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

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by Imk » Sun Sep 29, 2019 14:39

Animals, especially wolves, howl strongly at a great distance from the player. Realities and indeed they are heard a little. Other animals are not played in the game either. Is there an offer from the gamers that can somehow reduce the cleanliness and distance of sounds? It seems that they are heard all not around you but all that is in the world.

https://www.youtube.com/watch?v=wCcFcxd ... e=youtu.be
Last edited by Imk on Sun Sep 29, 2019 15:26, edited 1 time in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by runs » Sun Sep 29, 2019 15:20

Imk wrote:Animals, especially wolves, howl strongly at a great distance from the player. Realities and indeed they are heard a little. Other animals are not played in the game either. Is there an offer from the gamers that can somehow reduce the cleanliness and distance of sounds? It seems that they are heard all not around you but all that is in the world.


In petz.conf there is a 'max_hear_distance' setting. It is set to 5 by default for all the animals.

Can you confirm that can be heard wolves howling more than 5 nodes away?
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by Imk » Sun Sep 29, 2019 15:26

quickly read did not have time to add a video with the sound of pets
v3.4 I haven’t set newer yet
https://www.youtube.com/watch?v=wCcFcxd ... e=youtu.be

More often at night, or does it seem so to me?

I myself don’t know what to come up with can somehow make them softer. You are in the deep jungle. Even the elephants are not on my grief, they are very thin, but I think somewhere is also heard

Yes I bring only bad news

I forget to say good mistake so that it doesn’t appear more and in general while there are no errors on this mod for 4 days

really liked that the wolves run after the lambs, piglets))) This is so conceived in the behavior of the wolf or confusion? but I realized that other games were conceived also saw this
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by Imk » Sun Sep 29, 2019 16:01

We still have our own background sounds, maybe together they give such a catophony
difficult to explain easier to hear yourself teracrime.ddns.net:30008

Code: Select all
##Misc Random Sound for Petz
#Default = 50
misc_sound_chance = 50
#max hear distance
max_hear_distance = 5

did not change the meaning

it seems that the block restriction does not work
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by Imk » Sun Sep 29, 2019 18:22

runs
found the exact problem.
There's a player 1 he doesn't have any animals around him (100% that's true).
comes into play with a player 2 who has animals around him.
As a result, player 1 hears animals that are close to player 2.
Despite the fact that the players are at a huge distance from each other.
Player 3 comes in and has animals next to him.
Player 3 hears the sounds of his animals and player 2.
Therefore, player 3 is shocked by the sounds of wild jungle around.

and when you go into the game, 10 people know what's going on.)
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by Imk » Sun Sep 29, 2019 19:39

v3.4
Code: Select all
2019-09-29 22:32:11: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:78: attempt to compare number with nil
2019-09-29 22:32:11: ERROR[Main]: stack traceback:
2019-09-29 22:32:11: ERROR[Main]:       ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:78: in function 'brainfunc'
2019-09-29 22:32:11: ERROR[Main]:       /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:886: in function 'stepfunc'
2019-09-29 22:32:11: ERROR[Main]:       ...k/minetest/bin/../mods/petz/petz/petz/bat_mobkit.lua:80: in function <...k/minetest/bin/../mods/petz/petz/petz/bat_mobkit.lua:79>

I'm gonna upgrade to a new one v3.4.1
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by runs » Sun Sep 29, 2019 21:39

Imk wrote:We still have our own background sounds, maybe together they give such a catophony
difficult to explain easier to hear yourself teracrime.ddns.net:30008

Code: Select all
##Misc Random Sound for Petz
#Default = 50
misc_sound_chance = 50
#max hear distance
max_hear_distance = 5

did not change the meaning

it seems that the block restriction does not work


It solved in v3.4.3
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.1)

by runs » Sun Sep 29, 2019 21:39

Imk wrote:v3.4
Code: Select all
2019-09-29 22:32:11: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:78: attempt to compare number with nil
2019-09-29 22:32:11: ERROR[Main]: stack traceback:
2019-09-29 22:32:11: ERROR[Main]:       ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:78: in function 'brainfunc'
2019-09-29 22:32:11: ERROR[Main]:       /home/imk/minetest/bin/../mods/petz/mobkit/init.lua:886: in function 'stepfunc'
2019-09-29 22:32:11: ERROR[Main]:       ...k/minetest/bin/../mods/petz/petz/petz/bat_mobkit.lua:80: in function <...k/minetest/bin/../mods/petz/petz/petz/bat_mobkit.lua:79>

I'm gonna upgrade to a new one v3.4.1


It solved in v3.4.3
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.3)

by Imk » Wed Oct 02, 2019 16:07

mobs_magic_lasso(mobs_redo) same Kraft petz_lasso

we need to make another recipe.
Krafting is just petz_lasso
by the words of the players.
petz_lasso doesn't work with mobs from mobs_redo

mobs_magic_lasso Which is why we need it, too.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.3)

by runs » Fri Oct 04, 2019 21:51

v3.4.4
- Fix: Lasso had the same recipe than mobs_redo lasso.
- Now dolphins jump randomly.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.5)

by runs » Sat Oct 05, 2019 11:40

v3.5
Image Image
- [mobkit] Added clownfishes and tropicalfishes to ocean. And fishtank related stuff too.
Last edited by runs on Sat Oct 05, 2019 12:04, edited 1 time in total.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.5)

by runs » Sat Oct 05, 2019 12:01

v3.5.1 [mobkit]
- Fixed: Fishes suffocate when out water.
- Fixed: Hunger increased health in tamagochi mode.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.5)

by Gundul » Sat Oct 05, 2019 17:11

runs wrote:v3.5
Image Image
- [mobkit] Added clownfishes and tropicalfishes to ocean. And fishtank related stuff too.


the clownfish are so sweet :D
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.5.2)

by runs » Sat Oct 05, 2019 17:28

v3.5.3
Thanks to Sokomine that fixed some bugs:
- fixed bug in petz.remove_owner
- fix crash in on_rightclick when pregnant_count is not set for old petz
- make male elephant babies possible
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.4.5)

by runs » Sat Oct 05, 2019 17:29

Gundul wrote:
runs wrote:v3.5
Image Image
- [mobkit] Added clownfishes and tropicalfishes to ocean. And fishtank related stuff too.


the clownfish are so sweet :D


Searching for nemo :-D
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v3.5.3)

by runs » Sat Oct 05, 2019 21:43

v3.5.4
Fix thanks to Sokomine
- check all mobs as candidates when spawning - do not abort at the first mob that cannot spawn: So some mobs like hamsters and camel now can spawn.
 

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.0)

by Bread » Sun Oct 06, 2019 13:51

I like this mod(Mobkit Version).

I am playing with awards mod. I have seen this error.

Code: Select all
ModError: Failed to load and run script from U:\minetest\minetest-5.1.0-d77ea76-win64\bin\..\mods\petz\petz\init.lua:
....1.0-d77ea76-win64\bin\..\mods\petz\petz/misc/awards.lua:1: attempt to index global 'awards' (a nil value)
stack traceback:
   ....1.0-d77ea76-win64\bin\..\mods\petz\petz/misc/awards.lua:1: in main chunk
   ...etest-5.1.0-d77ea76-win64\bin\..\mods\petz\petz\init.lua:46: in main chunk


I think awards should be in optional_depends in mod.conf. It works when I do it.
 

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