[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

Sokomine
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.5)

by Sokomine » Post

runs wrote: I will implement if interested.
That'd be great. Though herd behaviour is probably better placed in mobkit itself.
runs wrote: But Minecraft has not, only parent-child. I do not know how to implement. How to make the relationship herd?
There seem to be only a few (three) rules regarding this behaviour: flocking (Wikipedia).

The amount of individuals in each herd has to be low to avoid performance problems with server and clients. Perhaps 6-8, sometimes up to 12 individuals per herd might be a reasonable amount. I don't know if that's enough for herd behaviour emerging.

Each member of a herd has to know which herd it belongs to (stored in static data). With such a low number of individuals, the entities could all be stored in a lua table so that access to the other entities in the herd can be fast without requiring a lot of memory. The positions of these entities may already allow executing two of the rules (avoid crowding neighbours and steer towards average position of neighbours). The third - steer towards average heading of neighbours - might be a bit more complex. But at least that can happen in 2d as pathfinding happens in 2d as well. All those calculations of a new heading are only necessary when the animal decides to move somewhere randomly. Sheep and the like ought to feel a lot happier in a herd and have far less reason to roam around seeking others of their kind than if they where lone animals; that might save some ressources as well.

Other effects such as keep distance to a predator (higher priority) and find grass to eat could also have an effect. But that's something for mobkit I think.

Perhaps "stay close to your shepherd" and the shepherd beeing an NPC might also be very intresting. Lone sheep or sheep without owner are a bit worriesome.
A list of my mods can be found here.

u18398

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.5)

by u18398 » Post

Nice idea about flocking, herding or simulating fish in schools.

But that will not be trivial and maybe those models are not made for just
8-12 animals. http://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/

Maybe the server could just send an enitity representing a herd and clients with a
special csm could do the calculations for the flock, if no csm present only one animal
is shown. Just as an idea.

find different algorythms here:
http://www.red3d.com/cwr/ibm.html

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runs
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.5)

by runs » Post

v6.6
- petz.conf file: Now in the follow items and spawn nodes lists you can put several items and groups.
- petz.conf file: Lists of items can have spaces between commas.
- Changed the follow/feed/tame item for all the predators (lion, foxy...) to "_follow = group:food_meat_raw". This is also compatible with the mobs_redo food.
- Fixed: Translated petz names in some tamed and feed messages.

- Wolves are now breedable! Wolvies! Available in 3 colors: grey, dark grey and brown. Black wolf mutation.
Remember that firstly you have to tame the wolf with a whip.

Image

- Wolf conversion engine to puppy changed. Now it is different the item to convert (bone) than to follow/feed (raw meat). Added wolf_convert, wolf_convert_to, wolf_convert_count = 5 settings to petz.conf.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.6)

by runs » Post

Image

Coming soon..

A strange disease is spreading through Minetest.

The affected emerge on moonlit nights like beasts.


- If you get the disease, you'll turn into a werewolf with incredible powers at night: night vision, speedy, more jumping and less damage when attacked.
- Only you will be able to feed on meat and some weapons will cause more damage.
- Wild animals won't attack you.
- You'll have to find an antidote to cure yourself.
Last edited by runs on Sat Jan 18, 2020 03:53, edited 1 time in total.

u18398

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.6)

by u18398 » Post

runs wrote: A strange disease is spreading through Minetest.

The affected emerge on moonlit nights like beasts.


- If you get the disease, you'll turn into a werewolf with incredible powers at night: night vision, speed, jumping.
- Only you will be able to feed on meat and some weapons will cause more damage.
- Wild animals won't attack you.
- You'll have to find an antidote to cure yourself.
Sounds like a story from Skyrim :) Nice to have it in Minetest soon.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.6)

by CalebJ » Post

Will it take place when a wolf attacks you at night?

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runs
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.6)

by runs » Post

CalebJ wrote:Will it take place when a wolf attacks you at night?
Well, I am implementing when a normal wolf attacks, day or night, very rare, another werewolf (mobs, not players) with a high change, and a mutated black wolf always.

You can cure with a remedy.

And clans! :-D
Last edited by runs on Fri Jan 17, 2020 01:12, edited 1 time in total.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.6)

by runs » Post

v6.7
- Fixed some global variables.
- Now wolves can drop jaws and fur.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.7)

by CalebJ » Post

Ah, nice :) I will be very curious about that code :D

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.7)

by runs » Post

Image

v7.0

Lycanthropy Update!

A strange disease is spreading through Minetest.

The affected emerge on moonlit nights like beasts.


- You can set/unset this feature with 'lycanthropy = false' in 'petz.conf'.
- New monster: Werewolf. Rare spawn.
- If you get the disease thru werewolves (high chance) or normal wolves (very rare), you'll turn into a werewolf at night with incredible powers: speedy, more jumping and less damage when attacked.
- You will belong to a clan: "The Savage Stalkers", "The Bravehide Pride",
"The Hidden Tails" or "The Fierce Manes". Each clan has a different fur color.
- The first 24 hours you will be a werewolf, after the second day only at nights.
- At daylight you will be normal.
- In werewolf form a blood filter will tarnish your eyesight.
- When in werewolf form only you will be able to feed on raw meat. ('hbhunger' support / with 'ng_hunger' does not work)
- Wild animals won't attack you.
- You'll have to create a remedy to cure yourself.
- Full 3D Armor support:
Image
- Chat Commands:
/howl: For werewolves
Server priv:
/werewolf set <player_name> : apply the lycantrophy disease to the player or convert him to werewolf (til the next day).
/werewolf unset <player_name> : convert to human (til the next night)
/werewolf reset <player_name> : Cure the lycanthropy.
/werewolf clan <player_name> : Show the player's clan.
Last edited by runs on Thu Jan 23, 2020 00:34, edited 2 times in total.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.0)

by runs » Post

v7.1
- Fixed the engine of the lycanthropy infection. Now in 'petz.conf', 2 new settings: 'lycanthropy_infection_chance_by_wolf' and 'lycanthropy_infection_chance_by_werewolf'
- Now werewolf more stronger (less damage when punched)

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runs
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.1)

by runs » Post

Some ideas to improve lycanthropy:
- A spear for werewolves.
- Specific silk armor.
- Werewolf head when killed. Werewolf Totem with the head.
- History of the clans.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.1)

by runs » Post

v7.2
- Fixed: Crash when a werewolf infect you.
- Added sounds to the werewolf mob.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.2)

by runs » Post

v7.3
- Added the Prince of North Coat (3D Armor) for werewolves.
Image

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.3)

by CalebJ » Post

very, very interesting. :O

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.3)

by runs » Post

v7.4
- Added the French translation thanks to mazes-80.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.4)

by runs » Post

v7.5
- Added a "/howl" command for werewolves.
- With Leather you can make Parchments, and with Parchments, books.
- Improved bonemeal support: With bones you can make Gelatine.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.5)

by runs » Post

v7.6
Horseshoes for ponies
Image
- To increase the speed of your ponies put them horseshoes (til 4).
- To remove them, click on the horseshoe icon.
- 'horseshoe_speedup' setting in petz.conf (additive effect).

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.6)

by runs » Post

v7.6.1
-Fixed: The velocity of the pony babies was influenced by the horseshoes of the parents.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.6.1)

by runs » Post

v7.6.2
-Fixed: Crashed when breeding camel cos horseshoes.

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.6.2)

by runs » Post

v7.7
- Now bees attack players if they are annoyed (punch). Only one attack, then they die.

u18398

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.7)

by u18398 » Post

Eagles are starting to look for prey. I feel like the safe times for many petz are over shortly ;)

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.7)

by runs » Post

Gundul wrote:Eagles are starting to look for prey. I feel like the safe times for many petz are over shortly ;)
:-D

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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v7.7)

by runs » Post

v7.8
Bloody Mode

Petz now bleed when punched (This mode is disabled by default)

In petz.conf set:

Code: Select all

blood = true
For petz developers:

You can set a custom texture in the hardcoded petz definition:

Code: Select all

blood_texture = ""
You can disable the blood individually in the hardcoded petz definition:

Code: Select all

no_blood = true

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Re: [MOD] Petz (petz) (v7.8)

by runs » Post

v7.9
Image
Poop Mode!
Image
Now petz can shit :-D
- Only for farm animals: lambs, piggies and calfs.
- They should be tamed.
- Get the poop with a shovel.
- Poop decays after time.
- If you have the "bonemeal" mod, you can craft mulch.
- Settings in petz.conf:

Code: Select all

poop = true
poop_rate = 200
poop_decay = 1200
- For developers:
Put

Code: Select all

poop = true
in the petz definition.

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