[Modpack] Animals Modpack [2.5] -- 2.6 approaching

sapier
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by sapier » Sun Jan 29, 2012 10:36

@rahonejm thx that was one of the errors I expected due to the code reorganization. will be fixed in next version, if you don't wanna/can't wait change last in the line told by error message to ts_last

EDIT2: sorry the italic text got lost when commiting my first post I didn't notice until now this happened again

@rinoux I was talking about my version not yours ;-)
Last edited by sapier on Sun Jan 29, 2012 16:52, edited 1 time in total.
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by rinoux » Sun Jan 29, 2012 11:34

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.

They are animal rats, yes... it scared me.
 

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by sapier » Sun Jan 29, 2012 16:50

@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.
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by rinoux » Sun Jan 29, 2012 17:17

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.

Haaaa ok, but i did install Animal mod... one way to know is to change the texture of the Animal mod's rat so they look different ?!
 

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by sapier » Sun Jan 29, 2012 17:45

Different rat texture is already done in my development version I'm just waiting to lett bug reports settle down before releasing a new bugfix version. I'm using the rat you draw.
But I've the same problem as for chicken I don't have a "top" texture ;-). Same thing is true for fish but here even a bottom texture will be necessary as anyone can dive below a fish.

@all
Even if I sometimes use single textures multiple view textures would be prefered if available. So anyone feel free to improove those spacers I add to test my code!
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by neko259 » Sun Jan 29, 2012 21:32

Sheep regenerate very fast I think. Their wool is growing in a minute or near that.
+ Can you add wool coloring? Get flowers from the flowers mod + white wool and get colored wool (nice for decorations). Or is it an idea for another mod?
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by sapier » Sun Jan 29, 2012 22:07

sheep regenerate wool exactly in one minute it's not a bug it's intended to be.
If more people think this is to fast please tell me!

I like the idea of coloring wool but there are two reasons why this won't get into mod animals
*it would add a dependancy to flowers mod
*animals mod is not intended to do postprocessing this is the reason why it doesn't support cooking too

But if someone likes to use animals mod output to create fancy cooking recieps or colored wool I'd gladly add new animals to support her/him with new raw materials ;-). Ok someone would have to draw the textures too ;-)
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by neko259 » Sun Jan 29, 2012 22:10

Okay then, I'll have to make one more mod.
Last edited by neko259 on Sun Jan 29, 2012 22:14, edited 1 time in total.
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by neko259 » Mon Jan 30, 2012 19:11

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.
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by rinoux » Mon Jan 30, 2012 20:17

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.


From real wool... Image
 

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by neko259 » Mon Jan 30, 2012 20:26

No, real wool is too real and dark.
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by neko259 » Mon Jan 30, 2012 20:27

But maybe it will look nicer in the game...
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by sapier » Mon Jan 30, 2012 20:30

sorry I've seen the new graphic to late I'll try it for next version

@rinoux do you plan to add burning vombie graphics too?

EDIT1: the graphic is perfect for grey wool but to dark for white wool
Last edited by sapier on Mon Jan 30, 2012 20:41, edited 1 time in total.
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by rinoux » Mon Jan 30, 2012 20:36

burning vombie... I wondered what it might be... so... why vombie burn ?
 

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by sapier » Mon Jan 30, 2012 20:43

they are a mix of vampires and zombies ;-) and vampires burn in light ;-)
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by dannydark » Mon Jan 30, 2012 20:52

Hahaha...I'm so glad that name stuck, Vombie! VOMBIE!!! RUNNNN
 

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by neko259 » Mon Jan 30, 2012 20:54

Ah, you've broken compatibility again! I've got unknown blocks on the ground that I can't remove now :(
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by sapier » Mon Jan 30, 2012 20:56

Nope this is first compatibility break for animals mod last time it's been farming mod.

I've added cleanup code to animals mod to remove the old ones can you tell me what I missed?
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by neko259 » Mon Jan 30, 2012 20:58

I've built wool nodes on the ground. When I logged in, I saw unknown blocks and removed them with a pickaxe. But I can't build anything on that place now.
I've got many unknown items in the inventory but I simply removed them. The only problem is that nodes.
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by Jordach » Mon Jan 30, 2012 20:58

The can be removed with Nuke TNT or Nemo08's dynamite.

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by sapier » Mon Jan 30, 2012 20:59

ok sorry I didn't think about wool ... I'll add a transform abm

EDIT1:
this abm will be in next version add it to init.lua if you don't wanna wait that long:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
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
   
    })
Last edited by sapier on Mon Jan 30, 2012 21:03, edited 1 time in total.
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by neko259 » Mon Jan 30, 2012 21:01

Okay, thanks.
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RAPHAEL
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by RAPHAEL » Mon Jan 30, 2012 21:19

When trying to harvest milk minetest crashes..

0.4.dev-20120122-1

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())
Last edited by RAPHAEL on Mon Jan 30, 2012 21:20, edited 1 time in total.
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by sapier » Mon Jan 30, 2012 21:27

did you update to 0.9.11?
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by rinoux » Mon Jan 30, 2012 21:28

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


Yes i'll try to add burning wool... and white vombies... ;-)

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by neko259 » Mon Jan 30, 2012 21:31

neko259 wrote:1. Can you make player attacks push mobs back like it is with the default ones?

@sapier, can you answer please?
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by sapier » Mon Jan 30, 2012 21:32

@rinoux no need for another wool texture I just used gimp to make it more white ;-) dir work really good I'm going to release a new materials mod as soon as I've got some replies what it should contain

EDIT1:
@neko259 it's already added look in the changes for 0.9.11 ;-)
Last edited by sapier on Mon Jan 30, 2012 21:33, edited 1 time in total.
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by RAPHAEL » Mon Jan 30, 2012 21:36

sapier wrote:did you update to 0.9.11?

Version 0.9.11 on clean world.

EDIT: Also noticed random animals vanishing from my animal pens (sheep). I had 5 sheep and within an hour or so of playing I'm down to one.
Last edited by RAPHAEL on Mon Jan 30, 2012 21:38, edited 1 time in total.
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by neko259 » Mon Jan 30, 2012 21:37

sapier wrote:@neko259 it's already added look in the changes for 0.9.11 ;-)

Thanks!
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by sapier » Mon Jan 30, 2012 21:42

@RAPHAEL please recheck your version there ain't a "last" field in harvesting.lua line 116 in 0.9.11 this was a bug in 0.9.9 that got fixed, I've just rechecked this fix is in 0.9.11.

Animals vanishing might have happened on switch from 0.9.0 to 0.9.9 as datastructures got reordered so playerspawned marking was lost but not on clean worlds of course
Last edited by sapier on Mon Jan 30, 2012 21:42, edited 1 time in total.
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