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

rahonejm
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by rahonejm » Wed Dec 28, 2011 15:58

@sfan5 you mean this one?

13:56:25: ERROR[main]: [LUA]
13:56:25: ERROR[main]: [LUA] ...v-20111209-1-win32\bin\..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
13:56:25: ERROR[main]: stack traceback:
13:56:25: ERROR[main]: ...v-20111209-1-win32\bin\..\data\mods\animals\init.lua:1227: in main chunk
13:56:25: ERROR[main]: [LUA]
13:56:25: ERROR[main]: Server: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
BanManager: saving to C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\world\ipban.txt
AuthManager: saving to C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\world\auth.txt
13:56:25: ERROR[main]: ModError: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
13:56:25: ERROR[main]: error_message = ModError: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
13:56:25: ERROR[main]: Check debug.txt for details.
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MrThebuilder3
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by MrThebuilder3 » Wed Dec 28, 2011 16:22

for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
 

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Hackeridze
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by Hackeridze » Wed Dec 28, 2011 16:26

MrThebuilder3 wrote:for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)

For ME the answer was to [re]compile newest minetest from github.
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MrThebuilder3
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by MrThebuilder3 » Wed Dec 28, 2011 16:30

Hackeridze wrote:
MrThebuilder3 wrote:for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)

For ME the answer was to [re]compile newest minetest from github.

i'll try that
 

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MrThebuilder3
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by MrThebuilder3 » Wed Dec 28, 2011 16:31

nope:(
 

sapier
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by sapier » Thu Dec 29, 2011 00:24

Sorry my fault, the init.lua file you are using is automaticaly created from the modular files, normaly I remove the lines 1227 - 1234 manualy seems i forgot it this time.

pleas comment out lines

local animals_modpath = minetest.get_modpath("animals")

dofile (animals_modpath .. "/generic_functions.lua")
dofile (animals_modpath .. "/movement_gen.lua")
dofile (animals_modpath .. "/harvesting.lua")
dofile (animals_modpath .. "/fighting.lua")
dofile (animals_modpath .. "/spawn_algorithms.lua")
dofile (animals_modpath .. "/management_functions.lua")

or take 0.4.1 comming soon

current git version should at least give a different error
Last edited by sapier on Thu Dec 29, 2011 00:26, edited 1 time in total.
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rahonejm
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by rahonejm » Thu Dec 29, 2011 01:22

Sugestion: we should be able to capture animals without killing them, so we can make a little "farm". Only getting the meat after cooking them on the furnace! It would be awesome!
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sapier
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by sapier » Thu Dec 29, 2011 02:18

@rahonejm good idea I'm going to add a rope to catch animals


EDIT1: Meat already present in animals mod is raw meat only. I don't intend to add cooking recipes to animals mod. In my opinion cooking would be better done in a separate mod eg baking.
Last edited by sapier on Thu Dec 29, 2011 17:46, edited 1 time in total.
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sapier
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by sapier » Mon Jan 02, 2012 17:27

fixed bug animals disapearing if another animal at the same pos is harvested/transformed
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Gaming4JC
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by Gaming4JC » Tue Jan 03, 2012 00:55

I really like this Mod! :D
The only thing is it seems to make the map load slower with dead block data areas (like MineCraft).
Might just be me though.

I plan to include this in my texture pack on the next update:
Image
Image
Image
 

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IPushButton2653
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by IPushButton2653 » Tue Jan 03, 2012 01:20

Gaming4JC wrote:Image

I swear, that looks EXACTLY like the sheep face from minecraft 0.o
 

sapier
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by sapier » Tue Jan 03, 2012 02:35

Looks great, really like it.

You'll have to add some more graphics as of 0.6.0 as it now supports different looking directions ;-)
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jordan4ibanez
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by jordan4ibanez » Tue Jan 03, 2012 02:46

wait..now you can make the entity point towards the player :D and other directions...so now you can have 3d entities!
Last edited by jordan4ibanez on Tue Jan 03, 2012 02:47, edited 1 time in total.
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sapier
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by sapier » Tue Jan 03, 2012 03:07

Sorry jordan4ibanez it's just sprites that do support it by now.
And I'm sad to tell celeron doesn't like having to many 3d-objects within minetest. I'll have a try to persuade him later, first I'll improove animals mod to the point it's capable of replacing rats, fireflys oerkkis and dungeon masters.
There's still some work to do to achieve this.
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sdzen
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by sdzen » Tue Jan 03, 2012 21:47

I love those fireflys and rats and all the other mobs how dare regular animals come into the mix and try to replace these glorious things! correct me if I misunderstood you
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by evil » Tue Jan 03, 2012 22:12

i think he means to make it so that his mod not only powers regular animals, but also the ones we have so far
 

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MrThebuilder3
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by MrThebuilder3 » Tue Jan 03, 2012 22:13

how do you get 20120103?
 

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sdzen
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by sdzen » Tue Jan 03, 2012 22:29

oh but if not ill rough him up!
Last edited by sdzen on Tue Jan 03, 2012 22:30, edited 1 time in total.
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Temperest
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by Temperest » Wed Jan 04, 2012 01:46

Here's a mod to help remove all animals from the current world if you want to uninstall the Animals mod for any reason:

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_entity(":animals:sheep",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:sheep_naked",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:deer",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:cow",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )
minetest.register_entity(":animals:big_red",
             {
                physical         = true,
                collisionbox         = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
                visual             = "sprite",
                visual_size         = {x=4,y=4},
                textures         = {"wieldhand.png"},
                spritediv         = {x=6,y=1},
                initial_sprite_basepos     = {x=0, y=0},
            on_step = function(self, dtime)
                self.object:remove()
                end,
            on_punch = function(self, hitter)    end,
            on_rightclick = function(self, clicker)    end,
            on_activate = function(self,staticdata)    end,
            }

        )


It's some repetitive and hackish code, but I'm still learning Lua so bear with me :).
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sapier
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by sapier » Wed Jan 04, 2012 02:08

Yes it's inteded to replace them by animals powered by this mod. NOT to remove them ;-)

@temperest although I'd prefere people not to remove animals mod I'm going to add your idea to my mod if you don't mind ;-)
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Temperest
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by Temperest » Wed Jan 04, 2012 02:18

sapier wrote:@temperest although I'd prefere people not to remove animals mod I'm going to add your idea to my mod if you don't mind ;-)


Use the code as you wish - although I'm sure you can rewrite it to be much smaller and simpler :).
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sapier
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by sapier » Wed Jan 04, 2012 03:22

Have a look at the all new vampires lurking around all over the night and tell me if you like them ;-)
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rinoux
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by rinoux » Wed Jan 04, 2012 10:08

this is my first attempt...
Image
sheep

Image
sheared sheep

[Thank you dannydark]
Last edited by rinoux on Wed Jan 04, 2012 10:48, edited 1 time in total.
 

robin
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by robin » Wed Jan 04, 2012 10:22

They are great. I really like hiding from them.

There is one minor thing: If you're close to the monster you look down to it. Maybe you can trigger the top only, when you're really higher than the monster.
 

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dannydark
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by dannydark » Wed Jan 04, 2012 10:31

rinoux wrote:this is my first attempt... Image


You've tried to show a image using the wrong url so thought I would link it for you ^_^

Image
sheep

-------------------------------------

EDIT: Just noticed you've added another image with the incorrect url again, while on the image page (http://www.hostingpics.net/viewer.php?id=243448moutontondu.png) click your image which will open your image in a new window this is the link you should use (or just copy link address of the image by right clicking).

Image
sheared sheep
Last edited by dannydark on Wed Jan 04, 2012 10:36, edited 1 time in total.
 

sapier
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by sapier » Wed Jan 04, 2012 11:23

@robin I've noticed that behaviour too, it's result of automatic sprite changing and lack of collision box beeing linked to sprite scale. I'll have some thoughts about how to adjust collision box to sprite scale

EDIT1
@rinoux they are looking great if you like to draw the other (preferably) 5 sides but 4 will do too, and of course you don't mind I'd like to include them as default textures. Have a look at the templates folder for how to place graphics within image for multi side textures.

EDIT2
one small remark, a sheep without it's wool is much smaller than with wool ;-) but I'd take the picture anyway
Last edited by sapier on Wed Jan 04, 2012 11:28, edited 1 time in total.
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robin
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by robin » Wed Jan 04, 2012 11:37

One more thing:

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
12:31:22: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_step': ...obin/modserver/bin/../data/mods/animals/fighting.lua:255: attempt to compare number
with nil
12:31:22: ERROR[ServerThread]: stack traceback:

In thread 7f404bfff700:
/home/robin/modbase/minetest/src/server.cpp:115: virtual void* ServerThread::Thread(): Assertion '0'
failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f404bfff700:
#0  virtual void* ServerThread::Thread()
(Leftover data: #1  void Server::AsyncRunStep())
(Leftover data: #2  virtual void ServerEnvironment::step(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(Server*, float, irr::core::array<PrioritySortedB
lockTransfer, irr::core::irrAllocator<PrioritySortedBlockTransfer> >&))
(Leftover data: #4  void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
DEBUG STACK FOR THREAD 7f4051fb5720:
#0  int main(int, char**)
#1  void dedicated_server_loop(Server&, bool&)
(Leftover data: #2  void Server::step(float))
Aborted
 

rahonejm
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by rahonejm » Wed Jan 04, 2012 11:53

I downloaded the last version of minetest for windows (New update! \o/) and then downloaded 0.5 of your mod (the last one compatible). But before i downloaded the first version of your mod, for an outdated minetest. But, for code bugs i think, there was too many animals, and lag all my pc :(. Then, i just deleted your mod but my world get full of unknown objects. Now, when i try the 0.5 on the world full of unknown objects, my fps drops to 5 and it lags everything. I tested in a clean world, and your mods works perfectly fine! What i would like to know, is if there is a way for me to delete all the unknown objects from my world, 'cause it keeps genereting this objects, and keep full of errors. Your mod is awesome and i want to play it in my world with no lag! If anyone can help me i would be glad!

P.S. Sorry for the long post :)
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dannydark
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by dannydark » Wed Jan 04, 2012 12:01

@rahonejm If you run the following command "/clearobjects" without the quotes that will remove all objects from your world.

However, keep in mind if you use the farming mod it will also remove any half grown crops and it may take a long time to complete depending on how many objects are in your world.
 

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neko259
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by neko259 » Wed Jan 04, 2012 12:10

I think beasts should spawn in the dark, not at night. I don't like an idea to have a vampire in my well-lighted tree-house :)
And maybe you can add some anti-vampire block (totem) that protects certain area from vampires spawning? Maybe it could be made from something you get from killing a vampire.
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