sapier wrote:@rinoux seems you've really got a rat plaque there ;-) ... are they animal rats or the original ones? I've had a similar sort of mob cummulation before I added rats.
sapier wrote:@rinoux I've just noticed that at least some of the rats can't be animals rats. Animals rats do use the same sprite for all directions and this sprite does always face the same direction to the player. They cannot look in different directions ... at least by now. The rats in your screenshot do look in different directions and the one next to your hand is even facing their small side towards player.
neko259 wrote:1. Can you make player attacks push mobs back like it is with the default ones?
2. Can you add some shadows or other texture to wool? It's too plain and white for decoration.
minetest.register_abm({
nodenames = { "animals:sheep_wool" },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.env:remove_node(pos)
minetest.env:add_node(pos,{name="animalmaterials:wool_white"})
end
})
16:10:25: ACTION[ServerThread]: RAPHAEL punches object 14
16:10:25: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_punch': /home/mark/.minetest/usermods/animals/harvesting.lua:116: attempt to perform arithmetic on field 'last' (a nil value)
16:10:25: ERROR[ServerThread]: stack traceback:
In thread b6cc7b70:
/build/buildd/minetestc55-201201271119/src/server.cpp:113: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b64c6b70:
#0 virtual void* EmergeThread::Thread()
(Leftover data: #1 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD b6cc7b70:
#0 virtual void* ServerThread::Thread()
(Leftover data: #1 void Server::Receive())
(Leftover data: #2 void Server::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #3 void ItemStack::deSerialize(std::istream&, IItemDefManager*))
(Leftover data: #4 void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
DEBUG STACK FOR THREAD b77b36d0:
#0 int main(int, char**)
#1 void dedicated_server_loop(Server&, bool&)
(Leftover data: #2 irr::core::list<PlayerInfo> Server::getPlayerInfo())
sapier wrote:@rinoux do you plan to add burning vombie graphics too?
EDIT1: the graphic is perfect for grey wool but to dark for white wool
neko259 wrote:1. Can you make player attacks push mobs back like it is with the default ones?
sapier wrote:did you update to 0.9.11?
sapier wrote:@neko259 it's already added look in the changes for 0.9.11 ;-)
Users browsing this forum: No registered users and 34 guests