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

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RAPHAEL
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by RAPHAEL » Mon Jan 30, 2012 21:53

sapier wrote:@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


I must have somehow obtained the old version because the new version caused all the old versions items to become unknown. Have not tested milk harvesting yet.
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RAPHAEL
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by RAPHAEL » Mon Jan 30, 2012 22:04

Ok so now milking works but apparently "harvesting eggs" forms an unknown block. The egg shows when its on the ground but once in inventory its shown as "unknown block".
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rinoux
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by rinoux » Mon Jan 30, 2012 22:10

complete version for clown-fish Image

Is it a good idea if animals die after few years (hours) at the same rate that they appear ?
 

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by sapier » Mon Jan 30, 2012 22:17

Egg bug confirmed. The egg item was missing in animalmaterials. I'm going to split release of animals from animal materials in future for this time just replace animalmaterials with this new version. The unknown item will switch to a egg you don't need to delete or cleanup the world.

animalmaterials 0.0.3

EDIT1:
@rinoux if animals would be always active dieing would be a nice solution but but they ain't. They are only "alive" if a player is next to them. Avoiding crowded worlds is done by specifying a spawning density. Spawning algorithm checks if there are already to many animals spawned within a certain range and doesn't spawn additional ones.

EDIT2:
clownfish does really look nice I'll add a clownfish mod to next release. Is there a specific habitat you would like it to spawn?
Last edited by sapier on Mon Jan 30, 2012 22:21, edited 1 time in total.
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rinoux
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by rinoux » Mon Jan 30, 2012 22:34

sapier wrote:1: if animals would be always active dieing would be a nice solution but but they ain't. They are only "alive" if a player is next to them. Avoiding crowded worlds is done by specifying a spawning density. Spawning algorithm checks if there are already to many animals spawned within a certain range and doesn't spawn additional ones.

2:Is there a specific habitat you would like it to spawn?


1:cool
2:no... i have no ideas.
 

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redcrab
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by redcrab » Mon Jan 30, 2012 23:19

rinoux wrote:
sapier wrote:1: if animals would be always active dieing would be a nice solution but but they ain't. They are only "alive" if a player is next to them. Avoiding crowded worlds is done by specifying a spawning density. Spawning algorithm checks if there are already to many animals spawned within a certain range and doesn't spawn additional ones.

2:Is there a specific habitat you would like it to spawn?


1:cool
2:no... i have no ideas.


+1000 : density management and "suicide"/natural death is a must ..
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by sapier » Mon Jan 30, 2012 23:29

"natural death" does only make sense if they get born. The current spawning algorithm handles a (configurable) maximum animal density so it's not necessary. There's a second security algorithm making them commit suicide if density reaches a fixed threshold due to movement effects. Second is disabled for user spawned animals (after catching).
Btw density management is in since animals spawn by themself.
In future there might be other spawning algorithms eg for breeding animals but that's only an idea by now.
Last edited by sapier on Mon Jan 30, 2012 23:30, edited 1 time in total.
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rinoux
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by rinoux » Mon Jan 30, 2012 23:44

I'm not sure for the fire... what do you think ?
Image
 

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by sapier » Tue Jan 31, 2012 00:26

everything is better than the original one ;-) If you've got spare time you may also add additional animation sets below so flame animation may really "burn" but it's just an idea. I don't even know if the result will be worth the effort it would require.
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by dannydark » Tue Jan 31, 2012 00:50

@sapier I noticed in your init.lua file you still have "math.randomseed(os.time())" this is no longer needed for the latest 0.4 build as its in the builtin.lua ^_^

EDIT: Also you still do minetest.register_entity(":animals:vampire", at the bottom of the init.lua file shouldn't that be vombie?
Last edited by dannydark on Tue Jan 31, 2012 01:03, edited 1 time in total.
 

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rinoux
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by rinoux » Tue Jan 31, 2012 01:02

A Gull... Image
 

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by rahonejm » Tue Jan 31, 2012 01:33

Sorry to say but, didn't enjoyed the update :(. I've lost all the animals i've locked on my farm, and all the animals items to! :(
Last edited by rahonejm on Tue Jan 31, 2012 03:21, edited 1 time in total.
Sorry for possible language mistakes
 

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by rahonejm » Tue Jan 31, 2012 01:35

Sorry. I'm kinda depressed :|
Sorry for possible language mistakes
 

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by rahonejm » Tue Jan 31, 2012 03:21

Oh! I just discovered that the chicken egg is bugged. When you collect it, it come like an "item not defined"
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by dannydark » Tue Jan 31, 2012 03:28

rahonejm wrote:Oh! I just discovered that the chicken egg is bugged. When you collect it, it come like an "item not defined"


There is a bug fix out for that further up in the thread: http://c55.me/minetest/forum/viewtopic.php?pid=9214#p9214

@sapier I just spotted a bug when you lasso a Sheep that has been sheared and then place the sheep back down it will place an non-sheared sheep meaning you can keep doing this over and over to get as much wool as you want.
 

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rinoux
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by rinoux » Tue Jan 31, 2012 09:26

complete chicken Image
... vombie Image
Last edited by rinoux on Tue Jan 31, 2012 13:13, edited 1 time in total.
 

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by sapier » Tue Jan 31, 2012 10:17

@dannydark vampire is expected to be there it's cleanup code for old vampire animal entities. it will be removed later.
sheered sheep bug is confirmed i've discovered it long ago but didn't think about a solution. I'll fix it for next version.

@rahonejm I appologize i schould have at least postet a warning about animals to vanish with the new version
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by neko259 » Tue Jan 31, 2012 11:36

@sapier, can you make vampires drop anything? Maybe a drop of vampire blood used as food to heal and some bones (not sure how to use them). It's fun to hunt them, but it would be better to get something for killing :)
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rinoux
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by rinoux » Tue Jan 31, 2012 11:43

vampires drop bone then

bone=>flute (http://en.wikipedia.org/wiki/Paleolithic_flutes)=>use flute for capture animals (they comes to you like http://en.wikipedia.org/wiki/Pied_Piper_of_Hamelin )
Last edited by rinoux on Tue Jan 31, 2012 11:45, edited 1 time in total.
 

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by neko259 » Tue Jan 31, 2012 11:49

I haven't got any bones from killed vampires.
Or are these future features?
Last edited by neko259 on Tue Jan 31, 2012 11:51, edited 1 time in total.
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rinoux
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by rinoux » Tue Jan 31, 2012 12:05

neko259 wrote:I haven't got any bones from killed vampires.
Or are these future features?

Just a (not so good) idea of mine... ;-)
 

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by neko259 » Tue Jan 31, 2012 12:08

Nice idea. I would come to my friend house, use the flute and lure vampires and creepers into it :3
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by rinoux » Tue Jan 31, 2012 12:29

neko259 wrote:Nice idea. I would come to my friend house, use the flute and lure vampires and creepers into it :3

remember that we aren't friend ! ;-)

bone and
Image
bone-flute
Image
Last edited by rinoux on Tue Jan 31, 2012 17:02, edited 1 time in total.
 

sapier
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by sapier » Tue Jan 31, 2012 17:06

I like the bone idea too, rinoux can you make a bone graphic?

About the other idea, making animals that don't like you like you ... I'm not sure how to do that right im thinking about it but don't expect it in near future.

@all
As sound support seems to be aproaching anyone who is capable of creating sounds is welcome to supply them. I'm even worse in sound design than in painting and you know how bad my drawings were ;-)

EDIT1: you must have read my thought rinoux :-)
Last edited by sapier on Tue Jan 31, 2012 17:06, edited 1 time in total.
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rinoux
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by rinoux » Tue Jan 31, 2012 17:39

rinoux wrote:A Gull... Image

Is it possible to let some gulls just flying over us ?
 

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by neko259 » Tue Jan 31, 2012 17:43

Flying where? Just making circles and waiting to eat my corpse? :3
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rinoux
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by rinoux » Tue Jan 31, 2012 17:56

Last edited by rinoux on Tue Jan 31, 2012 17:58, edited 1 time in total.
 

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rinoux
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by rinoux » Tue Jan 31, 2012 18:00

neko259 wrote:Flying where? Just making circles and waiting to eat my corpse? :3

;-))) yes just making circles for the moment... but one day...
 

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by sapier » Tue Jan 31, 2012 19:06

I'm sorry to dissapoint you, but as I already have a random movement generator flying circles isn't going to be implemented soon. But I'm just about to tweak the random movement to suit the needs of bird flight. Btw as the gulls won't fly that high in the air side view might be usefull too.
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by dannydark » Tue Jan 31, 2012 19:49

sapier wrote:I'm sorry to dissapoint you, but as I already have a random movement generator flying circles isn't going to be implemented soon. But I'm just about to tweak the random movement to suit the needs of bird flight. Btw as the gulls won't fly that high in the air side view might be usefull too.


I want DRAGONS!!! haha joke joke, can't wait for birds though this mod has really taken a life of its own and everyone on my server is really happy with the new mobs ^_^ keep up the great work :D

EDIT: oh also talking of birds what about some sort of parrot for jungle areas? ^_^ and monkeys! :D that would be amazing!

EDIT2: Found another possible bug when I'm shearing sheep sometimes I'll click them a few times (as it doesn't shear them straight away) and it will clone the sheep leaving me with several sheared sheep and one not sheared :S
Last edited by dannydark on Tue Jan 31, 2012 20:01, edited 1 time in total.
 

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