[Mod] Petz [DEPRECATED] [petz]

The next Petz will be...

Deer (Prince Of The Forest)
10
33%
Vulture (King of the Death)
9
30%
Armadillo (Master in the Defense)
11
37%
 
Total votes: 30

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runs
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Re: [MOD] Petz (petz) (v8.18)

by runs » Post

Imk wrote:petz-v8.14

Code: 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): ?
What version do you use? I think is now solved, try the last one.

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Re: [MOD] Petz (petz) (v8.18)

by runs » Post

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.
Yes I want to try some mechanichs more than simple mobs wandering around.

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.

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Re: [MOD] Petz (petz) (v8.18)

by Imk » Post

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>

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Re: [MOD] Petz (petz) (v8.18)

by runs » Post

v8.19
- Fixed crash when converting wolf to puppy.

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Re: [MOD] Petz (petz) (v8.19)

by Imk » Post

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.

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Re: [MOD] Petz (petz) (v8.19)

by runs » Post

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.
I do not understand your english language (my english is worst I am afraid. Can you be more precise?

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Re: [MOD] Petz (petz) (v8.19)

by Bastrabun » Post

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)

by CalebJ » Post

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 :(

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Re: [MOD] Petz (petz) (v8.19)

by runs » Post

Bastrabun wrote:Probably: Someone tried to tame a wolf and poked (hit) him with a bone.
No, I tried and no crash.m (with v8.19)

...

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Re: [MOD] Petz (petz) (v8.19)

by runs » Post

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 :(
It would be easy to implement (10 min).

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)

by CalebJ » Post

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)

by runs » Post

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. :-)
OK, I will do. I have nothing to do the next 28 days literally (quarentine).

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Re: [MOD] Petz (petz) (v8.19)

by CalebJ » Post

Haha, yeah :D
Sounds good, can't wait for this feature to be added!

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Re: [MOD] Petz (petz) (v8.19)

by runs » Post

v8.20
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)

by CalebJ » Post

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) (v8.20)

by runs » Post

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!
Last edited by runs on Wed Mar 25, 2020 14:54, edited 3 times in total.

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Re: [MOD] Petz (petz) (v8.20)

by runs » Post

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 :)
Added :-)

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Re: [MOD] Petz (petz) (v8.21)

by CalebJ » Post

runs wrote:Added :-)
Thank you! I don't see it on runsy/petz repository, though. :(

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Re: [MOD] Petz (petz) (v8.21)

by runs » Post

CalebJ wrote:
runs wrote:Added :-)
Thank you! I don't see it on runsy/petz repository, though. :(
Yes, solved.

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Re: [MOD] Petz (petz) (v8.21)

by Bastrabun » Post

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?
Whatever I say is CC0

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Re: [MOD] Petz (petz) (v8.21)

by runs » Post

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?
Because I hadn't checked. But if you say it works, go ahead. Actually mobs_redo has the same "tamed" property as mobkit.
-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?
Forget it. Deprecated. I will remove it in the next version.

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Re: [Mod] Petz [v8.22] [petz]

by runs » Post

v8.22
- Added ".luacheckrc" to the root dir.
- A lot of bugs fixed thanks to luacheck.

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Re: [Mod] Petz [v8.22] [petz]

by Clyde » Post

Hello,

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:
Greetings, Clyde.
My Server: Welcome to Zeitsprung - deadsoft.org:49152 Jungle The next Gundul - jungle-tng.deadsoft.org:49152

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Re: [Mod] Petz [v8.23] [petz]

by runs » Post

v8.23
- Fixed crash with silkworm.

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Re: [Mod] Petz [v8.23] [petz]

by CalebJ » Post

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.

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