[mod] wildcows - mobs for mobkit [wildcow]
Re: [mod] wildcows - mobs for mobkit [wildcows]
Update wip0.0.6
-fix spawn, nogo between <0 and above maxheight (default 80)
-fix find_food behavior. Now it finds everything if there is a way to it
aurochs food preferences:
#1 group:growing and group:plant
#2 group:flora, default:papyrus, default:dry_shrub
if failed for the 2 above it will search for dirt_with_grass
(marramgrass is automatically added by wilcow mod to the flora group"
-fix spawn, nogo between <0 and above maxheight (default 80)
-fix find_food behavior. Now it finds everything if there is a way to it
aurochs food preferences:
#1 group:growing and group:plant
#2 group:flora, default:papyrus, default:dry_shrub
if failed for the 2 above it will search for dirt_with_grass
(marramgrass is automatically added by wilcow mod to the flora group"
Re: [mod] wildcows - mobs for mobkit [wildcows]
Update wip0.0.7
adding sounds to bulls and cows
adding sounds to bulls and cows
Re: [mod] wildcows - mobs for mobkit [wildcow]
I love this Mod. After some days on my local Server, i have a lot of herds in my world. Too many herds and bulls.
It would be good if new herds had a distance from each other.
Killing the bulls is to difficult.
It would be good if new herds had a distance from each other.
Killing the bulls is to difficult.
Re: [mod] wildcows - mobs for mobkit [wildcow]
Thanks, happy you like it.
What you describe is a bit of a minetest problem. Minetest only knows what happens in the active block range.
That means when herds of cows or bulls are farther away minetest does not know of them and that makes it difficult for me to control it.
Depending on the specs of your server you might want to raise active_block_range in the minetest settings to something like 3 or 4, so the area is getting larger.
Cows and bulls have a max lifetime so they just die after a while. And wildcows is not in the ContentDB aymore.
Please be sure to use the latest version of my github :)
Re: [mod] wildcows - mobs for mobkit [wildcow]
My server, RPI 4, has largely standard values. I use your Github Version.
Proposal: You calculate a new spawn location and from this location you search for other herds around (recursive) to rise the distance.
Lua is not my programming language and i am a mintest beginner so i currently can't help to implement the seach for other herds.
What else I noticed, i have herds with cows or bulls only. It would be better if there was a maximum number of bulls per herd. Less than 50% bulls per herd.
Proposal: You calculate a new spawn location and from this location you search for other herds around (recursive) to rise the distance.
Lua is not my programming language and i am a mintest beginner so i currently can't help to implement the seach for other herds.
What else I noticed, i have herds with cows or bulls only. It would be better if there was a maximum number of bulls per herd. Less than 50% bulls per herd.
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Re: [mod] wildcows - mobs for mobkit [wildcow]
Against the problem of herds spawning to close to each other I recommend using a json database, that stores herd spawn position and deletes them when the herd has died.Gundul wrote: ↑Fri Jan 08, 2021 18:43Thanks, happy you like it.
What you describe is a bit of a minetest problem. Minetest only knows what happens in the active block range.
That means when herds of cows or bulls are farther away minetest does not know of them and that makes it difficult for me to control it.
Depending on the specs of your server you might want to raise active_block_range in the minetest settings to something like 3 or 4, so the area is getting larger.
Cows and bulls have a max lifetime so they just die after a while. And wildcows is not in the ContentDB aymore.
Please be sure to use the latest version of my github :)
This is a cool signature. :)
Re: [mod] wildcows - mobs for mobkit [wildcow]
Wildcow update:
added blood_effects from newest water_life
lineofsight for bulls, they only attack if they can see you.
added blood_effects from newest water_life
lineofsight for bulls, they only attack if they can see you.
Re: [mod] wildcows - mobs for mobkit [wildcow]
Update
to newest Water_life and mobkit.
Reduced lag and better herd management.
(Definitely be sure updating all of the three above when running a server)
to newest Water_life and mobkit.
Reduced lag and better herd management.
(Definitely be sure updating all of the three above when running a server)
Re: [mod] wildcows - mobs for mobkit [wildcow]
you should make a genetics and genomic attributes for the cows and have breeding mix these. that way we can create a pedigree. like dog shows. I want t o breed my cows to have very big heads. that way they can outsmart me. I like challenging pets
Re: [mod] wildcows - mobs for mobkit [wildcow]
If you provide me all the different textures and models I'll do :)
So maybe do not make the dna strings too long :D
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Re: [mod] wildcows - mobs for mobkit [wildcow]
hm, if I breed a cow with a dungeon master, do I get a Balrog?
Re: [mod] wildcows - mobs for mobkit [wildcow]
you can use shape keys. this can make different parts of the animal bigger or smaller. then breeding the animals gives a weigthed sum of shape keys . just for now . you can do dominatn and recessive genes later
Re: [mod] wildcows - mobs for mobkit [wildcow]
I just want them to have big heads. this was a cheat in some games. but I dont like cheating. I want to earn it
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Re: [mod] wildcows - mobs for mobkit [wildcow]
hmmmmm
female dungeon master? (dungeon mistress does sound somewhat dodgy)
reminds me of good old Horta protecting her children from Star Trek TOS
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Re: [mod] wildcows - mobs for mobkit [wildcow]
You could overlay textures, say you have a blank cow you could create a texture for the spots and overlay on the cow, I imagine it would be something like this:If you provide me all the different textures and models I'll do :)
So maybe do not make the dna strings too long :D
Code: Select all
spawn=function(self)
local breed_feature = "spots.png" -- can be a formspec with multiple features fro each breed
"blank_cow.png^" .. breed_feature
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Re: [mod] wildcows - mobs for mobkit [wildcow]
https://github.com/berengma/wildcowj0j0n4th4n wrote: ↑Fri Oct 29, 2021 13:37And then you pass that to the texture of the mob, the mod Aliveai does something like that with a mob who spawn with random colors you might wanna check it outCode: Select all
spawn=function(self) local breed_feature = "spots.png" -- can be a formspec with multiple features fro each breed "blank_cow.png^" .. breed_feature
is open for pull requests. :)
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Re: [mod] wildcows - mobs for mobkit [wildcow]
Hmm. I'm not very skilled with programming, I was able to tweak the folks mobs from aliveai so they generate with 10 different skins and 10 different 'clothes', for male and female so there are 400 different possible textures. It worked but I'm not sure what code is lua, what is minetest and what is the aliveai api. Also, if I close the game and reopen it the textures disappear and are replaced by a strange dirt like texture.Is open for pull requests. :)
I saw some videos from Nathan and I think what he said on using drop downs in formspecs could carry the data between opening and closing the game, but I haven't tested. I'm a little busy lately but as soon as I got time I will see if I can understand that better and hopefully apply on the cows =)
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