ShadMOrdre wrote:ElCeejo,
This looks fantastic. Please look at the prehistoric_life mod. I'm not sure of the state of that mod, but it may provide you with resources for this mod, or at least, the two of you can work together to ensure mod compatibility for these great collections of dinosaurs.
ElCeejo wrote:PaleoTest 0.41 is here! Here are the changes.
- Added crafting recipe for Electrified Fence Wires
- Added Elasmosaurus
- Added Dunkleosteus
- Added sounds for all mobs.
voxelproof wrote:Thanks for your work, it adds a lot of fun, however I enjoy it only thanks to enabled 'fly' mode ;)
Astrobe wrote:Sometimes herbivores (like elephants, IIRC) can be aggressive if you get too close. Setting the mob to "monster", "attack_animals=false" and a short vision range could do the trick. The only thing is that carnivores (other "monsters") won't attack them. It can be refined by using "specific_attack" in predator defs, but I never used it.
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'paleotest' in callback luaentity_Step(): /home/angus/.minetest/mods/paleotest/tyrannosaurus.lua:176: attempt to index field 'base_size' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: /home/angus/.minetest/mods/paleotest/tyrannosaurus.lua:176: in function 'do_custom'
ERROR[Main]: /home/angus/.minetest/mods/mobs/api.lua:3152: in function </home/angus/.minetest/mods/mobs/api.lua:3066>
WARNING[Server]: Assignment to undeclared global "attack_monsters" inside a function at ~/.minetest/mods/paleotest/dire_wolf.lua:111.
WARNING[Server]: Assignment to undeclared global "attack_players" inside a function at ~/.minetest/mods/paleotest/dire_wolf.lua:112.
WARNING[Server]: Assignment to undeclared global "owner_loyal" inside a function at ~/.minetest/mods/paleotest/dire_wolf.lua:113.
Nathan.S wrote:Very cool. I did have an error with creating an egg from some DNA. I don't recall what DNA it was, but I got an unknown item. I looked in my debug.txt file, but didn't find anything mentioning it. I did find a lot of errors about undeclared globals.
- Code: Select all
WARNING[Server]: Assignment to undeclared global "attack_monsters" inside a function at ~/.minetest/mods/paleotest/dire_wolf.lua:111.
WARNING[Server]: Assignment to undeclared global "attack_players" inside a function at ~/.minetest/mods/paleotest/dire_wolf.lua:112.
WARNING[Server]: Assignment to undeclared global "owner_loyal" inside a function at ~/.minetest/mods/paleotest/dire_wolf.lua:113.
Astrobe wrote: "error messages" are actually warnings and the DNA or egg in question is of a "dire wolf", it seems.
ShadMOrdre wrote:ElCeejo,
This looks fantastic. Please look at the prehistoric_life mod. I'm not sure of the state of that mod, but it may provide you with resources for this mod, or at least, the two of you can work together to ensure mod compatibility for these great collections of dinosaurs.
voxelproof wrote: I've tested your mod, it looks good, raptors are agreeably fast but I say, wouldn't it be more engaging if also herbivores posed some mild danger to a player (you know, their tails were in fact a very powerful weapon, so strolling in the direct vicinity of them should be risky). Thanks for your work, it adds a lot of fun, however I enjoy it only thanks to enabled 'fly' mode ;)
voxelproof wrote:Astrobe wrote:Sometimes herbivores (like elephants, IIRC) can be aggressive if you get too close. Setting the mob to "monster", "attack_animals=false" and a short vision range could do the trick. The only thing is that carnivores (other "monsters") won't attack them. It can be refined by using "specific_attack" in predator defs, but I never used it.
Yes, it would add that mythical 'depth' to the game if the food chain could be properly implemented in games with some simple ecosystems. Btw elephants sometimes run amok when they smell boiling rice. So no Chinese restaurants in Ngorongoro please :))
ElCeejo wrote:Just look at my last reply. In the 'Quality Update' I mentioned, I'll be doing some things to make them behave more like real animals, or at least as much has the current mobs api allows.
As for the rest of the replies regarding bugs, I'll have those fixed as soon has I can.
voxelproof wrote:ElCeejo wrote: Or, in the case of say brontosaurus and similar tailed creatures, when they turn around they should perhaps be able to 'hit' a player with their tails (not necessarily literally; it'd be enough to calculate the distance and damage inflicted). It's funny, but as far as I know such simple and apparently obvious mechanics hasn't yet been implemented in any of multiple MC mods.
voxelproof wrote:I'm interested in psychology of gaming (e.g. what makes games addictive, engaging or just reverse) and simple games emerging from MT engine are of special interest to me. If your game is based on NPCs that are intended to provide the core of the gameplay, you should always consider how they'll affect the player's behaviour. If they don't interact with player in a significant way, it should be changed so that the gamer would feel their presence and adjust his/her actions to their behaviour.
The simplest way in which large, heavy and slowly moving animals may endanger a player's character is by making them capable of trampling him. Or, in the case of say brontosaurus and similar tailed creatures, when they turn around they should perhaps be able to 'hit' a player with their tails (not necessarily literally; it'd be enough to calculate the distance and damage inflicted). It's funny, but as far as I know such simple and apparently obvious mechanics hasn't yet been implemented in any of multiple MC mods.
ElCeejo wrote:
Like Astrobe said, this is much easier said than done. It's possible to do trample damage but that would require changes to the Mobs API itself. There's so may things I want to do that just can't be done with the limitations of the game. Right now I am working on something interesting that hasn't been seen in any other mod so watch out for that ;)
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