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

sapier
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by sapier » Mon Sep 17, 2012 22:33

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Neuromancer
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by Neuromancer » Mon Sep 17, 2012 23:22

sapier wrote:Changes 1.4.4:
-added breeding of cow and chicken

Dude that's just sick.
 

sapier
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by sapier » Tue Sep 18, 2012 05:08

LOL ...
ok ok it's breeding cow+steer and chicken + rooster

but there's a bug, steers wont get spawned, I'll fix this for next version.
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prowseed
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by prowseed » Tue Sep 18, 2012 21:56

How about big, big animals like dinosaurs or some sort of dragons?
You know, few giant creatures that travel the world and that could only be killed with special traps or so.
 

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by sapier » Wed Sep 19, 2012 09:49

Good idea, there's only one problem the bigger animals are the more anoying is missing animation support for 3d animals.but as 2d only they might look good.
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by Sokomine » Wed Sep 19, 2012 14:02

It seems to work well now - no more crashes and the animals behave (mostly - I still saw quite a lot of sheep committing suicide by jumping off cliffs). The amount of animals is good as well - many chicken and sheep, few cows and deers. Fishes work well. Gulls in the sky are a very nice sight. Finally I may keep the mod running and enjoy the animals :-) I didn't see a wolf, but maybe they where hiding.
A list of my mods can be found here.
 

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Ragnarok
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by Ragnarok » Wed Sep 19, 2012 19:25

Animals won't get spawned. Only vombies. Where should I search issue?
debug.txt 1.6MB
 

sapier
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by sapier » Wed Sep 19, 2012 20:06

@Ragnarok

Most animals will only get spawned on mapgen. Animal abm spawning most likely was cause of lag complains with this modpack.

Vombies fish and gulls still spawn with old mechanisms e.g. at night because their spawning mechanism hasn't been changed. I guess there will still remain some lag at night.

If you need more animals try breeding them. And if this still ain't enough probably I'll add a secondary spawning mechanism (to be enabled/disabled per config file setting)
Setting really low chances to reduce lag. This way you could get at least some animals in already generated areas.
Last edited by sapier on Wed Sep 19, 2012 20:15, edited 1 time in total.
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Ragnarok
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by Ragnarok » Thu Sep 20, 2012 10:24

Thanks for the tip :) I breeding them now (after changing spawn mechanism to at_night for a while - lots of cows and other animals). I think another spawning mechanism can be very useful. Is there a way to spawn MOBs manually?
 

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by PilzAdam » Thu Sep 20, 2012 10:29

Ragnarok wrote:Thanks for the tip :) I breeding them now (after changing spawn mechanism to at_night for a while - lots of cows and other animals). I think another spawning mechanism can be very useful. Is there a way to spawn MOBs manually?

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
/spawnentity [entityname]
 

sapier
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by sapier » Thu Sep 20, 2012 17:26

/spawnmob [mobname] [coordinates]
works too ... seems I've reinvented a command already existing in minetest
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sudoman
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by sudoman » Thu Sep 20, 2012 19:45

is it possible to register a callback on mob death? i'd like to do something whenever each player kills an animal/monster.
 

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by sapier » Thu Sep 20, 2012 20:01

this callback is already available generic -> "on_kill_callback" return true to skip normal handling false to do it additionally

for further information look at documentation mob_template
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sudoman
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by sudoman » Thu Sep 20, 2012 20:54

sapier wrote:this callback is already available generic -> "on_kill_callback" return true to skip normal handling false to do it additionally


cool, but i'd like to use a global callback register function that lets any mod register a callback for a killing event. It's the same idea as registering a callback for each node that gets dug:

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_on_dignode(function(pos, node, player)
    local name = player:get_player_name()
    gainxp(name, "digging", 1)
end)


you can look at the string value of node.name, and do cool stuff with that. it would be good to be able to access the specific mob's max hp and damage per attack with attack rate, or damage per second. this is so that another mod knows how strong this monster is. thanks, and great mod!
Last edited by sudoman on Thu Sep 20, 2012 20:54, edited 1 time in total.
 

sapier
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by sapier » Thu Sep 20, 2012 21:06

Do I understand correctly that you want to register a function mobf calls for any mob on kill of a mob?
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sudoman
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by sudoman » Thu Sep 20, 2012 21:41

sapier wrote:Do I understand correctly that you want to register a function mobf calls for any mob on kill of a mob?


yes. Ideally, there could be any number of registered functions by different mods. (or even multiple ones by the same mod.) I think this could be done by adding a reference to the to-be-called function in a table that is in your mob mod. Then when a mob dies, all of those functions get called, with the appropriate parameters.
 

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by sapier » Thu Sep 20, 2012 22:29

Technically it's no problem all data defining a mob are stored in a single structure. It's just if a mod changes those data it might cause very bad behaviour.
I need to think about what side effects this will cause a little bit more.

What exactly is your purpose for doing this?

There are some other situations adding a mod <-> mod interface may interesting too but some of those may be redundant calls that can be done by other means too.
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sudoman
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by sudoman » Thu Sep 20, 2012 22:40

sapier wrote:Technically it's no problem all data defining a mob are stored in a single structure. It's just if a mod changes those data it might cause very bad behaviour.
I need to think about what side effects this will cause a little bit more.

What exactly is your purpose for doing this?

There are some other situations adding a mod <-> mod interface may interesting too but some of those may be redundant calls that can be done by other means too.


the purpose is for expanding upon the xp mod that me and my friends are making. if a callback becomes available, then we could give the player experience points when they kill a monster or an animal. Here's the current progress:

https://gitorious.org/minetest-xpmod/xp

I see what you say about the danger of changing variables used by another mod, but that is par for the course, i believe. i think we both know that if any mod is poorly written, it can cause the game to crash, or cause other problems. so, maybe you could make a note in the documentation, and know that mods that cause problems will have to be skipped by those choosing mods for their server, as always.

I'm not sure what you have in mind for possible mod <-> mod interfaces, but either way, I'd like to know whatever route you choose in the end.

thanks.
 

sapier
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by sapier » Sun Sep 23, 2012 22:45

Hello,

next mobf version will contain following api enhancements:

API:
mobf_register_on_death_callback(callback) register a callback on death of ANY mob
mobf_get_mob_definition(mobname) get COPY of mob definition

Function declaration called on death
callback(mobname,pos,hitter)
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sudoman
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by sudoman » Sun Sep 23, 2012 23:11

sapier wrote:Hello,

next mobf version will contain following api enhancements:

API:
mobf_register_on_death_callback(callback) register a callback on death of ANY mob
mobf_get_mob_definition(mobname) get COPY of mob definition

Function declaration called on death
callback(mobname,pos,hitter)


thanks, sapier! : )
 

sapier
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by sapier » Tue Sep 25, 2012 21:52

coming soon:

Image
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VanessaE
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by VanessaE » Tue Sep 25, 2012 23:06

NICE!
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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paduggio
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by paduggio » Tue Oct 02, 2012 10:39

I can't kill the mobs! otherwise the mod is great. It was little boring to play with no mobs at all
 

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sudoman
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by sudoman » Tue Oct 02, 2012 11:52

paduggio wrote:I can't kill the mobs! otherwise the mod is great. It was little boring to play with no mobs at all


my friend and i have tested this out a bit. he found that you can only kill mobs and other players if you're moving around. otherwise, each attack does zero damage. we both think this is silly, but i think that this is celeron's choice (or bug).

also, you might need a better weapon than the one you're using, like a sword.
 

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by PilzAdam » Tue Oct 02, 2012 12:32

sudoman wrote:
paduggio wrote:I can't kill the mobs! otherwise the mod is great. It was little boring to play with no mobs at all


my friend and i have tested this out a bit. he found that you can only kill mobs and other players if you're moving around. otherwise, each attack does zero damage. we both think this is silly, but i think that this is celeron's choice (or bug).

also, you might need a better weapon than the one you're using, like a sword.

I think you both didnt understand the damage system of MT. In my wiki of my mobs mod is a little description of it: https://github.com/PilzAdam/mobs/wiki.
 

Mediumshdaow1
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by Mediumshdaow1 » Sun Oct 14, 2012 04:35

FINALLY IVE BEEEN LOOKING FOR THE RECIPES FOR THIS EVER SINCE I JOINED MINETEST(2-3DAYS AGO LMFAO)
 

Josh
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by Josh » Mon Oct 15, 2012 02:05

sapier wrote:coming soon:

Image


That look's nice.
 

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by Mediumshdaow1 » Mon Oct 15, 2012 02:52

Josh wrote:
sapier wrote:coming soon:

Image


That look's nice.
I cant wait
 

OryHara
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by OryHara » Mon Oct 15, 2012 18:14

Hi Sapier, i got this bug message with your mod.

Image
 

sapier
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by sapier » Thu Oct 18, 2012 20:53

Mediumshdaow1 wrote:
Josh wrote:
sapier wrote:coming soon:

Image


That look's nice.
I cant wait


It's already in last version! You need to breed cow/steer in order to see one ;-)
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