I don't think so. It seems that your mod is at fault here. armor_groups = {fleshy=10, radiation=10} - this means that your petz only take 10% damage from hits & radiation - ridiculously low. This most likely means that you could hit them with a steel sword without anything happening.No, it's the other way around, those mods should be compatible with all other mods that add entities.
[Mod] Petz [DEPRECATED] [petz]
- LMD
- Member
- Posts: 1400
- Joined: Sat Apr 08, 2017 08:16
- GitHub: appgurueu
- IRC: appguru[eu]
- In-game: LMD
- Location: Germany
- Contact:
Re: [Mod] Petz [v9.8] [petz]
- LMD
- Member
- Posts: 1400
- Joined: Sat Apr 08, 2017 08:16
- GitHub: appgurueu
- IRC: appguru[eu]
- In-game: LMD
- Location: Germany
- Contact:
Re: [Mod] Petz [v9.8] [petz]
I don't think so. It seems that your mod is at fault here. armor_groups = {fleshy=10, radiation=10} - this means that your petz only take 10% damage from hits & radiation - ridiculously low. This most likely means that you could hit them with a steel sword without anything happening.No, it's the other way around, those mods should be compatible with all other mods that add entities.
Re: [Mod] Petz [v9.8] [petz]
This is for armors, not petz.LMD wrote: ↑Tue Apr 28, 2020 14:45I don't think so. It seems that your mod is at fault here. armor_groups = {fleshy=10, radiation=10} - this means that your petz only take 10% damage from hits & radiation - ridiculously low. This most likely means that you could hit them with a steel sword without anything happening.No, it's the other way around, those mods should be compatible with all other mods that add entities.
Re: [Mod] Petz [v9.8] [petz]
v9.9
- Fix: Crash in fish_remove function [Thanks to Xachman].
- Fix: Tarantula, butterfly & rat did not spawn.
- Changes in the spawn system:
-- Now all the petz in the 'petz_list' in the 'petz.conf' configuration file spawn by default. To avoid that certain petz to spawn set a "_disable_spawn" setting in petz.conf.
-- New "spawn_peaceful_monsters_ratio" setting to set the ratio between peaceful mobs vs monster mobs.
- Fix: Crash in fish_remove function [Thanks to Xachman].
- Fix: Tarantula, butterfly & rat did not spawn.
- Changes in the spawn system:
-- Now all the petz in the 'petz_list' in the 'petz.conf' configuration file spawn by default. To avoid that certain petz to spawn set a "_disable_spawn" setting in petz.conf.
Code: Select all
##Disable here some mobs to not spawn
###Add the type name of the petz plus "_disable_spawn"
###Normal bees should not spam!!!
bee_disable_spawn = true
Code: Select all
#ratio paceful/monsters (0-1)
##'is_monster' is an entity definition
##I.e. a ratio of 0.7 means that is more probable (20% more) more peaceful mobs than monsters
spawn_peaceful_monsters_ratio = 0.7
Last edited by runs on Wed Apr 29, 2020 18:12, edited 3 times in total.
- LMD
- Member
- Posts: 1400
- Joined: Sat Apr 08, 2017 08:16
- GitHub: appgurueu
- IRC: appguru[eu]
- In-game: LMD
- Location: Germany
- Contact:
Re: [Mod] Petz [v9.8] [petz]
Indeed.This is for armors, not petz.
Re: [Mod] Petz [v9.9] [petz]
v9.10
- Fix: If 'disable_monsters' set to true, overrides the "spawn_peaceful_monsters_ratio" setting.
- Fix: If 'disable_monsters' set to true, overrides the "spawn_peaceful_monsters_ratio" setting.
-
- New member
- Posts: 1
- Joined: Wed Apr 29, 2020 23:49
- GitHub: Kevin-Sangeelee
- IRC: kevinsan
Re: [Mod] Petz [v8.30] [petz]
In a similar vein, I think you should simply ignore anyone who doesn't communicate with basic civility, since it frees you to focus on more constructive conversations. If you're feeling generous, it sometimes helps to guide rude conversations back on track (I think antagonisms are sometimes 'cultivated' by less scrupulous elements of the gaming industry, hence sometimes a 'useful idiot' culture emerges and proliferates).
Take care not to extrapolate a few idiots elsewhere to the Minetest community - though not something I'm part of, I have been reading and learning enough over the last year that it's clearly one of the most positive parts of the Internet - far from the ruthless world of click-bait and exploitative practices that have characterised the last decade.
Thanks for sharing your code, and contributing to free software!
Re: [Mod] Petz [v8.30] [petz]
I know all that, but when it's time I feel like killing someone. Ha, ha, ha.kevins wrote: ↑Thu Apr 30, 2020 00:31In a similar vein, I think you should simply ignore anyone who doesn't communicate with basic civility, since it frees you to focus on more constructive conversations. If you're feeling generous, it sometimes helps to guide rude conversations back on track (I think antagonisms are sometimes 'cultivated' by less scrupulous elements of the gaming industry, hence sometimes a 'useful idiot' culture emerges and proliferates).
Take care not to extrapolate a few idiots elsewhere to the Minetest community - though not something I'm part of, I have been reading and learning enough over the last year that it's clearly one of the most positive parts of the Internet - far from the ruthless world of click-bait and exploitative practices that have characterised the last decade.
Thanks for sharing your code, and contributing to free software!
-
- Member
- Posts: 407
- Joined: Sat Dec 29, 2018 19:21
- GitHub: KaylebJay
- IRC: KaylebJay
- In-game: CalebJ
- Location: Tunnelers' Abyss
Re: [Mod] Petz [v8.30] [petz]
Nicely put.kevins wrote: ↑Thu Apr 30, 2020 00:31In a similar vein, I think you should simply ignore anyone who doesn't communicate with basic civility, since it frees you to focus on more constructive conversations. If you're feeling generous, it sometimes helps to guide rude conversations back on track (I think antagonisms are sometimes 'cultivated' by less scrupulous elements of the gaming industry, hence sometimes a 'useful idiot' culture emerges and proliferates).
Take care not to extrapolate a few idiots elsewhere to the Minetest community - though not something I'm part of, I have been reading and learning enough over the last year that it's clearly one of the most positive parts of the Internet - far from the ruthless world of click-bait and exploitative practices that have characterised the last decade.
Thanks for sharing your code, and contributing to free software!
Re: [Mod] Petz [v9.10] [petz]
Code: Select all
2020-04-30 10:47:00: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback on_playerReceiveFields(): /home/mt-test/.minetest/mods/petz/petz/api/api_forms.lua:341: attempt to index field 'colors' (a nil value)
2020-04-30 10:47:00: ERROR[Main]: stack traceback:
2020-04-30 10:47:00: ERROR[Main]: /home/mt-test/.minetest/mods/petz/petz/api/api_forms.lua:341: in function 'create_affinity_form'
2020-04-30 10:47:00: ERROR[Main]: /home/mt-test/.minetest/mods/petz/petz/api/api_forms.lua:227: in function 'func'
2020-04-30 10:47:00: ERROR[Main]: /home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:106: in function </home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:100>
2020-04-30 10:47:00: ERROR[Main]: /home/mt-test/1/bin/../builtin/game/register.lua:429: in function </home/mt-test/1/bin/../builtin/game/register.lua:413>
Whatever I say is CC0
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Petz [v9.10] [petz]
That's a pity! The other sheep (and goat? or male sheep?) look great as well! We really can't really bread lambs...that's brutal!runs wrote: I've discarded the 'realistic' model. I prefer the kawaii one cos it is more adorable :-)
Thanks for sharing them! I still hope for herds of sheep and perhaps cows eventually. I've already built a shepherd's wagon some time ago but not really the time to do anything more in that regard. Eventually I'd like to have a world where sheep, cows and the like do not roam around freely but are kept by their owners (who might be willing to sell one to a passing player). Only wild animals like deer and the like ought to hop around in the wild.runs wrote: But if anyone interested, here the Blender model:
A list of my mods can be found here.
Re: [Mod] Petz [v9.10] [petz]
v9.11
- Fix: Crash when click on heart icon.
- Fix: Crash when click on heart icon.
Re: [Mod] Petz [v9.10] [petz]
Well, you can actually breed lambs.That's a pity! The other sheep (and goat? or male sheep?) look great as well! We really can't really bread lambs...that's brutal!runs wrote: I've discarded the 'realistic' model. I prefer the kawaii one cos it is more adorable :-)
I will release these three sheep models to rethinking about that.
Well, in real life the farm animals are in stables or then escaping. :-) Even they need a shepard if they go for a ride.runs wrote: But if anyone interested, here the Blender model:
Thanks for sharing them! I still hope for herds of sheep and perhaps cows eventually. I've already built a shepherd's wagon some time ago but not really the time to do anything more in that regard. Eventually I'd like to have a world where sheep, cows and the like do not roam around freely but are kept by their owners (who might be willing to sell one to a passing player). Only wild animals like deer and the like ought to hop around in the wild.
If you put a bowl the petz should stay close indeed, even lambs should stay close to it.
Oops! I've realized that I have already a 'petz_trough.nbe' created in the 'nodeboxes' folder to be implemented as an alternative to the bowl. I have to put it into action.
What do you mean for kept by their owners? Tamed petz always belong to their owners, just they have to be saved in a stable. If the owner travels, what would happen with not enclosed petz?
I have an idea to implement herds. But herd related to itself and maybe a shepherd with a shepherd's stick. MY idea to create herds is to mark a checkbox in the lamb and then that lamb try to stay joined with the herd. And when the shepherd carries his stick, all that herd will follow.
Re: [Mod] Petz [v9.11] [petz]
When I try to use a stack of syringes on a pony, the stack disappears and is replaced by a single syringe with ... welll ... a filled syringe. I'd prefer one sringe be deducted from the stack and placed as a single item into my inventory. :)
Whatever I say is CC0
Re: [Mod] Petz [v9.11] [petz]
Bug, I will fix it.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Petz [v9.11] [petz]
What's mostly bothering me (even though I understand the need from a gameplay perspective) is that domesticated animals run around everywhere and can be adopted and tamed by any passing player. In RL, domesticated animals usually belong to someone. And that someone wants to keep them for himself in order not to starve (in historic times). Unowned "wild" domesticated animals might be seen as competitors for food of your own animals and either be caught and kept or slaughtered.runs wrote: What do you mean for kept by their owners? Tamed petz always belong to their owners, just they have to be saved in a stable. If the owner travels, what would happen with not enclosed petz?
There may be some exceptions (wild goats placed on islands, wild horses in America and Australia), but they're exceptions and not the rule. Wild animals are usually diffrent from domesticated ones.
All usable mob mods spawn domesticated mobs somewhere in the wild. It's the only way for players to get them. I'd personally prefer if they where sold by farmers at high prices. But that requires farmers willing to trade...
Yes, that would be nice. And your idea with them following the stick-wielding shepherd might be sufficient. That part of the code seems to work very well in mobkit. So maybe follow stick-wielding shepherd + otherwise eat grass (walk randomly about) and occasionally check if too far from shepherd and go back to him if needed might do very well already.runs wrote: I have an idea to implement herds. But herd related to itself and maybe a shepherd with a shepherd's stick. MY idea to create herds is to mark a checkbox in the lamb and then that lamb try to stay joined with the herd. And when the shepherd carries his stick, all that herd will follow.
A list of my mods can be found here.
Re: [Mod] Petz [v9.11] [petz]
v9.12
- Fix: Stack of syringes does not dissapear when applying on a pony. Obviously syringes with seed are not stackable.
- Fix: Stack of syringes does not dissapear when applying on a pony. Obviously syringes with seed are not stackable.
Re: [Mod] Petz [v9.11] [petz]
The New Sheep Model.
Licence: GPLv3 and CC4.
- Attachments
-
- petz_sheep_goat_v3.zip
- Download
- (188.47 KiB) Downloaded 50 times
Last edited by runs on Sat May 02, 2020 01:22, edited 1 time in total.
Re: [Mod] Petz [v9.12] [petz]
I've created a poll to decide to change the lamb model.
-
- Member
- Posts: 407
- Joined: Sat Dec 29, 2018 19:21
- GitHub: KaylebJay
- IRC: KaylebJay
- In-game: CalebJ
- Location: Tunnelers' Abyss
Re: [Mod] Petz [v9.12] [petz]
I prefer the current one, so that's my vote :)
Re: [Mod] Petz [v9.12] [petz]
v9.10
New petz for your farm: Goat!
- In 3 colors.
- Milkable.
New petz for your farm: Goat!
- In 3 colors.
- Milkable.
Re: [Mod] Petz [v10.0] [petz]
v10.1
- Added some food: Raw Goat and Roasted Goat Meat.
- Added Shepher's Crook: Still no use.
- Added some food: Raw Goat and Roasted Goat Meat.
- Added Shepher's Crook: Still no use.
-
- Member
- Posts: 407
- Joined: Sat Dec 29, 2018 19:21
- GitHub: KaylebJay
- IRC: KaylebJay
- In-game: CalebJ
- Location: Tunnelers' Abyss
Re: [Mod] Petz [v10.1] [petz]
Nice! Was kinda hoping that model got put to use. Too bad they can't climb trees yet ;)
Re: [Mod] Petz [v10.1] [petz]
nice new models! :)
Re: [Mod] Petz [v10.1] [petz]
v11
- New feature: It was added a button in the petz form to allow abandon your pet safely (ask for confirmation).
Herding
- You can create herds of lambs or goats.
- Check "Herding" for individuals in its form.
- Behaviour: Herd members tend to keep joined with their congeners.
- Become a Shepherd! Do craft a crock and then the herds will follow you (if you are the owner).
- New settings in petz.conf: 'herding_members_distance' & 'herding_shepherd_distance'
- New feature: It was added a button in the petz form to allow abandon your pet safely (ask for confirmation).
Herding
- You can create herds of lambs or goats.
- Check "Herding" for individuals in its form.
- Behaviour: Herd members tend to keep joined with their congeners.
- Become a Shepherd! Do craft a crock and then the herds will follow you (if you are the owner).
- New settings in petz.conf: 'herding_members_distance' & 'herding_shepherd_distance'
Who is online
Users browsing this forum: Bing [Bot] and 36 guests