Thank you. Its working now. :Druns wrote:1. Open the horse.lua file with a text editor.
2. Search for the line #267:3. Low the y= 18 value to your desire:Code: Select all
clicker:set_attach(self.object, "", {x=0,y=18,z=0}, {x=0,y=90,z=0})4. Save.Code: Select all
clicker:set_attach(self.object, "", {x=0,y=8,z=0}, {x=0,y=90,z=0})
[Mod] Horses [whinny]
- pampogokiraly
- Member
- Posts: 293
- Joined: Wed Jan 08, 2020 22:21
- In-game: i_love_mesecon
Re: [Mod] Horses [whinny]
All praise the Bacon God! The one and only god in MineTest
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c98351e3
Re: [Mod] Horses [whinny]
First of all thank you for this nice mod sparky.
I love the models, the animation, the movement.
Your mod runs on my server, but it has crashed the server several times, because of an issue with the api i think.
Error in debug.txt on dedicated server:
Error in debug.txt on singleplayer:
This is on mt 5.2.0 with mtg 5.2.0
As far as i could figured out this only happens when untamed horses walk into water or spawn there.
Thats easy to reproduce, just lure an untamed horse into water with some wheat.
I love the models, the animation, the movement.
Your mod runs on my server, but it has crashed the server several times, because of an issue with the api i think.
Error in debug.txt on dedicated server:
Code: Select all
2020-06-21 00:03:35: ACTION[Server]: ADMIN takes farming:wheat from creative inventory
2020-06-21 00:04:12: ACTION[Main]: Server: Shutting down
2020-06-21 00:04:12: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'whinny' in callback luaentity_Step(): ...t/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:78: attempt to index local 'v' (a nil value)
2020-06-21 00:04:12: ERROR[Main]: stack traceback:
2020-06-21 00:04:12: ERROR[Main]: ...t/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:78: in function 'get_velocity'
2020-06-21 00:04:12: ERROR[Main]: ...t/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:370: in function <...t/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:163>Code: Select all
2020-06-21 00:48:08: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'whinny' in callback luaentity_Step(): ...g/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:428: attempt to perform arithmetic on a nil value
2020-06-21 00:48:08: ERROR[Main]: stack traceback:
2020-06-21 00:48:08: ERROR[Main]: ...g/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:428: in function <...g/minetest/minetest-5.2.0/bin/../mods/whinny/api.lua:163>
2020-06-21 00:48:08: ACTION[Server]: singleplayer leaves game. List of players:
2020-06-21 00:48:08: ACTION[Main]: Server: Shutting downAs far as i could figured out this only happens when untamed horses walk into water or spawn there.
Thats easy to reproduce, just lure an untamed horse into water with some wheat.
Re: [Mod] Horses [whinny]
This mod hasn't been updated for some time and if you are looking for rideable horses you could check out this: https://content.minetest.net/packages/T ... mob_horse/
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c98351e3
Re: [Mod] Horses [whinny]
Hi =)TenPlus1 wrote: ↑Wed Jun 24, 2020 09:16This mod hasn't been updated for some time and if you are looking for rideable horses you could check out this: https://content.minetest.net/packages/T ... mob_horse/
Thanks for your advice, but I dont want to use your mod, because it depends on the mobs(_redo), wich brings stuff with it that I dont want (lasso and so on).
Also I dont like that the player sits on the horse like on a boat and the playerlike movement.
But the animations of the horses from your mod are also very nice.
Maybe a merge would be a good thing, but without the mobs dependencie?
Re: [Mod] Horses [whinny]
mob_horse uses the mobs redo api to handle everything including riding of horses but the crafts.lua file in your local copy could be commented out so that no items are registered.
Last edited by TenPlus1 on Fri Jul 03, 2020 06:49, edited 1 time in total.
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c98351e3
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Astraporta
- New member
- Posts: 9
- Joined: Sat Jan 30, 2021 14:43
- In-game: Astraporta
Re: [Mod] Horses [whinny]
I'm loving your mod! I would love to eventually see more coat colors, like roans, appaloosas, paints, palominos, greys, cremellos, etc. That'd be so cool. In the meantime, I've had SO much fun jumping them on courses. Thank you!
- AntumDeluge
- Member
- Posts: 217
- Joined: Sun Aug 07, 2016 05:42
- GitHub: AntumDeluge
- IRC: AntumDeluge
- Contact:
Re: [Mod] Horses [whinny]
In case anyone is interested, I have been keeping an updated version of this mod here. Though, I might recommend TenPlus1's mob_horse as it may be more advanced.
Differences from original:
Differences from original:
- code licensed under MIT
- horses renamed to whinny:horse_<color>
- added random horse sounds when idle or walking
- added galloping sounds when riding
- horses can be tamed/owned by feeding them any of the following:
- default:apple (fill value: 2)
- farming:wheat (fill value: 1)
- farming:barley (fill value: 3)
- farming:oat (fill value: 5)
- farming:carrott (fill value: 4)
- farming:carrot_gold (fill value: 5)
- farming:cucumber (fill value: 2)
- tamed/owned horses can be added to inventory with mobs:lasso (will add other optional items later)
- tamed/owned horses can only be removed, ridden, or attacked by owner
- horse turning can be set to use mouse instead of a/d keys (default: enabled)
- removed meat items & textures (drops mobs:meat_raw instead (drops currently broken))
- added settings to customize min/max spawn height & spawn chance
- doesn't use mobs_redo API (obviously)
- retains whinny models, textures, & animations created by sparky (I believe the mobs_redo version uses the original models & textures created by Krupnov Pavel (?) for kpgmobs)
- doesn't require mobs:saddle to ride
- doesn't add some items like horseshoes
- tamed horses do not wander while not being ridden
- tamed & wild horses are unique entities (I believe they are the same entity in mobs_redo)
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