5.3-dev?
[Mod] Petz [DEPRECATED] [petz]
Re: [Mod] Petz [v12] [petz]
v12.1
- Some fixes in the selling system.
- Some fixes in the selling system.
Re: [Mod] Petz [v11.6] [petz]
I am using Minetest 5.2, the latest mobkit and petz v12.1.
I checked again but the same result (node1.drawtype is not 'liquid' every time).
Re: [Mod] Petz [v12.1] [petz]
v12.2
- Fixed some inconsistences that allow access to the forms of ponies and lambs to not owners.
- Fixed some inconsistences that allow access to the forms of ponies and lambs to not owners.
Re: [Mod] Petz [v12.2] [petz]
v12.3
- Retuned the spawn check of deep_water for fishes.
- Reverted: Now admins cannot access other players petz' forms, but can still capture them. Because it caused troubles if the admin played normally.
- Retuned the spawn check of deep_water for fishes.
- Reverted: Now admins cannot access other players petz' forms, but can still capture them. Because it caused troubles if the admin played normally.
Re: [Mod] Petz [v11.6] [petz]
Maybe mobkit changes.
Anyway I've changed and tested and it works in v12.3
To test:
1) Put spawn_interval = 1 in petz.conf to a fast spawn testing.
2) Ensure your fishes/dolphins spawn nodes are water.
3) Go to an area of deep water to observe the spawned fishes.
Re: [Mod] Petz [v12.3] [petz]
Well, now I have to create an adorable Bambi. Samantha asked me, she said it'd be her favorite pet.
Re: [Mod] Petz [v11.6] [petz]
OK. I met Dolphins again. Thanks.
Re: [Mod] Petz [v12.3] [petz]
v12.4
- Updated an fixed the translations for spanish, french and german. I've completed it with Google translator, but I think I did it in a some decent way.
- Updated an fixed the translations for spanish, french and german. I've completed it with Google translator, but I think I did it in a some decent way.
Re: [Mod] Petz [v12.4] [petz]
I'm not knocking the pet shop stuff, but I feel there is a bit of scope creep there. Have you considered splitting that off into a separate section of the modpack?
Re: [Mod] Petz [v12.4] [petz]
What do you mean? Yeah, maybe Petz is becoming an unmanageable monster. But I try to make it modular (separated api files).
The shop is just a tab in multiplayer. It does not affect performance at all, as it does not affect the entities themselves. It can be disabled by putting "selling = false" in the petz.conf file. What I can do is not even load (api_sell_buy.lua) if it is not enabled.
Another thing is herding, that does affect performance. But even here it is the server or the user who decides.
All thanks to the mobkit management of the things.
But people want new features, they want intelligent animals. They want them to do this or that. You have to find a balance.
Re: [Mod] Petz [v12.4] [petz]
In the process of tweaking the conf file I found that "_spawn_biome = ice_sheet" doesn't work.
I am wondering if the whole biome filter mechanism is broken or just this one.
Also I cannot put a queen_bee, tamed or not, in the artificial hive.
I am wondering if the whole biome filter mechanism is broken or just this one.
Also I cannot put a queen_bee, tamed or not, in the artificial hive.
Re: [Mod] Petz [v12.4] [petz]
A player of mine asked, if you could make tamable squirrels that run up and down trees?
Also I managed to breed my first rainbow horse and wrecked it the other day, because it ran too fast, thus "jumped" off a shallow slope (2 by 1 blocks, but at a lenght of 20 blocks, it was still a fall of 10 blocks) and died :D Could you make it that they don't "jump" in a straight line ahead, but fall to the ground on time?
Also I managed to breed my first rainbow horse and wrecked it the other day, because it ran too fast, thus "jumped" off a shallow slope (2 by 1 blocks, but at a lenght of 20 blocks, it was still a fall of 10 blocks) and died :D Could you make it that they don't "jump" in a straight line ahead, but fall to the ground on time?
Whatever I say is CC0
Re: [Mod] Petz [v12.4] [petz]
I've checked it and it works. To spawn only in "ice_sheet":
Notes:
- You have to set the right nodes of that biome.
- _spawn_biome is unique! No more than one.
Code: Select all
_spawn_nodes = default:snowblock,default:ice
_spawn_biome = ice_sheet
No, only bee workers. You already got it! Artificial beehives are crafted with a worked bee, and a worker bee go out when you put the behive in the world, but also a queen bee "magically" is created inside. You can get it breaking the beehive. :-/Also I cannot put a queen_bee, tamed or not, in the artificial hive.
I did it this way to make it easier to collect honey with a worker bee from scratch. But I'm thinking it's unreal, in the next version I will make the artifical hives with a queen bee, and the player will have to put the extra worker bees on his own. It makes more sense. :-)
Re: [Mod] Petz [v12.4] [petz]
Code: Select all
A player of mine asked, if you could make tamable squirrels that run up and down trees?
Terrestrial is almost 2D, aquatic is 3D but free movement, and arboreal is pure 3D.
Arboreal Behaviour is a TO-DO in petz. Currently the chimp has animations for climb/hang from trees, but only can climb and down trunks and maybe hang.
To-Do:
- Arboreal petz should prefer to stand the trees and ocasionally come down.
- Can climb the treetops and come down.
- Jumping from tree to tree.
- Escaping by putting itself safely in a tree.
I'll try, which I don't know if I will.
I don't understand what happened to you :-DAlso I managed to breed my first rainbow horse and wrecked it the other day, because it ran too fast, thus "jumped" off a shallow slope (2 by 1 blocks, but at a lenght of 20 blocks, it was still a fall of 10 blocks) and died :D Could you make it that they don't "jump" in a straight line ahead, but fall to the ground on time?
Does the pony jump too high over small obstacles? Does it run too fast?
Re: [Mod] Petz [v12.4] [petz]
v12.5
- Fix: Dolphins not jumping over the water. :-)
- Now polar bears and penguins spawn in all the biomes with snow, not only in the ice sheet biome.
- Fix: Dolphins not jumping over the water. :-)
- Now polar bears and penguins spawn in all the biomes with snow, not only in the ice sheet biome.
Re: [Mod] Petz [v12.5] [petz]
Hum, I thought a method to do a basic arboreal behaviour.
- Mobs search for trees around from time to time. Tree detection (trunk over trunk nodes and leaves).
- Go for the tree.
- Climb the trunk.
- Go thru the leaves (tricky) to reach the top.
I will do a direct online on my YT channel for the squirrel.
- Mobs search for trees around from time to time. Tree detection (trunk over trunk nodes and leaves).
- Go for the tree.
- Climb the trunk.
- Go thru the leaves (tricky) to reach the top.
I will do a direct online on my YT channel for the squirrel.
Re: [Mod] Petz [v12.5] [petz]
v12.6
- [5.3-dev] Fixed crash with kennel cos a bad wield_image data type.
- Penguins now only should spawn close to a coast.
- [5.3-dev] Fixed crash with kennel cos a bad wield_image data type.
- Penguins now only should spawn close to a coast.
Re: [Mod] Petz [v12.6] [petz]
It ran too fast, and instead of walking down the slope it kept its strairght vector, hovered over the slope and then fell. I'll try to put it into a picture :DI don't understand what happened to you :-DAlso I managed to breed my first rainbow horse and wrecked it the other day, because it ran too fast, thus "jumped" off a shallow slope (2 by 1 blocks, but at a lenght of 20 blocks, it was still a fall of 10 blocks) and died :D Could you make it that they don't "jump" in a straight line ahead, but fall to the ground on time?
Does the pony jump too high over small obstacles? Does it run too fast?
38 is the y coordinate, I rode it on the small place up there, then down the slope. I expected it to run the red arrow down to a y level of 14. Instead, it proceeded on y 38 along the blue arrow, then suddenly decided to plummet to the ground and die in a horrible crash :P It dropped all items I had attached to it. The slope has a descent of 1 to 2 blocks, it has a length of about 50 nodes.
While recreating the event, I came across this issue:
Code: Select all
2020-05-08 05:09:51: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): ...t-test/.minetest/mods/petz/petz/api/api_dreamcatcher.lua:56: attempt to get length of a nil value
2020-05-08 05:09:51: ERROR[Main]: stack traceback:
2020-05-08 05:09:51: ERROR[Main]: ...t-test/.minetest/mods/petz/petz/api/api_dreamcatcher.lua:56: in function 'dreamcatcher_save_metadata'
2020-05-08 05:09:51: ERROR[Main]: /home/mt-test/.minetest/mods/petz/petz/api/api_on_step.lua:16: in function 'on_step'
2020-05-08 05:09:51: ERROR[Main]: /home/mt-test/.minetest/mods/petz/petz/petz/pony_mobkit.lua:110: in function 'func'
2020-05-08 05:09:51: ERROR[Main]: /home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:106: in function </home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:100>
I managed to kill another horse in the same way, do you want me to make a video on how I do it?
Whatever I say is CC0
Re: [Mod] Petz [v12.6] [petz]
Open the file '/api/api_dreamctacher.lua" and go to the line 53:Bastrabun wrote: ↑Fri May 08, 2020 03:21It ran too fast, and instead of walking down the slope it kept its strairght vector, hovered over the slope and then fell. I'll try to put it into a picture :DI don't understand what happened to you :-DAlso I managed to breed my first rainbow horse and wrecked it the other day, because it ran too fast, thus "jumped" off a shallow slope (2 by 1 blocks, but at a lenght of 20 blocks, it was still a fall of 10 blocks) and died :D Could you make it that they don't "jump" in a straight line ahead, but fall to the ground on time?
Does the pony jump too high over small obstacles? Does it run too fast?
flightpath_and_crashsite.jpg
38 is the y coordinate, I rode it on the small place up there, then down the slope. I expected it to run the red arrow down to a y level of 14. Instead, it proceeded on y 38 along the blue arrow, then suddenly decided to plummet to the ground and die in a horrible crash :P It dropped all items I had attached to it. The slope has a descent of 1 to 2 blocks, it has a length of about 50 nodes.
While recreating the event, I came across this issue:
What did I do? I spawned a horse I, put a saddle on, 4 horseshoes and then the dreamcatcher. When I right clicked it with the last item, above error occured.Code: Select all
2020-05-08 05:09:51: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'petz' in callback luaentity_Step(): ...t-test/.minetest/mods/petz/petz/api/api_dreamcatcher.lua:56: attempt to get length of a nil value 2020-05-08 05:09:51: ERROR[Main]: stack traceback: 2020-05-08 05:09:51: ERROR[Main]: ...t-test/.minetest/mods/petz/petz/api/api_dreamcatcher.lua:56: in function 'dreamcatcher_save_metadata' 2020-05-08 05:09:51: ERROR[Main]: /home/mt-test/.minetest/mods/petz/petz/api/api_on_step.lua:16: in function 'on_step' 2020-05-08 05:09:51: ERROR[Main]: /home/mt-test/.minetest/mods/petz/petz/petz/pony_mobkit.lua:110: in function 'func' 2020-05-08 05:09:51: ERROR[Main]: /home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:106: in function </home/mt-test/1/bin/../builtin/profiler/instrumentation.lua:100>
I managed to kill another horse in the same way, do you want me to make a video on how I do it?
Code: Select all
if self.tag == "" or not(self.owner) then
Yes make a video I still do not understand :-D
Re: [Mod] Petz [v12.6] [petz]
Well, I think I figured out: if the pony runs too fast, it's got a lot of momentum on the ramps and suddenly it falls precipitously. It literally looks like the pony flew.
:-D
One question: what were the speed and acceleration statistics of the pony?
I'm afraid I'm going to have to limit the speed of the good ponies.
The "bad" ponies are already going too fast. I don't want to imagine one with its statistics of speed at full throttle, it's like a rocket.
:-D
One question: what were the speed and acceleration statistics of the pony?
I'm afraid I'm going to have to limit the speed of the good ponies.
The "bad" ponies are already going too fast. I don't want to imagine one with its statistics of speed at full throttle, it's like a rocket.
Re: [Mod] Petz [v12.6] [petz]
I have to make a progressive speed formula, not linear, better be a curve, the closer the pony is to the top speed, the slower its progression.
Too bad my math is so bad.
Too bad my math is so bad.
Re: [Mod] Petz [v12.6] [petz]
v12.7
- Fix: Runaway ponies on the cliff.
- Fix: Runaway ponies on the cliff.
Re: [Mod] Petz [v12.7] [petz]
That's what my api_dreamcatcher.lua in line 53 reads:
I don't see any differences to yours. It is release = 3697 from content db.
Speed and acceleration were 6/7/6
I also have 10/10/10 ones, I'll try the rocket jump with them on the new version. Usually I update as soon as possible, to test quickly for the liveserver.
Code: Select all
if self.tag == "" or not(self.owner) then
Speed and acceleration were 6/7/6
I also have 10/10/10 ones, I'll try the rocket jump with them on the new version. Usually I update as soon as possible, to test quickly for the liveserver.
Whatever I say is CC0
Re: [Mod] Petz [v12.7] [petz]
v12.8
- Fixed possible crash with saving dreamcatcher metadata.
- Fixed possible crash with saving dreamcatcher metadata.
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