Lumberjack!
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
J-Block wrote:The mod didn't really do much for me. The npc's wouldn't spawn and whenever I tried to place an npc spawner the server wouldn't let me, even after issuing the "give <Singleplayer> peacefulnpc" command. You haven't explained what the npc portal is- it did nothing, and the texture for the npc fence doesn't work.
Michael Eh? wrote:Hmm... this could be cool for setting up a minetest server as a morRPG.
What would be needed is ability to set NPCs with text phrase to be triggered to hand out game info.
Random townsfolk that would move around in set area and not leave it.
Set path for NPC to move aka guards with ability to attack.
Waitresses that would dispense a particular item is bar/restaurant.
Negative response for killing a set NPC that wasn't meant to be killed. GUARDS!
Maybe for next generation of NPCs.
Also have the NPC maps programable by the server. Ie. Still have the defaults skins but have ones that can be set by the server such as npc01.png ... npc16.png. Just add any skin with that filename. Therefore you could have sets or themes and switch between them.
Sample NPC themes, space, medival, modern, western, etc.
Sokomine wrote:That would be really nice. The formspec that npc can show in newer versions of MT is a step in that direction. With that, text phrases, communication and trading can already be done in theory. It is still a long way until everything will work I think.
jojoa1997 wrote:Michael Eh? wrote:Hmm... this could be cool for setting up a minetest server as a morRPG.
SNIP!
Maybe for next generation of NPCs.
Also have the NPC maps programable by the server. Ie. Still have the defaults skins but have ones that can be set by the server such as npc01.png ... npc16.png. Just add any skin with that filename. Therefore you could have sets or themes and switch between them.
Sample NPC themes, space, medival, modern, western, etc.
If anyone could code this i would be grateful. I have only a little time to play the game. Just make a pull request in github and i will give full credit of course. also please post here saying that you have made a pull request or pm me since i dont check my github all that often. And this message is to everyone but the quotes show what i am talking about.
I fixed it but the spawning rate will stay the same now. I plan on making a rewrite aka editing stuff so it is easier to find things.VanessaE wrote:jojo I tried your latest git of peaceful_npc - now there are way WAY too many NPCs. I recommend cutting them to about 1/10 the current number.
Ok I really need a way to randomly spawn villages using world edit schematics. I plan on making the villages 10,000 blocks apart so they are common but not overcrowding. Also i might lower the wandering npcs and make the village npcs stay within the village somehow. Also there would be many villages and maybe even underground ones. Sokamine i will definitely be using your code to make chests get items.Sokomine wrote:Once the mod is ready, I'll release it most likely under GPLv3, so modifying it ought to be no problem. Until it is released, there may be changes to code and reorganization. The next step will be to turn it into a modpack so that parts of it can be used seperately when dependencies are not fulfilled.
The trader is mostly a function of sapiers mobf and thus depends on it. My random_buildings/mobf_trader.lua is an easier interface to give the trader the goods he ought to trade. Feel free to use it but be aware that there may be changes to the code in the future.
I will be having some chests that could be made that will give you another chest like towntest and you could choose a bunch of houses. I am naming each type of house by biome so you could tell it easily from other biomes. I plan on making different types of npcs but i kinda have to wait until player setting is configurable.Michael Eh? wrote:I think village generator should be a seperate mod and NPCs be placed within buildings or villages. This way the user/admin can decide on what style to take.
This is why I feel peaceful_npc should work on 'character sets' rather than random characters put forth by users. Modern town would look stupid with RPG characters and visa versa. Making a mod flexible is best course. The direction should be decided by the user.
Having random townfolk might make an area popular on the map because it looks busy. While having random folk in popular area only slow things down.
I was looking at trader NPC as a means of having a waitress in cafe. Does that mean I want cafes spawning everywhere? No. Do I want all the cafes to look like chain store or same menu? No. My idea of cafe design may not fit into another player's dreams.
I would keep buildings for the player to decide. The NPCs who inhabit the space should be main thrust of this mod.
[color=red]Plains[/color]
-cobble or stone base types
-not really big houses unless something special like place of worship or town hall
[color=blue]Underwater/Underground[/color]
-must have some type of dome barrier or something
-has to have a lot of lighting
-needs to have some type of solid flooring
[color=purple]Desert[/color]
-must use desert materials
-can't have lava
[color=yellow]Beach/Sand[/color]
-must use sand or wood
-no cobble
[color=brown]Forest[/color]
-must have wood based stuff and little cobble
-no lava (due to accidental burning)
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