[Mod] Creatures [git] [minetest_mods_creatures]

User avatar
Diamond knight
Member
 
Posts: 450
Joined: Sun Apr 19, 2015 19:50
Location: stalker...
GitHub: Diamondknight
In-game: Ferrumprinceps

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Diamond knight » Mon Jun 05, 2017 18:45

someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.
 

User avatar
TumeniNodes
Member
 
Posts: 2618
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by TumeniNodes » Mon Jun 05, 2017 18:58

Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.


You better get to work then..., you have lots to do ; )
I'm not your buddy, guy...
 

User avatar
MirceaKitsune
Member
 
Posts: 849
Joined: Sat May 21, 2011 22:31
Location: Romania, Bucharest
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Mon Jun 05, 2017 19:56

Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.


Actually you can't use 3D armor because my code and models simply aren't compatible with it, intended plans included an armor system originally for the mod. As for forking, I'd rather changes are issued as pull requests first; The more versions of a mod there are, the harder it is to pick and use one.
 

User avatar
Diamond knight
Member
 
Posts: 450
Joined: Sun Apr 19, 2015 19:50
Location: stalker...
GitHub: Diamondknight
In-game: Ferrumprinceps

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Diamond knight » Mon Jun 05, 2017 20:50

good, the original dev is back...


and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod
 

User avatar
MirceaKitsune
Member
 
Posts: 849
Joined: Sat May 21, 2011 22:31
Location: Romania, Bucharest
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Mon Jun 05, 2017 21:42

Diamond knight wrote:and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod


The issue again is that, there's no better system with the default creatures; The player is given free choice as to which creature to possess, so choosing a default would kind of defeat the purpose. Never the less, the ghost system is not obligatory, and can be avoided with a custom creature set.
 

User avatar
Stix
Member
 
Posts: 1357
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Stix » Fri Sep 15, 2017 21:20

this looks very promising, +1
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
thomasthespacefox
Member
 
Posts: 69
Joined: Sun Aug 02, 2015 15:00
GitHub: ThomasTheSpaceFox
IRC: ThomasJaguar1212
In-game: thomasthespacefox

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by thomasthespacefox » Sat Mar 17, 2018 15:51

Cool concept. wound up with a literal crowd of anthros following me XD

Image



it be cool to see this updated once 0.5 comes around.
A few things i noticed:
  1. beds cause animation-related crashes. (see spoiler) probably related to commenting out player.lua
  2. also, i did notice the odd lone floating item.
  3. The server takes a bit longer to initialize
for the most part though, at least from my experience, this thing still works in 0.4.16. Though having 10 or so anthros following you tends to lag things a little bit. XD

+ Spoiler
 

User avatar
MirceaKitsune
Member
 
Posts: 849
Joined: Sat May 21, 2011 22:31
Location: Romania, Bucharest
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sat Mar 17, 2018 18:26

Yes: I remember a problem of my mod was that you have to disable player.lua manually. I was going to make a pull request for minetest_game which made it possible to turn off the default player animation system using a variable, but I took my long break from Minetest modding at that time.

Creatures will follow allies with whom they have a high alliance score. If you wish to avoid them you can usually outrun them, or wait for them to spot a foe which will cause them to either attack or flee (based on the fear stat).
 

User avatar
cHyper
Member
 
Posts: 792
Joined: Fri May 06, 2011 08:49
Location: Austria
GitHub: cHyper-0815OL
IRC: cHyper
In-game: cHyper

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by cHyper » Sat Mar 17, 2018 20:39

how can i change the spawn rate of the mobs to get more sheeps for instance.
 

User avatar
MirceaKitsune
Member
 
Posts: 849
Joined: Sat May 21, 2011 22:31
Location: Romania, Bucharest
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sat Mar 17, 2018 22:19

cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.
 

User avatar
Stix
Member
 
Posts: 1357
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Stix » Fri May 04, 2018 20:18

MirceaKitsune wrote:
cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.

what code do i change to use this? ik it was mentioned somewhere but i cant find it, id rlly like to test out this mod, it looks very promising!
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
Diamond knight
Member
 
Posts: 450
Joined: Sun Apr 19, 2015 19:50
Location: stalker...
GitHub: Diamondknight
In-game: Ferrumprinceps

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by Diamond knight » Sat Jan 05, 2019 01:14

Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.
 

User avatar
MirceaKitsune
Member
 
Posts: 849
Joined: Sat May 21, 2011 22:31
Location: Romania, Bucharest
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sat Jan 05, 2019 02:35

Diamond knight wrote:Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.


It has been quite a while since I've been active on MineTest. I will have to see about it sometime. For now I'm hoping the mod API remains backwards-compatible enough as to not really break anything.
 

User avatar
MirceaKitsune
Member
 
Posts: 849
Joined: Sat May 21, 2011 22:31
Location: Romania, Bucharest
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by MirceaKitsune » Sun Jan 13, 2019 20:22

Alright. I've updated Minetest and am now thinking of taking another look at both Structures and Creatures, to at least bring them up to date with the latest code after 4 years since I last touched them.

I have a small favor I'd like to ask if anyone has a few minutes to spare: Could you please list to me all of the deprecated functions this mod still uses, and ideally also what I need to replace every function with? You can find the code of the core creatures systems over here:

https://github.com/MirceaKitsune/minete ... /creatures
 

RajMahal
New member
 
Posts: 7
Joined: Wed Jan 16, 2019 20:56

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by RajMahal » Sun Feb 24, 2019 02:21

---------------- My Question
Raj asks:
Can anyone tell me what changes are required within creatures_mod to compensate for new MT.5.0.dev offset?
*in-process*

+ Spoiler

---------------- My Question
Raj says:
Thanks & a BIG RajMahug® to You
*closed*

+ Spoiler


MirceaKitsune asks:
...If anyone has a few minutes to spare, please list deprecated functions this mod uses & ideally what I need to replace them with.
*in-process-see attached*

+ Spoiler
 

User avatar
thomasthespacefox
Member
 
Posts: 69
Joined: Sun Aug 02, 2015 15:00
GitHub: ThomasTheSpaceFox
IRC: ThomasJaguar1212
In-game: thomasthespacefox

Re: [Mod] Creatures [git] [minetest_mods_creatures]

by thomasthespacefox » Fri Mar 08, 2019 03:28

Just compiled v5 myself. Id really love to play around with this mod with the new custom player collision boxes and such.
 

Previous

Return to Mod Releases



Who is online

Users browsing this forum: Gibeinumo, Google [Bot] and 4 guests