Features in maidroid_ng mod

Post Reply
User avatar
mazes
Member
Posts: 11
Joined: Sun May 03, 2020 23:24
GitHub: mazes-80
IRC: mazes_80
In-game: mazes

Features in maidroid_ng mod

by mazes » Post

This is the place to post about feature requests, new cores, improvements and so on, related to mod maidroid_ng.

User avatar
mazes
Member
Posts: 11
Joined: Sun May 03, 2020 23:24
GitHub: mazes-80
IRC: mazes_80
In-game: mazes

Re: Features in maidroid_ng mod

by mazes » Post

Special thanks to Slightly to give me idea about this thread.

User avatar
Slightly
Member
Posts: 174
Joined: Sun May 15, 2022 22:29
In-game: Slightly

Re: Features in maidroid_ng mod

by Slightly » Post

Great to have a place for this here, mazes, thanks! Just to warn you, I'm a singleplayer modder who just makes what I like and I've never figured out git or how to mod for servers, but I'm happy to share whatever is useful to others, so... For the maids, I started out just giving them some variety. I still use the dynamic of dye, it just mixes more elements so you get a random mix of hair/eyes/5 skins/7 dresses. Every maid spawned will be a random mix and the player can hit them with dye to get a new mix.
maids redo.png
maids redo.png (226.31 KiB) Viewed 1701 times
Then I remodeled the hats to fit on their heads a bit more naturally and just be cuter in general. Farming's blue ribbon hangs off the back. The dresses have different details. Etc.

For lumberjacks, I based my own very light lumberjack mod on the tree chopping dynamic in this mod which I found to be the best at chopping whole trees. https://content.luanti.org/packages/joe7575/lumberjack/ The maid finds the base of a tree by scanning nearby nodes, ignoring protected, air, soil, or snappy, confirms the node is a registered tree type from my lumberjack mod and has an identical node above it showing it's probably the base of a vertical tree. If the maid has saplings in inventory but no logging permit, it only chops tree types of those saplings. Since it collects saplings, if we want it to stay able to chop everything, we give it a permit, a piece of default paper. Once a tree base is found, we set a destination, chop the tree using the lumberjack logic, collect the logs, remove the stump left in the ground by many trees, and resets wandering. It's possible the little tree fiend will chop down your log cabin but that's what fences are for. I beefed up fences/barriers so they can't jump them even if they stand on a goat, so that should help. I intended to add replanting if the maid has a hoe (and probably bonemeal) as well as an axe, but I haven't yet. Most likely since I am already removing the stump that would be a good spot for replanting as well.

I've tweaked other things and I reworked inventory checking/flushing, but this is the bulk of it. Happy to pass it along if you want to have a look.

User avatar
mazes
Member
Posts: 11
Joined: Sun May 03, 2020 23:24
GitHub: mazes-80
IRC: mazes_80
In-game: mazes

Re: Features in maidroid_ng mod

by mazes » Post

Lumberjack mod: I use this one on my maidroid test server. I also sent some patches to be able to use it with digtron and fixed things when pipework got a breaking update. This was also the code I targeted to be able to cut trees. I would also like to retrieve leaves (I guess it could be done just adding an heuristic to evaluate leave amount).

The reason I would like to find the "root" node first:
1/ do not leave some uneeded logs on ground
2/ some trees have way many more base node than 1.

Seeing somebody interested in the thing may give me a boost.

Skins and more: this part is surely to get integrated fast, good looking is quite important for a mod to be appealing.

Inventory flush: this part is really messy, I always used the same function and added things, it needs to be be refactored. I fixed some things in last month commits but it is still so ugly.

User avatar
Slightly
Member
Posts: 174
Joined: Sun May 15, 2022 22:29
In-game: Slightly

Re: Features in maidroid_ng mod

by Slightly » Post

I struggled with pipeworks breaking things. I wasn't sure if it was just me, but eventually, I decided it probably wasn't and just redid it to work around pipeworks, not knowing a better way. So, I still use the pipe as an indicator in inventory and as a way to find the chests position, but the inventory flush is direct to the chest, not creating pipeworks entities.

Leaves. I thought about it. They do pick up the saplings and fruit since they actually drop but I decided not to interfere with leaf decay which works well. If I wanted leaves, yeah, I'd probably just calculate and place direct in inventory, but since the original lumberjack mod did not gather leaves and that would fill inventory so quickly, I thought probably that's not often wanted.

As for the base of the trees, yes, I coded it to take the additional tree nodes around certain trees like jungle trees, but the stump set into the ground is an additional step to swap that lower tree node for dirt. Right now it just swaps default:dirt but I was planning another way of detecting soil type so I could be sure the dirt is the right type for saplings that need it, esp ethereal ones. First, though, I was going to check if chopping ethereal trees even need to look for stumps. Oth, it might be fine to just override all saplings to grow on default:dirt for the maids since the dirt will change with default spread anyway.
Last edited by Slightly on Fri Aug 01, 2025 22:37, edited 1 time in total.

User avatar
Blockhead
Moderator
Posts: 2991
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: Features in maidroid_ng mod

by Blockhead » Post

(1) is there a repository link for this particular spin? The search results on maidroid are a bit of a mess to understand

(2) Wouldn't it be lumberjill?
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
Slightly
Member
Posts: 174
Joined: Sun May 15, 2022 22:29
In-game: Slightly

Re: Features in maidroid_ng mod

by Slightly » Post

Blockhead wrote:
Wed Jul 30, 2025 03:31
(1) is there a repository link for this particular spin? The search results on maidroid are a bit of a mess to understand
https://gitlab.com/mazes_80/maidroid

User avatar
Slightly
Member
Posts: 174
Joined: Sun May 15, 2022 22:29
In-game: Slightly

Re: Features in maidroid_ng mod

by Slightly » Post

Screenshot 2025-08-09 173116.png
Screenshot 2025-08-09 173116.png (311.24 KiB) Viewed 1162 times
Screenshot 2025-08-09 173224.png
Screenshot 2025-08-09 173224.png (208.93 KiB) Viewed 1162 times
I'm attempting to add some more variety to wander, like random rests and such, and I fixed the animation where the maids were not quite walking normally (more like a glide) when following the player wielding the tame_item. In doing that, I ended up adding some debug stuff to expose the name of the state and animation, so that'll probably be useful later. I made some more dresses, they have 11 now and I'm working on a soupchef core that will use the xdecor soup cauldron (I've exposed it as global in my own version so that may not be useful to others).

User avatar
Slightly
Member
Posts: 174
Joined: Sun May 15, 2022 22:29
In-game: Slightly

Re: Features in maidroid_ng mod

by Slightly » Post

Still adding features. Now the wanderers, who already picked up drops without a job, look more intentional. And super cute.
gatherer.png
gatherer.png (48.38 KiB) Viewed 175 times
And the pets follow the maids so they make way better shepherds now. They also feed all the pets, not just cows. The farmer and stockbreeders can have alternate hat designs, and they've all got some terrain awareness now. They can move to that lovely tropical island and no one walks off into the sea.
shepherds.png
shepherds.png (343.13 KiB) Viewed 175 times

User avatar
Slightly
Member
Posts: 174
Joined: Sun May 15, 2022 22:29
In-game: Slightly

Re: Features in maidroid_ng mod

by Slightly » Post

Lumberjacks replant saplings and do a decent job of leaving fenced trees alone. I've done a lot of cleanup and enhancing movement routines. I finally got my fork all gitified, too.
chop_replant.png
chop_replant.png (704.24 KiB) Viewed 101 times
The torcher (I named her torchbearer) who follows you in caves or at night laying torches followed you all day, too, doing nothing and left torches everywhere at night. So now, in daylight, she'll wander around retrieving her torches for use later. She'll start following and laying torches again the next night.


And a new bonnet for the shepherdess.
bopeep.png
bopeep.png (218.41 KiB) Viewed 11 times

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest