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

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

by Sokomine » Sun Jan 12, 2020 03:30

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

by Gundul » Sun Jan 12, 2020 06:03

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

by runs » Sun Jan 12, 2020 17:31

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 » Tue Jan 14, 2020 00:49

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.
 

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

by Gundul » Tue Jan 14, 2020 03:18

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 » Thu Jan 16, 2020 16:15

Will it take place when a wolf attacks you at night?
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Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v6.6)

by runs » Thu Jan 16, 2020 22:34

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] (v6.7)

by CalebJ » Fri Jan 17, 2020 23:23

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 » Sat Jan 18, 2020 01:51

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: (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 Sat Jan 18, 2020 03:55, edited 1 time in total.
 

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

by runs » Sat Jan 18, 2020 03:51

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

by runs » Sat Jan 18, 2020 04:08

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 » Sat Jan 18, 2020 13:00

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] (v7.3)

by CalebJ » Sat Jan 18, 2020 23:26

very, very interesting. :O
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