[Mod] Petz [DEPRECATED] [petz]
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)
Foxy won the poll!
WIP
My ideas:
- It loves to kill hens and ducks.
Any suggestion to this petz?
WIP
My ideas:
- It loves to kill hens and ducks.
Any suggestion to this petz?
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)
Maybe you could base its behaviour off of domesticated foxes. I would imagine that it would behave similarly to a dog, but slightly more wild.runs wrote:Foxy won the poll!
WIP
My ideas:
- It loves to kill hens and ducks.
Any suggestion to this petz?
Currently working on new mods.
- ElCeejo
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)
I think it should behave like a shy wolf. IRL Foxes are very skittish and won't attack anything bigger than themselves. So maybe it would attack hens and ducks, maybe hamsters, and run away from everything else.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.4)
v5.5
Foxy
- Shy animal.
- Tamable with raw chicken.
- Ducky/Chicken/hamster hunter.
Foxy
- Shy animal.
- Tamable with raw chicken.
- Ducky/Chicken/hamster hunter.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5)
v5.5.4
- Foxy scaled down: small.
- Now Mr Pumpkin launches Jack-'o-lantern Grenades when attack.
- Foxy scaled down: small.
- Now Mr Pumpkin launches Jack-'o-lantern Grenades when attack.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5.4)
With the current spawn mechanism, I only see petz when I stay in one place for some time.
When I explore new regions, I never meet any petz as long as I'm moving.
Could you please implement something like "register_on_generated" to spawn some mobs on world generation, so I could run into mobs while going where no man has gone before?
When I explore new regions, I never meet any petz as long as I'm moving.
Could you please implement something like "register_on_generated" to spawn some mobs on world generation, so I could run into mobs while going where no man has gone before?
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5.4)
Yes, you have to await some time to mobs to appear in an area, and always if a player is on it. This is due to in the origin spawn point not to be quickly saturated of mobs when the game starts.Rochambeau wrote:With the current spawn mechanism, I only see petz when I stay in one place for some time.
When I explore new regions, I never meet any petz as long as I'm moving.
Could you please implement something like "register_on_generated" to spawn some mobs on world generation, so I could run into mobs while going where no man has gone before?
But that is a good idea, some mods generated when area loads and then generating more mobs slowly till the limit.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5.4)
Well, I've checked to spawn with register_on_generated and a lot of mobs could be really spawned, but the mapchuncks are so big (80x80x80 nodes) than mobs are very difficult to find. And a lot of entities would be in the map and could be never found by a player.
So it is preferable for efficiency reasons to leave the default spawn system. It is used in all mobs engines, the mob spawn system primarly depends on the players positions and directions.
If you want mobs appearing more quickly then reduce spawn_interval = 1, so you can see mobs even moving, or even increase the max_mobs setting in the 'petz.conf' file.
So it is preferable for efficiency reasons to leave the default spawn system. It is used in all mobs engines, the mob spawn system primarly depends on the players positions and directions.
If you want mobs appearing more quickly then reduce spawn_interval = 1, so you can see mobs even moving, or even increase the max_mobs setting in the 'petz.conf' file.
Last edited by runs on Tue Nov 05, 2019 23:16, edited 1 time in total.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5.4)
v5.6
- Added 'spawn_chance' setting in the 'petz.conf' file. Chance to spawn a mob if there are no other objects in area. 0.3 by default. Increase till 1 to get more mobs spawned.
- Added 'spawn_chance' setting in the 'petz.conf' file. Chance to spawn a mob if there are no other objects in area. 0.3 by default. Increase till 1 to get more mobs spawned.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.5.4)
Change spawn_chance = 1 and spawn_interval = 1 in petz.conf to solve it.Rochambeau wrote:With the current spawn mechanism, I only see petz when I stay in one place for some time.
When I explore new regions, I never meet any petz as long as I'm moving.
Could you please implement something like "register_on_generated" to spawn some mobs on world generation, so I could run into mobs while going where no man has gone before?
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
Maybe try experimenting with the reduction parameter of get_spawn_pos_abr, constant of 0.2 is quite low.
For example setting the chance reasonably high like 0.2 and reduction quite drastic like 0.95, this usually gets you the first spawn attempt within a minute, second mob per abr is way less likely, third should almost never happen.
For example setting the chance reasonably high like 0.2 and reduction quite drastic like 0.95, this usually gets you the first spawn attempt within a minute, second mob per abr is way less likely, third should almost never happen.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
petz-v5.1
Code: Select all
2019-11-06 21:37:55: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:871: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got -nan).
2019-11-06 21:37:55: ERROR[Main]: stack traceback:
2019-11-06 21:37:55: ERROR[Main]: [C]: in function 'set_acceleration'
2019-11-06 21:37:55: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:871: in function 'stepfunc'
2019-11-06 21:37:55: ERROR[Main]: ...inetest/bin/../mods/petz/petz/petz/pigeon_mobkit.lua:82: in function <...inetest/bin/../mods/petz/petz/petz/pigeon_mobkit.lua:81>
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
Related:Imk wrote:petz-v5.1
Code: Select all
2019-11-06 21:37:55: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:871: Invalid float vector dimension range 'y' (expected -2.14748e+06 < y < 2.14748e+06 got -nan). 2019-11-06 21:37:55: ERROR[Main]: stack traceback: 2019-11-06 21:37:55: ERROR[Main]: [C]: in function 'set_acceleration' 2019-11-06 21:37:55: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:871: in function 'stepfunc' 2019-11-06 21:37:55: ERROR[Main]: ...inetest/bin/../mods/petz/petz/petz/pigeon_mobkit.lua:82: in function <...inetest/bin/../mods/petz/petz/petz/pigeon_mobkit.lua:81>
https://forum.minetest.net/viewtopic.php?f=9&t=22112&start=225#p360208
It is a mobkit bug. Do an update to the latest mobkit an petz (5.6). It was solved.
Thanks for report.
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
petz-5.6 (6 ноября 2019 г.) mobkit (2 ноября 2019 г)
Eran submitted a PR that fixes this https://github.com/TheTermos/mobkit/pull/9
locale rus v5.6
Code: Select all
2019-11-07 02:29:48: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:417: attempt to index field 'sounds' (a nil value)
2019-11-07 02:29:48: ERROR[Main]: stack traceback:
2019-11-07 02:29:48: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:417: in function 'make_sound'
2019-11-07 02:29:48: ERROR[Main]: ...mk/minetest/bin/../mods/petz/petz/api/api_on_die.lua:51: in function 'on_die'
2019-11-07 02:29:48: ERROR[Main]: ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:609: in function 'logic'
2019-11-07 02:29:48: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:932: in function 'stepfunc'
2019-11-07 02:29:48: ERROR[Main]: ...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:73: in function <...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:72>
locale rus v5.6
- Attachments
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- petz.ru.zip
- (3.23 KiB) Downloaded 32 times
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
OK.Imk wrote:petz-5.6 (6 ноября 2019 г.) mobkit (2 ноября 2019 г)
Eran submitted a PR that fixes this https://github.com/TheTermos/mobkit/pull/9Code: Select all
2019-11-07 02:29:48: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Step(): /home/imk/minetest/bin/../mods/mobkit/init.lua:417: attempt to index field 'sounds' (a nil value) 2019-11-07 02:29:48: ERROR[Main]: stack traceback: 2019-11-07 02:29:48: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:417: in function 'make_sound' 2019-11-07 02:29:48: ERROR[Main]: ...mk/minetest/bin/../mods/petz/petz/api/api_on_die.lua:51: in function 'on_die' 2019-11-07 02:29:48: ERROR[Main]: ...k/minetest/bin/../mods/petz/petz/misc/behaviours.lua:609: in function 'logic' 2019-11-07 02:29:48: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:932: in function 'stepfunc' 2019-11-07 02:29:48: ERROR[Main]: ...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:73: in function <...inetest/bin/../mods/petz/petz/petz/turtle_mobkit.lua:72>
locale rus v5.6
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
Vote for the next Petz in the first post!
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
It is hard to click Saddlebag icon when "tamagochi_mode = false".
There is a Saddle icon on top of Saddlebag Inventory form.
There is a Saddle icon on top of Saddlebag Inventory form.
- Attachments
-
- petzcamel2.png (129.57 KiB) Viewed 834 times
-
- petzcamel1.png (128.42 KiB) Viewed 834 times
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.6)
v5.7
- Fixed: Saddlebag button not accesible when not in tamagochi mode.
- Fixed: Sadlebag icon in form.
- Fixed: Saddlebag button not accesible when not in tamagochi mode.
- Fixed: Sadlebag icon in form.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.7)
Hoping penguin will win the poll ... our snow flats are barren atm :-)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.7)
Yes, iced landscapes and deserts are that, inhospitable places in Minetest and Minecraft too. I hate when I spawn there.CalebJ wrote:Hoping penguin will win the poll ... our snow flats are barren atm :-)
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.7)
No votes for the squirrel? here have one
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.7)
Penguin won the poll!!!
Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.7)
Cooming in Christmas time.
- Two new mobs: Penguin and polar bear.
- Santa Killer comes to town to KILL you.
- A Christmas Chest with incorporated Christmas card.
Any suggestion to add related to winter/Christmas/artic? :-D
Last edited by runs on Sun Nov 10, 2019 23:17, edited 3 times in total.
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.7)
Why does Santa Claus want to kill me? I thought giving out coal was the worst thing he could do.
Currently working on new mods.
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