mobkit
the players will be eaten )))))

(I'll keep an eye on the balance, maybe I'll turn it off.)
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by runs » Fri Oct 25, 2019 15:32

Imk wrote:Please add it to the hat.
for convenience
Depends: mobkit viewtopic.php?f=9&t=22112

I have zombies mod cme and there's also mobkit
the players will be eaten )))))

(I'll keep an eye on the balance, maybe I'll turn it off.)


I don't understand what you want to say.
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by Imk » Fri Oct 25, 2019 16:22

petz-v5.1 that with the turtle, I guess
Code: Select all
2019-10-25 18:40:21: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: attempt to compare nil with number
2019-10-25 18:40:21: ERROR[Main]: stack traceback:
2019-10-25 18:40:21: ERROR[Main]:       /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: in function 'stepfunc'
2019-10-25 18:40:21: ERROR[Main]:       ...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:73: in function <...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:72>
Last edited by Imk on Fri Oct 25, 2019 16:28, edited 1 time in total.
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by Imk » Fri Oct 25, 2019 16:25

I don't understand what you want to say.

add a link in the header of your section

Depends: mobkit
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by Imk » Fri Oct 25, 2019 16:46

petz-v5.1
Code: Select all
2019-10-25 19:32:08: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: attempt to compare nil with number
2019-10-25 19:32:08: ERROR[Main]: stack traceback:
2019-10-25 19:32:08: ERROR[Main]:       /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: in function 'stepfunc'
2019-10-25 19:32:08: ERROR[Main]:       ...inetest/bin/../mods/petz/petz/petz/beaver_mobkit.lua:80: in function <...inetest/bin/../mods/petz/petz/petz/beaver_mobkit.lua:79>

Code: Select all
2019-10-25 19:49:06: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: attempt to compare nil with number
2019-10-25 19:49:06: ERROR[Main]: stack traceback:
2019-10-25 19:49:06: ERROR[Main]:       /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: in function 'stepfunc'
2019-10-25 19:49:06: ERROR[Main]:       ...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:73: in function <...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:72>

Code: Select all
2019-10-25 19:53:00: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: attempt to compare nil with number
2019-10-25 19:53:00: ERROR[Main]: stack traceback:
2019-10-25 19:53:00: ERROR[Main]:       /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: in function 'stepfunc'
2019-10-25 19:53:00: ERROR[Main]:       ...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:73: in function <...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:72>


Code: Select all
2019-10-25 22:25:55: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: attempt to compare nil with number
2019-10-25 22:25:55: ERROR[Main]: stack traceback:
2019-10-25 22:25:55: ERROR[Main]:       /home/imk/minetest/bin/../mods/mobkit/init.lua:1314: in function 'stepfunc'
2019-10-25 22:25:55: ERROR[Main]:       .../minetest/bin/../mods/petz/petz/petz/frog_mobkit.lua:75: in function <.../minetest/bin/../mods/petz/petz/petz/frog_mobkit.lua:74>
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by runs » Fri Oct 25, 2019 20:16

What is the line 1314 in your mobkit mod (init.lua)?

Did you delete the old mobkit mod from the petz folder?
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by Imk » Fri Oct 25, 2019 21:15

Did you delete the old mobkit mod from the petz folder?

естественно
не убегай сейчас все отвечу на английском

yes, of course.I understand what it means modpack.

What is the line 1314 in your mobkit mod (init.lua)?

mobkit.0.10.32
Code: Select all
if self.oxygen <= 0 then self.hp=0 end   -- drown



Code: Select all
1306      -- vitals: oxygen
      local headnode = mobkit.nodeatpos(mobkit.pos_shift(self.object:get_pos(),{y=self.collisionbox[5]})) -- node at hitbox top
      if headnode and headnode.drawtype == 'liquid' then
         self.oxygen = self.oxygen - self.dtime
      else
         self.oxygen = self.lung_capacity
      end
         
1314      if self.oxygen <= 0 then self.hp=0 end   -- drown

      
      self:sensefunc()
      self:brainfunc()
      execute_queues(self)
   end


It helps to clean the chunk of Petz. In other chunks, too, then these problems arise.
Last edited by Imk on Fri Oct 25, 2019 21:39, edited 1 time in total.
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy
 

User avatar
runs
Member
 
Posts: 926
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.1.1)

by Imk » Fri Oct 25, 2019 21:51

Ок )
That's why I asked for a link

viewtopic.php?f=9&t=22112
Previous release:
mobkit.0.10.32.zip
how do I know if it's old or new. Previous ((

thank you runs
I'm gonna try it with her.
https://github.com/TheTermos/mobkit/archive/master.zip


!!!
Imk wrote:
I don't understand what you want to say.

add a link in the header of your section

Depends: mobkit
 

User avatar
Imk
Member
 
Posts: 240
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk
 

PreviousNext

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 5 guests