[Mod] Petz [v8.22] [petz]

Termos
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.19)

by Termos » Tue Jun 25, 2019 12:38

I'm obviously not the target audience, but I can see the animals are talentfully done and my youngest likes this mod a lot!
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.19)

by runs » Sun Jun 30, 2019 01:07

v0.20

Mobs_redo version:
-More food added: Ducky raw meat, mini lamb chop and beef steak.

Mobkit version:
-Ponies added: You can mount and breed them too.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.20)

by runs » Sun Jun 30, 2019 09:22

v0.20.1

[mobkit]: No texture when a captured pet put in the world.
[mobkit]: Some minor fixes.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.20.1)

by Gundul » Sun Jun 30, 2019 10:45

Added Petz.mobkit to Zombieworld server. (gundul.ddnss.de:39155)
It shows very well what can already be done with termos' new mobkit.

Nicely done your mobs.
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.20.1)

by runs » Sun Jun 30, 2019 11:47

Gundul wrote:Added Petz.mobkit to Zombieworld server. (gundul.ddnss.de:39155)
It shows very well what can already be done with termos' new mobkit.

Nicely done your mobs.


Thanx :-)
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.20.1)

by runs » Mon Jul 01, 2019 16:06

v0.21
[mobkit]
-Added the lion. The same mobs_redo features. And more: It is a predator so it will attack big herbibores: calf, pony, piggy and lamb, and they will run away of course :-)
-Fixed: Piggy no textured.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.21)

by runs » Mon Jul 01, 2019 16:55

0.21.1
[mobkit]
-You can specify a specific biome to spawn via 'petz.conf' for each pet.
-You can specify preys and predators via 'petz.conf' for each pet.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.21.1)

by runs » Tue Jul 02, 2019 15:13

v0.22
[mobkit]
-Added grizzly and panda. Grizzly attacks lambs.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22)

by CalebJ » Sun Jul 07, 2019 14:09

I found a bug. Kennels ignore protections when they are placed.

I notice the title says "Only for Creative mode", so maybe this is a "feature" ?
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] (v0.22)

by Clyde » Sun Jul 07, 2019 18:12

Crash at my server:

Code: Select all
2019-07-07 20:10:49: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): "petz:ducky_nest_egg" is not a registered node!
2019-07-07 20:10:49: ERROR[Main]: stack traceback:
2019-07-07 20:10:49: ERROR[Main]:    [C]: in function 'set_node'
2019-07-07 20:10:49: ERROR[Main]:    ...hare/minetest/games/Civ_reload/mods/mp_mobs/petz/api.lua:1040: in function 'lay_egg'
2019-07-07 20:10:49: ERROR[Main]:    ...netest/games/Civ_reload/mods/mp_mobs/petz/behaviours.lua:95: in function 'brainfunc'
2019-07-07 20:10:49: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:1264: in function <...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:1157>


Greetings, Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.1)

by runs » Mon Jul 08, 2019 00:29

-v0.22.1 [mobkit & mobs_redo]
-Fixed: Crash with ducky eggs and nest.
-Fixed: Check if node is protected before to put a kennel.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22)

by runs » Mon Jul 08, 2019 00:32

Clyde wrote:Crash at my server:

Code: Select all
2019-07-07 20:10:49: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): "petz:ducky_nest_egg" is not a registered node!
2019-07-07 20:10:49: ERROR[Main]: stack traceback:
2019-07-07 20:10:49: ERROR[Main]:    [C]: in function 'set_node'
2019-07-07 20:10:49: ERROR[Main]:    ...hare/minetest/games/Civ_reload/mods/mp_mobs/petz/api.lua:1040: in function 'lay_egg'
2019-07-07 20:10:49: ERROR[Main]:    ...netest/games/Civ_reload/mods/mp_mobs/petz/behaviours.lua:95: in function 'brainfunc'
2019-07-07 20:10:49: ERROR[Main]:    ...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:1264: in function <...e/minetest/games/Civ_reload/mods/mp_mobs/mobkit/init.lua:1157>


Greetings, Clyde.


Fixed. Yes, it was an error because of got two different names for ducky stuff: 'ducky' and 'duck' too. Now all related to 'ducky' is named as 'ducky' only.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22)

by runs » Mon Jul 08, 2019 00:33

CalebJ wrote:I found a bug. Kennels ignore protections when they are placed.

I notice the title says "Only for Creative mode", so maybe this is a "feature" ?


I've fixed it in the very last version.

No, 'only in creative mode' means that cannot be crafted.
Last edited by runs on Mon Jul 08, 2019 10:01, edited 1 time in total.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.1)

by CalebJ » Mon Jul 08, 2019 00:49

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] (v0.22.1)

by Clyde » Mon Jul 08, 2019 18:42

Hello, now it seems to work but:

If you milk a cow with a stack of buckets, you will get only 1 bucket of milk back. It takes the whole stack.

Imho, chicken and dugs are better to feed with seed_wheat instead wheat.

Greetings, Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.1)

by runs » Tue Jul 09, 2019 00:56

-v0.22.2 [mobkit & mobs_redo]
-Fixed: Stack of buckets was replaced when milk.
-Fixed: Now chicken and ducks eat and follow the wheat seeds instead of wheat.

[mobkit]
Image
Added "Square Ball" item to play with puppies.
-Make a Square Ball.
-Throw it to your puppy. You have to hit the target.
-Your puppy bring back the square ball to you.
-To get the ball, right click on it.
Last edited by runs on Tue Jul 09, 2019 12:10, edited 1 time in total.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.1)

by runs » Tue Jul 09, 2019 01:03

Thanks for report errors. :-)

Clyde wrote:Hello, now it seems to work but:

If you milk a cow with a stack of buckets, you will get only 1 bucket of milk back. It takes the whole stack.

Imho, chicken and dugs are better to feed with seed_wheat instead wheat.

Greetings, Clyde.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.1)

by CalebJ » Tue Jul 09, 2019 01:04

runs wrote:-Throw it to your puppy. You have to hit the target.
-Your puppy bring back the square ball to you.

Nice!!! This is an awesome feature!! Now we really have man's best friend, in Minetest :)
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] (v0.22.3)

by runs » Tue Jul 09, 2019 13:59

v0.22.3
[mobkit]
-Fixed collision box of the squareball when in the puppy's mouth. Now it's more easy to take out (with right click).
-Now puppy stop following you when you quit the squareball.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.3)

by Clyde » Tue Jul 09, 2019 22:21

Hello, i have some questions.

Petz in mobkit-mode:
I test it on my server, you're welcome to take a look and check it self.

Petz seems not spawning or have heavy trouble to spawn the mobs, instead wildlife works well, is there something wrong?

Chicken and Ducks lay's their eggs in nests and breed it, it's ok and good so. Do they lay eggs without nests too? If no, how can i get an egg from the nest?

Is there a way or do you plan a feature, to protect tamed pets from killing by other players?

Information for you, tamagotchi-mode is off, all other is the original setting from your mod.

Thank you and greetings,
Clyde.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.3)

by runs » Tue Jul 09, 2019 22:44

Clyde wrote:Hello, i have some questions.

Petz in mobkit-mode:
I test it on my server, you're welcome to take a look and check it self.


The spawn ratio are quite low by default.

The spawn system is:

-Each 1 min a search for a random pos to spawn is ran. If sucessful, a random mob is selected.
-Then the spawn engine checks if the node is the defined for that mob.
-If the node is suitable, then the spawn depends of the spawn ratio of that concrete mob (0.0-1.0), by default is 0.2, this means that mob has a 20% of chance of being spawned.
-The limit of mobs is max 30 by area.

This means that by default after one hour of game, hypothetically a max. 12 mobs could be spawned, probably 5 or less.

To increase the ratio:
-Change in 'petz.conf' the 'spawn_interval' from 60 to 1 (600% more). Now you should see the mobs appearing everywhere.
-Increase the 'max_mobs' settings.
-Increase the 'xxx_spawn_chance' for each mob.

Chicken and Ducks lay's their eggs in nests and breed it, it's ok and good so. Do they lay eggs without nests too? If no, how can i get an egg from the nest?


Yes, they can without nest, but rarely, and those eggs don't latch. In petz.conf change the 'lay_egg_chance' from 150000 to a lower value. If you put a value of 50000 you could see the ducks/chicken laying eggs on ground. You can use those eggs to put them on nests.

You can put an egg on a nest, but not extract it. I will add this feature in the next version. It has sense. :-)

Yes I know that I have to do a fine tuning of those settings. It is cause of my personal preferences, I like a hard game style.
Last edited by runs on Tue Jul 09, 2019 23:13, edited 8 times in total.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.3)

by runs » Tue Jul 09, 2019 23:01

v0.22.4
[mobkit]
-Spawn ratio of mobs increased.
[mobkit & mobs_redo]
-Ratio of ducks/chickens to laying eggs increased.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.4)

by runs » Tue Jul 09, 2019 23:38

v0.22.5:
[mobkit & mobs_redo]
-Now you can extract an egg from a nest (right-click on the nest).
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v0.22.5)

by runs » Wed Jul 10, 2019 00:15

Finally I put:
spawn_interval = 10
spawn_chance = 0.6 for mobs to spawn on Deciduous Forest
spawn_chance = 1.0 for mobs to spawn in Savanah and Coniferous Forest

Now the mobs appear more fast and inside the 30 máx. limit
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