[Mod] Petz [DEPRECATED] [petz]

The next Petz will be...

Deer (Prince Of The Forest)
9
31%
Vulture (King of the Death)
9
31%
Armadillo (Master in the Defense)
11
38%
 
Total votes: 29

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runs
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)

by runs » Post

v3.3

- Fixed: You could breed with syringe between camels and ponies.

Image
- New sleep behaviour. For puppy only by now. Puppies sleep some time at night.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)

by CalebJ » Post

Awww, really good :) Now you need to add support for sheep sleeping in big groups :D

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)

by runs » Post

v3.3.2
- Fixed regression: Captured petz do not move when put in the world.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3)

by runs » Post

CalebJ wrote:Awww, really good :) Now you need to add support for sheep sleeping in big groups :D
Yeah, I will do for kitties and lambs too. But the sleeping time is a bit random, to avoid that all the petz of the same type sleep and awake at the same time like robots.

u18398

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)

by u18398 » Post

Sir we have a Kennel problem :)

once crafted, it is not used up when you placed one. Like endless kennels.
You can set one after one, only leftclick on the floor somewhere.
I did not check if it cares about protection, but everything which is in the way
will be eaten up by the schematic when placed.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)

by runs » Post

Gundul wrote:Sir we have a Kennel problem :)

once crafted, it is not used up when you placed one. Like endless kennels.
You can set one after one, only leftclick on the floor somewhere.
I did not check if it cares about protection, but everything which is in the way
will be eaten up by the schematic when placed.
I will fix the unlimited kennel.

Yes, you dig a hole and it replaces all, so it should be put it in an empty site. And it respects protection area.

u18398

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)

by u18398 » Post

runs wrote:
I will fix the unlimited kennel.

Yes, you dig a hole and it replaces all, so it should be put it in an empty site. And it respects protection area.
That is not so easy because if you never placed a kennel, you do not know exactly where
the schematic will be placed when you click. I placed a few now, but still can't tell where.
Usually I was captured inside the new kennel after having placed it, so I had to teleport myself out
of it.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)

by runs » Post

Gundul wrote:
runs wrote:
I will fix the unlimited kennel.

Yes, you dig a hole and it replaces all, so it should be put it in an empty site. And it respects protection area.
That is not so easy because if you never placed a kennel, you do not know exactly where
the schematic will be placed when you click. I placed a few now, but still can't tell where.
Usually I was captured inside the new kennel after having placed it, so I had to teleport myself out
of it.
Kennel was intended for creative mode only. It is better to build your own with the blocks.

From the docs: dig a hole in the ground and put it here :-D (You have to get away a little.)
Last edited by runs on Sun Aug 25, 2019 09:31, edited 2 times in total.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.2)

by runs » Post

v3.3.3
- Fixed: Unlimited kennels.
- Improved sleeping for puppies.
- The mod files have been organized by folders.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)

by Imk » Post

Hi, an error has often appeared.

Code: Select all

2019-08-25 17:59:03: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: attempt to index field 'node_box' (a nil value)
2019-08-25 17:59:03: ERROR[Main]: stack traceback:
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: in function 'get_node_height'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:184: in function </home/imk/minetest/bin/../mods/petz/mobkit/init.lua:180>
2019-08-25 17:59:03: ERROR[Main]: 	(tail call): ?
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:392: in function 'is_neighbor_node_reachable'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:446: in function 'get_next_waypoint'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:532: in function 'goto_next_waypoint'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:991: in function 'func'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:651: in function 'execute_queues'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:1325: in function 'stepfunc'
2019-08-25 17:59:03: ERROR[Main]: 	...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:81: in function <...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:80>
I turn off the mobs and kill them, start them again.

Tell me how to reduce the spawn of mobs? (in which line of the script to change)

In earlier versions of the mobs were smaller now walking in a crowd ;)


ps Test your mod Mar 12, 2019 like viewtopic.php?f=23&t=21055

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)

by Imk » Post

Sometimes fail in texture. I turn off the mod and catch them in the thickness of the stone.
Spoiler
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)

by runs » Post

Imk wrote:Hi, an error has often appeared.

Code: Select all

2019-08-25 17:59:03: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: attempt to index field 'node_box' (a nil value)
2019-08-25 17:59:03: ERROR[Main]: stack traceback:
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:153: in function 'get_node_height'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:184: in function </home/imk/minetest/bin/../mods/petz/mobkit/init.lua:180>
2019-08-25 17:59:03: ERROR[Main]: 	(tail call): ?
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:392: in function 'is_neighbor_node_reachable'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:446: in function 'get_next_waypoint'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:532: in function 'goto_next_waypoint'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:991: in function 'func'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:651: in function 'execute_queues'
2019-08-25 17:59:03: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:1325: in function 'stepfunc'
2019-08-25 17:59:03: ERROR[Main]: 	...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:81: in function <...imk/minetest/bin/../mods/petz/petz/pigeon_mobkit.lua:80>
I turn off the mobs and kill them, start them again.

Tell me how to reduce the spawn of mobs? (in which line of the script to change)

In earlier versions of the mobs were smaller now walking in a crowd ;)


ps Test your mod Mar 12, 2019 like viewtopic.php?f=23&t=21055
This is related to mobkit I believe, or a mod you have. I think is a mod that define a node as drawtype "nodebox" but not node_box defined.
Check the last version.

To decrease the spawn ratio:
Open petz.conf and increase the 'spawn_interval' and decrease
'max_mobs'
You can also try to decrease the "xxxx_spawn_chance" for each type of mob.
Last edited by runs on Mon Aug 26, 2019 00:57, edited 3 times in total.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.4)

by runs » Post

v3.3.4
- Fixed possible crash.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)

by runs » Post

Imk wrote:Sometimes fail in texture. I turn off the mod and catch them in the thickness of the stone.
Spoiler
Image
I do not understand.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.4)

by runs » Post

v3.3.5
- [mobkit] Now petz are affected by lava/fire.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.5)

by runs » Post

v3.3.6
- Now the damage of lava/fire per second can be defined in 'petz.conf' as a setting.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.3)

by Andrey01 » Post

Imk wrote:Sometimes fail in texture. I turn off the mod and catch them in the thickness of the stone.
Spoiler
Image
It happens because some entities had been set in the world before you disabled the mod. Therefore, they got unknown and their textures got also unknown.

Or did you not disable the mod?

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)

by Imk » Post

v3.3.6

Code: Select all

2019-08-26 14:19:31: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): ...inetest/bin/../mods/petz/petz/api/api_env_damage.lua:7: attempt to index local 'stand_node' (a nil value)
2019-08-26 14:19:31: ERROR[Main]: stack traceback:
2019-08-26 14:19:31: ERROR[Main]: 	...inetest/bin/../mods/petz/petz/api/api_env_damage.lua:7: in function 'env_damage'
2019-08-26 14:19:31: ERROR[Main]: 	...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:19: in function 'brainfunc'
2019-08-26 14:19:31: ERROR[Main]: 	/home/imk/minetest/bin/../mods/petz/mobkit/init.lua:1324: in function 'stepfunc'
2019-08-26 14:19:31: ERROR[Main]: 	.../minetest/bin/../mods/petz/petz/petz/lamb_mobkit.lua:102: in function <.../minetest/bin/../mods/petz/petz/petz/lamb_mobkit.lua:101>

mobkit
1 the latest version of the mod was installed
2 your mobkit works with things and the north crashes when a new mob spawns. Not like desway with a mob I do not.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)

by Imk » Post

Андрей, может через жопу написал. Хотел сказать. Мобы проваливаются в текстуру. Находятся внутри блоков. Я отключаю мод чтобы их удобней было ловить и убивать. Мобы застрявшие в текстуре тоже крашат сервер(
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.

Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (

Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
(Minetest 5.1.0 server and not 5.0.0 may not be compatible)
Last edited by Imk on Mon Aug 26, 2019 16:03, edited 1 time in total.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)

by runs » Post

v3.3.7:
- Fixed crash when checking enviromental damage.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)

by runs » Post

Imk wrote:Андрей, может через жопу написал. Хотел сказать. Мобы проваливаются в текстуру. Находятся внутри блоков. Я отключаю мод чтобы их удобней было ловить и убивать. Мобы застрявшие в текстуре тоже крашат сервер(
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.

Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (

Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
No, mobs_redo is OK.

Mobs redo checks if a mob standing in a solid block, if yes, then jump. So this could be a common issue for entities in Minetest. I will do the same for my mod, a workaround.
Last edited by runs on Mon Aug 26, 2019 16:23, edited 1 time in total.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.7)

by runs » Post

v3.3.8

- Fixed: If standing inside solid block, then jump to escape.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.6)

by runs » Post

Imk wrote:Андрей, может через жопу написал. Хотел сказать. Мобы проваливаются в текстуру. Находятся внутри блоков. Я отключаю мод чтобы их удобней было ловить и убивать. Мобы застрявшие в текстуре тоже крашат сервер(
Не в службу а в дружбу можешь это объяснить. Отключил мод для удобства поимке багнутых петов которые блуждают внутри блоков поэтому на скрине и пишет нет объекта.

Andrew, maybe through the ass wrote. Wanted to say. Mobs fall into the texture. Located inside the blocks. I turn off the mod so that it is more convenient to catch and kill them. Mobs stuck in the texture also crash the server (

Runs, we have mobs_redo enabled and your mobkit maybe this is a conflict?
(Minetest 5.1.0 server and not 5.0.0 may not be compatible)
Check the version 3.3.8

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.8)

by Imk » Post

Please can you make a panda like ethereal? So that they had children)
I also like that your pets do not drown in the block of water respect)

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.3.8)

by runs » Post

Imk wrote:Please can you make a panda like ethereal? So that they had children)
I also like that your pets do not drown in the block of water respect)
Do you mean panda breeding?

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