What version do you use? I think is now solved, try the last one.Imk wrote:petz-v8.14Code: Select all
2020-03-08 18:38:59: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback item_OnPlace(): /home/imk/minetest/bin/../mods/mobkit/init.lua:675: attempt to index local 'self' (a nil value) 2020-03-08 18:38:59: ERROR[Main]: stack traceback: 2020-03-08 18:38:59: ERROR[Main]: /home/imk/minetest/bin/../mods/mobkit/init.lua:675: in function 'clear_queue_high' 2020-03-08 18:38:59: ERROR[Main]: ...mk/minetest/bin/../mods/petz/petz/api/api_orders.lua:22: in function 'standhere' 2020-03-08 18:38:59: ERROR[Main]: ...me/imk/minetest/bin/../mods/petz/petz/misc/nodes.lua:317: in function <...me/imk/minetest/bin/../mods/petz/petz/misc/nodes.lua:260> 2020-03-08 18:38:59: ERROR[Main]: (tail call): ?
[Mod] Petz [DEPRECATED] [petz]
Re: [MOD] Petz (petz) (v8.18)
Re: [MOD] Petz (petz) (v8.18)
Yes I want to try some mechanichs more than simple mobs wandering around.minerman wrote:I love your mod! It has a Harvest moon or stardew valley esque feel to it.
I wonder if you could add more hostiles to it, like monsters. Pumpkin head, Santa Killer, or Lycans are just too rare.
Pumpkin and Santa only spawns in their seasons indeed.
I am working now on a lurker monster. The problem about monsters is to find a suitable (tough) behaviour. I would like that the "lurker" irradiating light, but the engine avoid it.
Re: [MOD] Petz (petz) (v8.18)
petz-v8.18
Code: Select all
2020-03-13 15:10:03: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_run_simple_callback(): ...k/minetest/bin/../mods/petz/petz/api/api_convert.lua:9: bad argument #2 to 'add_entity' (string expected, got nil)
2020-03-13 15:10:03: ERROR[Main]: stack traceback:
2020-03-13 15:10:03: ERROR[Main]: [C]: in function 'add_entity'
2020-03-13 15:10:03: ERROR[Main]: ...k/minetest/bin/../mods/petz/petz/api/api_convert.lua:9: in function 'convert'
2020-03-13 15:10:03: ERROR[Main]: ...test/bin/../mods/petz/petz/api/api_on_rightclick.lua:43: in function 'on_rightclick'
2020-03-13 15:10:03: ERROR[Main]: .../minetest/bin/../mods/petz/petz/petz/wolf_mobkit.lua:93: in function <.../minetest/bin/../mods/petz/petz/petz/wolf_mobkit.lua:92>
Re: [MOD] Petz (petz) (v8.18)
v8.19
- Fixed crash when converting wolf to puppy.
- Fixed crash when converting wolf to puppy.
Re: [MOD] Petz (petz) (v8.19)
the kid claims he wanted to time the wolf.
bone poke him
I just found out now )
this leads to the error that was shown above.
bone poke him
I just found out now )
this leads to the error that was shown above.
Re: [MOD] Petz (petz) (v8.19)
I do not understand your english language (my english is worst I am afraid. Can you be more precise?Imk wrote:the kid claims he wanted to time the wolf.
bone poke him
I just found out now )
this leads to the error that was shown above.
Re: [MOD] Petz (petz) (v8.19)
Probably: Someone tried to tame a wolf and poked (hit) him with a bone.
Whatever I say is CC0
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Re: [MOD] Petz (petz) (v8.19)
I think that a nice feature would be being able to specify the percent chance (spawning rate) for each skin type of a particular petz.
This feature would be incredibly useful. For example, if you had 20 types of fishes, and 5 were rarer, and 1 of those was extremely rare, you could define the spawning percentages for each of the fish types without using any mutations.
In a typical breedable petz file, you have `local skin_colors = {}`. This defines the types of petz. However, the problem is (AFAIK), you can't define skin_colors unless the petz is breedable. In a petz which is not breedable, it calls `local textures = {}` instead, which means you cannot have mutations for an unbreedable petz :(
This feature would be incredibly useful. For example, if you had 20 types of fishes, and 5 were rarer, and 1 of those was extremely rare, you could define the spawning percentages for each of the fish types without using any mutations.
In a typical breedable petz file, you have `local skin_colors = {}`. This defines the types of petz. However, the problem is (AFAIK), you can't define skin_colors unless the petz is breedable. In a petz which is not breedable, it calls `local textures = {}` instead, which means you cannot have mutations for an unbreedable petz :(
Re: [MOD] Petz (petz) (v8.19)
No, I tried and no crash.m (with v8.19)Bastrabun wrote:Probably: Someone tried to tame a wolf and poked (hit) him with a bone.
...
Re: [MOD] Petz (petz) (v8.19)
It would be easy to implement (10 min).CalebJ wrote:I think that a nice feature would be being able to specify the percent chance (spawning rate) for each skin type of a particular petz.
This feature would be incredibly useful. For example, if you had 20 types of fishes, and 5 were rarer, and 1 of those was extremely rare, you could define the spawning percentages for each of the fish types without using any mutations.
In a typical breedable petz file, you have `local skin_colors = {}`. This defines the types of petz. However, the problem is (AFAIK), you can't define skin_colors unless the petz is breedable. In a petz which is not breedable, it calls `local textures = {}` instead, which means you cannot have mutations for an unbreedable petz :(
But the problem would how to implement the percentage for each skin individually (the breed engine uses the position on the table as percentage following the real genetic rules). I mean the developer should precise the percentages without any error to sum 100% or 1. The weight of the result would fall on the creator of the petz and this could lead to errors.
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Re: [MOD] Petz (petz) (v8.19)
Yes, that's true. But you could code something to catch that, like, if it does not sum 100% or 1, return and end. :-)
Re: [MOD] Petz (petz) (v8.19)
OK, I will do. I have nothing to do the next 28 days literally (quarentine).CalebJ wrote:Yes, that's true. But you could code something to catch that, like, if it does not sum 100% or 1, return and end. :-)
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Re: [MOD] Petz (petz) (v8.19)
Haha, yeah :D
Sounds good, can't wait for this feature to be added!
Sounds good, can't wait for this feature to be added!
Re: [MOD] Petz (petz) (v8.19)
v8.20
Thanks to calebj.
- Make sure the petz is tamed before capturing.
- Fix crash when baby petz's from older versions are placed.
Thanks to calebj.
- Make sure the petz is tamed before capturing.
- Fix crash when baby petz's from older versions are placed.
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Re: [MOD] Petz (petz) (v8.20)
Another thing you should add, a chat command for removing all untamed petz from the world. It would be incredibly useful to get new added petz spawned (because of the max_mobs range), or even just to restart entities :)
Re: [MOD] Petz (petz) (v8.20)
v8.21
New command: 'clear_mobs modname'
- It clears all the mobkit non-tamed mobs in the closest range.
- Modname is the mod of the mobs to clear.
- I.e: clear_mobs petz
- Do not use for another non-mobkit mods/mobs!
New command: 'clear_mobs modname'
- It clears all the mobkit non-tamed mobs in the closest range.
- Modname is the mod of the mobs to clear.
- I.e: clear_mobs petz
- Do not use for another non-mobkit mods/mobs!
Last edited by runs on Wed Mar 25, 2020 14:54, edited 3 times in total.
Re: [MOD] Petz (petz) (v8.20)
Added :-)CalebJ wrote:Another thing you should add, a chat command for removing all untamed petz from the world. It would be incredibly useful to get new added petz spawned (because of the max_mobs range), or even just to restart entities :)
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Re: [MOD] Petz (petz) (v8.21)
Thank you! I don't see it on runsy/petz repository, though. :(runs wrote:Added :-)
Re: [MOD] Petz (petz) (v8.21)
Yes, solved.CalebJ wrote:Thank you! I don't see it on runsy/petz repository, though. :(runs wrote:Added :-)
Re: [MOD] Petz (petz) (v8.21)
Thanks a lot, removing all the roaming but untamed petz. Brought my max_lag down by 0.8 !
I tried using the command on non-mobkit mobs, it still worked. Why shouldn't I use it in this case?
Another question: When I run petz out of the box, without further configuration, it states in the settings.lua:
--API Type
petz.settings.type_api = settings:get("type_api", "mobs_redo")
Does that mean my petz run on mobs_redo only and not on mobkit at all?
I tried using the command on non-mobkit mobs, it still worked. Why shouldn't I use it in this case?
Another question: When I run petz out of the box, without further configuration, it states in the settings.lua:
--API Type
petz.settings.type_api = settings:get("type_api", "mobs_redo")
Does that mean my petz run on mobs_redo only and not on mobkit at all?
Whatever I say is CC0
Re: [MOD] Petz (petz) (v8.21)
Because I hadn't checked. But if you say it works, go ahead. Actually mobs_redo has the same "tamed" property as mobkit.Bastrabun wrote:Thanks a lot, removing all the roaming but untamed petz. Brought my max_lag down by 0.8 !
I tried using the command on non-mobkit mobs, it still worked. Why shouldn't I use it in this case?
Forget it. Deprecated. I will remove it in the next version.-Another question: When I run petz out of the box, without further configuration, it states in the settings.lua:
-API Type
petz.settings.type_api = settings:get("type_api", "mobs_redo")
Does that mean my petz run on mobs_redo only and not on mobkit at all?
Re: [Mod] Petz [v8.22] [petz]
v8.22
- Added ".luacheckrc" to the root dir.
- A lot of bugs fixed thanks to luacheck.
- Added ".luacheckrc" to the root dir.
- A lot of bugs fixed thanks to luacheck.
Re: [Mod] Petz [v8.22] [petz]
Hello,
it seems the silkworms have a little problem, my server has crashed with:
Greetings, Clyde.
it seems the silkworms have a little problem, my server has crashed with:
Code: Select all
2020-04-01 21:58:15: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'petz' in callback environment_Step(): .../games/Smalltech/mods/mp_mobs/petz/petz/api/api_silk.lua:211: bad argument #1 to 'sub' (string expected, got nil)
2020-04-01 21:58:15: ERROR[Main]: stack traceback:
2020-04-01 21:58:15: ERROR[Main]: [C]: in function 'sub'
2020-04-01 21:58:15: ERROR[Main]: .../games/Smalltech/mods/mp_mobs/petz/petz/api/api_silk.lua:211: in function 'func'
2020-04-01 21:58:15: ERROR[Main]: /usr/local/share/minetest/builtin/common/after.lua:20: in function </usr/local/share/minetest/builtin/common/after.lua:5>
2020-04-01 21:58:15: ERROR[Main]: /usr/local/share/minetest/builtin/game/register.lua:429: in function </usr/local/share/minetest/builtin/game/register.lua:413>
2020-04-01 21:58:15: ERROR[Main]: stack traceback:
My Server: Welcome to Zeitsprung - deadsoft.org:49152 Jungle The next Gundul - jungle-tng.deadsoft.org:49152
Re: [Mod] Petz [v8.23] [petz]
v8.23
- Fixed crash with silkworm.
- Fixed crash with silkworm.
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Re: [Mod] Petz [v8.23] [petz]
Two bugs:
Firstly, whistle is a global sound.
Second, if you mount a horse, camel, any mountable mob - and lasso it while mounted, you shrink to the size of an ant. I've tried fixing this myself but to no avail so far, even with a minetest.after(function) resetting the player's model to y = 1, x = 1.
Firstly, whistle is a global sound.
Second, if you mount a horse, camel, any mountable mob - and lasso it while mounted, you shrink to the size of an ant. I've tried fixing this myself but to no avail so far, even with a minetest.after(function) resetting the player's model to y = 1, x = 1.
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