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

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sun Aug 12, 2012 07:08

tinoesroho wrote:Easy enough to do so - just modify this abm code:

minetest.register_abm({
nodenames = {"carts:pickup_plate"},
interval = 0,
chance = 1,
action = function(pos)
minetest.env:remove_node(pos)
end
})



someone should make this sticky somewhere
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Aug 12, 2012 09:09

until 1.2.93 there was a "remove_animals.lua" file contained within animals mod ... somehow it got lost in later versions I'm going to readd it next version.

@InfinityProject you said "quite a while back" do you remember which version you installed? I've done lots of performance tweaks in 1.2.90. I'd be interested if this did any good?
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sun Aug 12, 2012 09:57

tinoesroho wrote:Easy enough to do so - just modify this abm code:

minetest.register_abm({
nodenames = {"carts:pickup_plate"},
interval = 0,
chance = 1,
action = function(pos)
minetest.env:remove_node(pos)
end
})

This abm (from my cart mod) will work for old nodes, but not for entities. Use the command /clearobjects and all objects in the whole world will be deletet.
 

Josh
Member
 
Posts: 1146
Joined: Fri Jun 29, 2012 23:11

by Josh » Mon Aug 13, 2012 05:11

Can you choose which animal/monster to install or not because i only wan't the animals.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Mon Aug 13, 2012 07:37

each animal is it's own mod just delete the folder animals_<todel> and that animal won't be there anymore
DON'T mention coding style!
(c) sapier all rights reserved
 

Vince
 

by Vince » Mon Aug 13, 2012 12:21

PewDiePie wrote:thanks so much i figured it out.


Can you explain what you did to get it working? I am running into the same issue. I extracted all the folders, and moved them to mod/minetest but still get a fail message when I try to start up my world.

I tried putting the entire animal_mod directory in the mod/minetest folder (after it was unzipped) and that failed, so I took them all out of the containing directory and put each individual one in the mod/minetest folder (so there are lik 15 folders, one for each animal) but it still fails.

Thanks.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Mon Aug 13, 2012 13:59

Vince wrote:
PewDiePie wrote:thanks so much i figured it out.


Can you explain what you did to get it working? I am running into the same issue. I extracted all the folders, and moved them to mod/minetest but still get a fail message when I try to start up my world.

I tried putting the entire animal_mod directory in the mod/minetest folder (after it was unzipped) and that failed, so I took them all out of the containing directory and put each individual one in the mod/minetest folder (so there are lik 15 folders, one for each animal) but it still fails.

Thanks.


Did you perhaps forget to delete the empty 'containing directory' called animals_modpack-1.3.1?
 

tinoesroho
Member
 
Posts: 570
Joined: Fri Feb 17, 2012 21:55

by tinoesroho » Mon Aug 13, 2012 16:31

minetest.register_abm({
nodenames = {"carts:pickup_plate"},
interval = 0,
chance = 1,
action = function(pos)
minetest.env:remove_entity(pos)
end

That should work, but the remove animals script should work better. Grab an earlier version for it in the meantime.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

Vince
 

by Vince » Mon Aug 13, 2012 18:17

I removed the containing directory. I noticed a post earlier that said adding a modpack.txt file in the animals_modpack folder might fix it so I'll try that. And then altering the file with the new code.

If that doesn't work does version 1.3.0 seem to be ok? Or should I go even earlier than that? Like 1.2.X?

Thanks for the quick replies. I appreciate it.
 

tinoesroho
Member
 
Posts: 570
Joined: Fri Feb 17, 2012 21:55

by tinoesroho » Mon Aug 13, 2012 19:01

I use 1.3.0 myself. It works fine, apart from the uncraftable nets due to somebody removing junglegrass. But there's a mod for that - VanessaE has it under releases somewhere.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Mon Aug 13, 2012 19:11

Vince wrote:I removed the containing directory. I noticed a post earlier that said adding a modpack.txt file in the animals_modpack folder might fix it so I'll try that. And then altering the file with the new code.

If that doesn't work does version 1.3.0 seem to be ok? Or should I go even earlier than that? Like 1.2.X?

Thanks for the quick replies. I appreciate it.


You can do 2 things:
1) extracting all the separate directories of the containing directory in the mods/minetest directory or
2) extracting the containing directory in the mods/minetest directory, then open the containing directory (where all the animal directories are) and creating there a file called modpack.txt.

Better not try to combine them. So method 1 doesn't have the containing directoy (you remove it) and needs no modpack.txt and method 2 has the containing directory and needs in it the modpack.txt file (you create that)

Edit: all the versions should work so best to take the newest.

If you still have troubles, I advice you to rename your debug.txt (because its filled :-) ), then make a new debug.txt file, start the whole minetest again from the bin to create the error, close it down, go to debug, search for "error" copy that part and place it here on the forum.

Good luck!
Last edited by Topywo on Mon Aug 13, 2012 19:11, edited 1 time in total.
 

Vince
 

by Vince » Mon Aug 13, 2012 19:11

Awesome, thanks. I'll try that out when I get home. I'm not terribly worried about nets or lasos atm.

Do the animals & zombies appear in the world when it loads, or do you need to do similar to other mods like /giveme animal:fish 10?
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Mon Aug 13, 2012 19:16

All the animals and monsters appear automatically. For materials use /giveme animalmaterials:net 99 (for example)
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Mon Aug 13, 2012 20:45

for lassos and nets you need 1.3.1 I've fixed it there.
There ain't any dependency to junglegrass

Craft scissors
sheer sheep
--> wool to craft a lasso!
Last edited by sapier on Mon Aug 13, 2012 20:46, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

tinoesroho
Member
 
Posts: 570
Joined: Fri Feb 17, 2012 21:55

by tinoesroho » Mon Aug 13, 2012 21:01

Some of us are waiting for 0.4.2 to be stable. *points at the many dev releases and required updating*
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Mon Aug 13, 2012 21:04

Bring on 3d mobs! Well done, just need better animals and animating the models
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Mon Aug 13, 2012 21:09

@tinoesroho as far as I know you'll have to wait quite some time for 0.4.2 stable I'm sorry animals mob doesn't support latest stable anymore you'd need to use a older version of this mod e.g. 1.2.90 should work

@rubenwardy walking fighting etc animations ain't possible with wielditem/nodebox 3d model mode I'll add them as soon as minetest will support it
Last edited by sapier on Mon Aug 13, 2012 21:12, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Mon Aug 13, 2012 21:21

sapier wrote:@tinoesroho as far as I know you'll have to wait quite some time for 0.4.2 stable I'm sorry animals mob doesn't support latest stable anymore you'd need to use a older version of this mod e.g. 1.2.90 should work

@rubenwardy walking fighting etc animations ain't possible with wielditem/nodebox 3d model mode I'll add them as soon as minetest will support it


Is food built into this mod? if so, which foods
 

tinoesroho
Member
 
Posts: 570
Joined: Fri Feb 17, 2012 21:55

by tinoesroho » Mon Aug 13, 2012 21:41

Raw meat
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

Vince
 

by Vince » Mon Aug 13, 2012 22:32

Thanks for everyone's help. The only version I am able to successfully run is 1.2.93. I am running minetest 4.0 for Windows 32bit. Here are the errors I am receiving.

Without adding modpack.txt

18:23:50: ERROR[main]: ModError: mod "animals" has unsatisfied dependencies: "wool".
18:23:50: ERROR[main]: mod "animal_big_red" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_chicken" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_clownfish" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_cow" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_creeper" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_dm" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_fish_blue_white" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_gull" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_rat" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_sheep" has unsatisfied dependencies: "animals" "wool".
18:23:50: ERROR[main]: mod "animal_vombie" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "animal_wolf" has unsatisfied dependencies: "animals".
18:23:50: ERROR[main]: mod "barn" has unsatisfied dependencies: "animal_sheep" "animals".
18:23:50: ERROR[main]: mod "trap" has unsatisfied dependencies: "animal_vombie" "animals".

Added modpack.txt

18:24:05: ERROR[main]: Error loading mod "animals_modpack-1.3.1": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.
18:24:05: ERROR[main]: Server: Failed to load and run C:\Program Files\Minetest-c55\bin\..\mods\minetest\animals_modpack-1.3.1\init.lua
18:24:05: INFO[main]: BanManager: saving to C:\Program Files\Minetest-c55\bin\..\worlds\Vince\ipban.txt
18:24:05: ERROR[main]: ModError: Failed to load and run C:\Program Files\Minetest-c55\bin\..\mods\minetest\animals_modpack-1.3.1\init.lua

Moved all animal directories to mod/minetest

18:24:23: ERROR[main]: ModError: mod "animals" has unsatisfied dependencies: "wool".
18:24:23: ERROR[main]: mod "animal_big_red" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_chicken" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_clownfish" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_cow" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_creeper" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_dm" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_fish_blue_white" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_gull" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_rat" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_sheep" has unsatisfied dependencies: "animals" "wool".
18:24:23: ERROR[main]: mod "animal_vombie" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "animal_wolf" has unsatisfied dependencies: "animals".
18:24:23: ERROR[main]: mod "barn" has unsatisfied dependencies: "animal_sheep" "animals".
18:24:23: ERROR[main]: mod "trap" has unsatisfied dependencies: "animal_vombie" "animals".


Any help would be appreciated. Otherwise, I will be using 1.2.93 until then.
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

by RealBadAngel » Mon Aug 13, 2012 22:46

18:24:05: ERROR[main]: Error loading mod "animals_modpack-1.3.1": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.
18:24:05: ERROR[main]: Server: Failed to load and run C:\Program Files\Minetest-c55\bin\..\mods\minetest\animals_modpack-1.3.1\init.lua

rename mod directory just to "animals" should help. dots in mod directory name are not allowed
 

Vince
 

by Vince » Mon Aug 13, 2012 22:48

I tried that too after I got that error message. It still wouldn't work.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Mon Aug 13, 2012 22:52

You are missing the wool mod. This is present in the latest minetest_game, I think you might need to upgrade.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Vince
 

by Vince » Mon Aug 13, 2012 22:59

Is minetest-0.4.1-win32 the latest? That's the one I'm running
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Mon Aug 13, 2012 23:00

It's the latest stable, yes, but your minetest_game may not be the latest.

I recommend 0.4.2 RC.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Vince
 

by Vince » Mon Aug 13, 2012 23:23

Temperest wrote:It's the latest stable, yes, but your minetest_game may not be the latest.

I recommend 0.4.2 RC.



Thank you! That's all it was. After I downloaded the 4.0.2, the animals mod worked. I assumed (yes, I know) that the "latest" version was the one on the main minetest page 4.0.1. So I'm running 4.0.2 now.

Thank you to everyone who helped with this issue. It is greatly appreciated.
 

User avatar
tonyka
Member
 
Posts: 320
Joined: Sat Jun 16, 2012 04:08

by tonyka » Tue Aug 14, 2012 23:51

textures for the cow
features:
size = 160 x 160 px
spots match well (must be flip horizontally, front and back textures, I think it minetest error ...)

Image Cow.zip
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
Moviliario 3D (proyecto 3D Forniture)
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Wed Aug 15, 2012 07:02

could be a model error ;-) I'm always little bit confused about point order when defining the models but I tried to make them at least consistent for all models I create :-)
DON'T mention coding style!
(c) sapier all rights reserved
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Wed Aug 15, 2012 21:36

I've added your cow graphics looks great! Whats the license for it?
DON'T mention coding style!
(c) sapier all rights reserved
 

Blackthorne
Member
 
Posts: 78
Joined: Tue Aug 14, 2012 07:38

by Blackthorne » Thu Aug 16, 2012 03:40

I tried this modpack, but I keep getting unsatisfied dependencies for "Wool" and "Animals". Any help would be appreciated.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 20 guests

cron