[mod] wildcows - mobs for mobkit [wildcow]

u18398

Re: [mod] wildcows - mobs for mobkit [wildcows]

by u18398 » Post

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"

User avatar
SB66
Member
Posts: 258
Joined: Sat May 17, 2014 17:50

Re: [mod] wildcows - mobs for mobkit [wildcows]

by SB66 » Post

Gundul wrote:
Sun Dec 20, 2020 12:59
Update wip0.0.6

-fix spawn, nogo between <0 and above maxheight (default 80)
...........
Many thanks,

didn't run into one in the cave after aplying the patch.

u18398

Re: [mod] wildcows - mobs for mobkit [wildcows]

by u18398 » Post

Update wip0.0.7

adding sounds to bulls and cows

blocker
Member
Posts: 42
Joined: Fri Jan 08, 2021 06:14
Location: Germany

Re: [mod] wildcows - mobs for mobkit [wildcow]

by blocker » Post

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.

u18398

Re: [mod] wildcows - mobs for mobkit [wildcow]

by u18398 » Post

blocker wrote:
Fri Jan 08, 2021 07:22
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.
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 :)

blocker
Member
Posts: 42
Joined: Fri Jan 08, 2021 06:14
Location: Germany

Re: [mod] wildcows - mobs for mobkit [wildcow]

by blocker » Post

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.

User avatar
LRV
Helper
Posts: 378
Joined: Mon Dec 19, 2016 17:29
GitHub: Mooncarguy
In-game: Mooncarman Mooncarguy

Re: [mod] wildcows - mobs for mobkit [wildcow]

by LRV » Post

Gundul wrote:
Fri Jan 08, 2021 18:43
blocker wrote:
Fri Jan 08, 2021 07:22
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.
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 :)
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.
This is a cool signature. :)

u18398

Re: [mod] wildcows - mobs for mobkit [wildcow]

by u18398 » Post

Wildcow update:

added blood_effects from newest water_life
lineofsight for bulls, they only attack if they can see you.

u18398

Re: [mod] wildcows - mobs for mobkit [wildcow]

by u18398 » Post

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)

User avatar
ywwv
Member
Posts: 299
Joined: Mon Jan 18, 2021 11:51

Re: [mod] wildcows - mobs for mobkit [wildcow]

by ywwv » Post

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

u18398

Re: [mod] wildcows - mobs for mobkit [wildcow]

by u18398 » Post

ywwv wrote:
Wed Feb 03, 2021 00:11
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
If you provide me all the different textures and models I'll do :)
So maybe do not make the dna strings too long :D

twoelk
Member
Posts: 1482
Joined: Fri Apr 19, 2013 16:19
GitHub: twoelk
IRC: twoelk
In-game: twoelk
Location: northern Germany

Re: [mod] wildcows - mobs for mobkit [wildcow]

by twoelk » Post

hm, if I breed a cow with a dungeon master, do I get a Balrog?

u18398

Re: [mod] wildcows - mobs for mobkit [wildcow]

by u18398 » Post

twoelk wrote:
Wed Feb 03, 2021 13:28
hm, if I breed a cow with a dungeon master, do I get a Balrog?
Would be worth a try. A bull and a dungeon master maybe ?

User avatar
ywwv
Member
Posts: 299
Joined: Mon Jan 18, 2021 11:51

Re: [mod] wildcows - mobs for mobkit [wildcow]

by ywwv » Post

Gundul wrote:
Wed Feb 03, 2021 07:23
ywwv wrote:
Wed Feb 03, 2021 00:11
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
If you provide me all the different textures and models I'll do :)
So maybe do not make the dna strings too long :D
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

User avatar
ywwv
Member
Posts: 299
Joined: Mon Jan 18, 2021 11:51

Re: [mod] wildcows - mobs for mobkit [wildcow]

by ywwv » Post

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

twoelk
Member
Posts: 1482
Joined: Fri Apr 19, 2013 16:19
GitHub: twoelk
IRC: twoelk
In-game: twoelk
Location: northern Germany

Re: [mod] wildcows - mobs for mobkit [wildcow]

by twoelk » Post

Gundul wrote:
Thu Feb 04, 2021 07:29
twoelk wrote:
Wed Feb 03, 2021 13:28
hm, if I breed a cow with a dungeon master, do I get a Balrog?
Would be worth a try. A bull and a dungeon master maybe ?
hmmmmm
female dungeon master? (dungeon mistress does sound somewhat dodgy)
reminds me of good old Horta protecting her children from Star Trek TOS

User avatar
j0j0n4th4n
Member
Posts: 251
Joined: Tue Jan 26, 2021 06:45

Re: [mod] wildcows - mobs for mobkit [wildcow]

by j0j0n4th4n » Post

If you provide me all the different textures and models I'll do :)
So maybe do not make the dna strings too long :D
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:

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  
 
And 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 out
cdb_894a100ddd76

u18398

Re: [mod] wildcows - mobs for mobkit [wildcow]

by u18398 » Post

j0j0n4th4n wrote:
Fri Oct 29, 2021 13:37

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  
 
And 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 out
https://github.com/berengma/wildcow
is open for pull requests. :)

User avatar
j0j0n4th4n
Member
Posts: 251
Joined: Tue Jan 26, 2021 06:45

Re: [mod] wildcows - mobs for mobkit [wildcow]

by j0j0n4th4n » Post

Is open for pull requests. :)
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.

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 =)
cdb_894a100ddd76

Post Reply

Who is online

Users browsing this forum: No registered users and 33 guests