Zombies4Test Reload ( WIP)
Re: Zombies4Test Modpack ( WIP)
Hello everyone, I'm here to share a new version of Zombies4test for testing.
This is a rework I did, there are still some things missing, but if you want to test it, here's the link.
I hope it works well on "Mineclonia, VoxeLibre, Repixture, Hades Revisited" and others.
Warning: it's not compatible with previous versions ;)
https://u.pcloud.link/publink/show?code ... xpQ52HcA9k
This is a rework I did, there are still some things missing, but if you want to test it, here's the link.
I hope it works well on "Mineclonia, VoxeLibre, Repixture, Hades Revisited" and others.
Warning: it's not compatible with previous versions ;)
https://u.pcloud.link/publink/show?code ... xpQ52HcA9k
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Re: Zombies4Test Modpack ( WIP)
Tried it out on hades revisited and repixture. Sucessfully found zombies in repixture but in hr well, I think the zombies are the least of my problems here. Had to break a window to escape this building that genned near a lava fall. Dead zombie counter did go up by one so I assume they are properly spawning and one fell into lava
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Re: Zombies4Test Modpack ( WIP)
First of all, thank you for testing, it's great to know that it worked, there are still things to test and make sure that it's working well, we need recipes for items, the biggest challenge is that each subgame has its own items *_*Darth_Tiktaalik wrote: โMon Sep 09, 2024 13:29Tried it out on hades revisited and repixture. Sucessfully found zombies in repixture but in hr well, I think the zombies are the least of my problems here. Had to break a window to escape this building that genned near a lava fall. Dead zombie counter did go up by one so I assume they are properly spawning and one fell into lava
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Re: Zombies4Test Modpack ( WIP)
For multi-game support, instead of inventing your own means, I recommend the library xcompat. It gets you stuff like the name of nodes & items, sounds, and more.
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Re: Zombies4Test Modpack ( WIP)
That looks good, I'll take a look at that library, thanks ๐
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Re: Zombies4Test Modpack ( WIP)
Another version for testing, I made some corrections, and added the recipes. The suggestion of our friend Blockhead, the mod he indicated is excellent, a work that helps a lot, but it lacks some subgames like Repixture, the solution was to use "groups" like this, not needing more dependencies.
One idea that could be implemented would be that subgames would have default groups, or the same in all subgames, for nodes and items, which would make it easier to create mod recipes for all subgames, at least main items and nodes, we can test and suggest this alternative.
https://u.pcloud.link/publink/show?code ... AFgHiw2rOV
One idea that could be implemented would be that subgames would have default groups, or the same in all subgames, for nodes and items, which would make it easier to create mod recipes for all subgames, at least main items and nodes, we can test and suggest this alternative.
https://u.pcloud.link/publink/show?code ... AFgHiw2rOV
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Re: Zombies4Test Reload ( WIP)
Crash before ever seeing any zombies in voxelibre
AsyncErr: Lua: Runtime error from mod 'mcl_mobs' in callback environment_Step(): ...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: table index is nil
stack traceback:
[C]: ?
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: in function 'count_mobs_add_entry'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:322: in function 'count_mobs_all'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1073: in function 'spawn_a_mob'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1214: in function '?'
...ds/minetest-5.9.1/bin/../builtin/common/register.lua:26: in function <...ds/minetest-5.9.1/bin/../builtin/common/register.lua:12>
AsyncErr: Lua: Runtime error from mod 'mcl_mobs' in callback environment_Step(): ...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: table index is nil
stack traceback:
[C]: ?
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: in function 'count_mobs_add_entry'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:322: in function 'count_mobs_all'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1073: in function 'spawn_a_mob'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1214: in function '?'
...ds/minetest-5.9.1/bin/../builtin/common/register.lua:26: in function <...ds/minetest-5.9.1/bin/../builtin/common/register.lua:12>
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Re: Zombies4Test Reload ( WIP)
Crash also happens previous alpha but this log is specifically the reload zip on minetest 5.9.1.
Voxelibre is latest as is the mobs lib.
Voxelibre is latest as is the mobs lib.
Re: Zombies4Test Reload ( WIP)
Thanks for letting me know, I tested it on Mineclonia, I'll test it on Voxelibre :)Darth_Tiktaalik wrote: โMon Sep 16, 2024 13:27Crash also happens previous alpha but this log is specifically the reload zip on minetest 5.9.1.
Voxelibre is latest as is the mobs lib.
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Re: Zombies4Test Reload ( WIP)
I tested it at the moment, and I really have no idea what I'm doing to cause this conflict, the most interesting thing is that this error doesn't occur in Mineclonia, I'll continue investigating, or ask for help to fix it, because in the other subgames it's working without problems.. :(Darth_Tiktaalik wrote: โMon Sep 16, 2024 13:16Crash before ever seeing any zombies in voxelibre
AsyncErr: Lua: Runtime error from mod 'mcl_mobs' in callback environment_Step(): ...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: table index is nil
stack traceback:
[C]: ?
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: in function 'count_mobs_add_entry'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:322: in function 'count_mobs_all'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1073: in function 'spawn_a_mob'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1214: in function '?'
...ds/minetest-5.9.1/bin/../builtin/common/register.lua:26: in function <...ds/minetest-5.9.1/bin/../builtin/common/register.lua:12>
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Re: Zombies4Test Reload ( WIP)
I found the problem, I did several tests, but the problem is with Voxelibre's mcl_mobs, but when I tested, I found other problems, I don't know how to solve it, maybe it will take me a while to find out, but if I find a way, I will run to solve it.Darth_Tiktaalik wrote: โMon Sep 16, 2024 13:16Crash before ever seeing any zombies in voxelibre
AsyncErr: Lua: Runtime error from mod 'mcl_mobs' in callback environment_Step(): ...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: table index is nil
stack traceback:
[C]: ?
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:293: in function 'count_mobs_add_entry'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:322: in function 'count_mobs_all'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1073: in function 'spawn_a_mob'
...games/mineclone2/mods/ENTITIES/mcl_mobs/spawning.lua:1214: in function '?'
...ds/minetest-5.9.1/bin/../builtin/common/register.lua:26: in function <...ds/minetest-5.9.1/bin/../builtin/common/register.lua:12>
As I said, in Mineclonia this error does not occur, maybe it is a temporary alternative, but I am sad that it does not work in Voxelibre.. ๐
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Re: Zombies4Test Reload ( WIP)
z4t food items give an error message in repixture.
Also tested them in hades revisted and they function as expected there, it's actually a quality of life improvement for HR since now I can search for canned goods when water is hard to come by in a particular seed and I can't grow food.
Also tested them in hades revisted and they function as expected there, it's actually a quality of life improvement for HR since now I can search for canned goods when water is hard to come by in a particular seed and I can't grow food.
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Re: Zombies4Test Reload ( WIP)
Thanks for testing :)Darth_Tiktaalik wrote: โSat Sep 21, 2024 08:55z4t food items give an error message in repixture.
Also tested them in hades revisted and they function as expected there, it's actually a quality of life improvement for HR since now I can search for canned goods when water is hard to come by in a particular seed and I can't grow food.
I saw this message, I'll be analyzing the reason for it appearing in more detail.
I think zombies go well with Hades because the game has this post-apocalypse characteristic and that makes it very interesting. ๐คฉ ๐งโโ๏ธ
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Re: Zombies4Test Reload ( WIP)
I found the solution in the docs at: https://codeberg.org/Wuzzy/Repixture/sr ... ger/API.md
To try this out I simply added placeholder values to the food and I was able to fill the hunger bar by eating the z4t foods:
minetest.register_craftitem("zombies4test:canned_tomato", {
description = " Canned Tomato",
inventory_image = "canned_tomato.png",
_rp_hunger_food = 4,
_rp_hunger_sat = 4,
on_use = minetest.item_eat(5)
})
To add a new food item that is compatible with this mod, you have to do the following:
Add these fields of type number in the item definitions:
_rp_hunger_food: How many food points this item has
_rp_hunger_sat: How many saturation points this item restores
When calling minetest.item_eat or minetest.do_item_eat, always set hp_change to 0. This is required for compatibility reasons.
To try this out I simply added placeholder values to the food and I was able to fill the hunger bar by eating the z4t foods:
minetest.register_craftitem("zombies4test:canned_tomato", {
description = " Canned Tomato",
inventory_image = "canned_tomato.png",
_rp_hunger_food = 4,
_rp_hunger_sat = 4,
on_use = minetest.item_eat(5)
})
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Re: Zombies4Test Reload ( WIP)
Looks like _rp_hunger_sat should probably be higher than _rp_hunger_food to keep the depletion of the hunger bar at a reasonable pace, for example in mods/rp_default/nodes_trees.lua apples have sat at 10 but food is 2:
minetest.register_node(
"rp_default:apple",
{
description = S("Apple"),
_rp_hunger_food = 2,
_rp_hunger_sat = 10,
minetest.register_node(
"rp_default:apple",
{
description = S("Apple"),
_rp_hunger_food = 2,
_rp_hunger_sat = 10,
How hunger works
Each player has a hunger level from 0 to hunger.MAX_HUNGER and a saturation level from 0 to hunger.MAX_SATURATION.
The hunger level is the player-facing hunger level shown by a statbar. Player loses health when it reaches 0. The food points of food items increases the hunger level.
The saturation level is a hidden value. The saturation level goes down over time and for performing various tasks like digging or building. It increases by eating food. When saturation is 0, the player will slowly have their hunger level reduced.
Re: Zombies4Test Reload ( WIP)
Darth_Tiktaalik wrote: โSat Sep 21, 2024 17:16Looks like _rp_hunger_sat should probably be higher than _rp_hunger_food to keep the depletion of the hunger bar at a reasonable pace, for example in mods/rp_default/nodes_trees.lua apples have sat at 10 but food is 2:
minetest.register_node(
"rp_default:apple",
{
description = S("Apple"),
_rp_hunger_food = 2,
_rp_hunger_sat = 10,
How hunger works
Each player has a hunger level from 0 to hunger.MAX_HUNGER and a saturation level from 0 to hunger.MAX_SATURATION.
The hunger level is the player-facing hunger level shown by a statbar. Player loses health when it reaches 0. The food points of food items increases the hunger level.
The saturation level is a hidden value. The saturation level goes down over time and for performing various tasks like digging or building. It increases by eating food. When saturation is 0, the player will slowly have their hunger level reduced.
Interesting, I didn't know there would be this difference in the Repixture hunger system, if I put it this way, will it not conflict with other games? I'll test it ๐ค
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Re: Zombies4Test Reload ( WIP)
Darth_Tiktaalik wrote: โSat Sep 21, 2024 17:16Looks like _rp_hunger_sat should probably be higher than _rp_hunger_food to keep the depletion of the hunger bar at a reasonable pace, for example in mods/rp_default/nodes_trees.lua apples have sat at 10 but food is 2:
minetest.register_node(
"rp_default:apple",
{
description = S("Apple"),
_rp_hunger_food = 2,
_rp_hunger_sat = 10,
How hunger works
Each player has a hunger level from 0 to hunger.MAX_HUNGER and a saturation level from 0 to hunger.MAX_SATURATION.
The hunger level is the player-facing hunger level shown by a statbar. Player loses health when it reaches 0. The food points of food items increases the hunger level.
The saturation level is a hidden value. The saturation level goes down over time and for performing various tasks like digging or building. It increases by eating food. When saturation is 0, the player will slowly have their hunger level reduced.
I tested it and at least for me it worked without any problems, there were no conflicts in Mineclonia, or in mods like Stamina , Thank you Darth_Tiktaalik ๐
Some texture messages were also fixed, but in Mineclonia there is a message about an invalid item registration, but the recipe still works ๐
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Re: Zombies4Test Reload ( WIP)
One again repixture had problems when trying to craft plastic but once again the docs came through: https://codeberg.org/Wuzzy/Repixture/sr ... ing/API.md
Firstly we need rp_crafting as an optional dep in mod.conf:
optional_depends = visual_harm_1ndicators, rp_crafting
next I check for the modpath and call crafting.register_craft() according to docs
if minetest.get_modpath("rp_crafting") then
crafting.register_craft(
{
output = "zombies4test:plastic",
items = {
"group:tree 3",
}
})
end
The result is I got plastic with the intended 3 tree and it still worked as normal in hades revisited, MTG and mineclonia
To get the traffic poles working I repeated the above step with the values below
output = "zombies4test:trafficpole 3",
items = {
"zombies4test:plastic 3"
and now I can craft zombies4test traffic poles in repixture!
Firstly we need rp_crafting as an optional dep in mod.conf:
optional_depends = visual_harm_1ndicators, rp_crafting
next I check for the modpath and call crafting.register_craft() according to docs
if minetest.get_modpath("rp_crafting") then
crafting.register_craft(
{
output = "zombies4test:plastic",
items = {
"group:tree 3",
}
})
end
The result is I got plastic with the intended 3 tree and it still worked as normal in hades revisited, MTG and mineclonia
To get the traffic poles working I repeated the above step with the values below
output = "zombies4test:trafficpole 3",
items = {
"zombies4test:plastic 3"
and now I can craft zombies4test traffic poles in repixture!
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Re: Zombies4Test Reload ( WIP)
Of course, it's probably better to only lookup rp_crafting just once then register crafts with the repixture method if found but at the time I was just wanting to get it working rather than worrying too much about the best way of doing that
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Re: Zombies4Test Reload ( WIP)
slowly adding crafts I tried that work as expected in my testing fork at
https://codeberg.org/Darth_Tiktaalik/zo ... ixture.lua
this file is loaded if init detects rp_crafting, otherwise normal one is used.
https://codeberg.org/Darth_Tiktaalik/zo ... ixture.lua
this file is loaded if init detects rp_crafting, otherwise normal one is used.
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Re: Zombies4Test Reload ( WIP)
Ok, that should be everything in your "nodes" section of zrecipes with usable repixture versions, including metal can and plastic recipes!
edit: should also cover all fortification recipes and some of decorations
edit: should also cover all fortification recipes and some of decorations
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Re: Zombies4Test Reload ( WIP)
All right, got a pull request on codeberg ready for you to review with the Repixture recipes I tested on my system. Everything should be craftable in RP with this fix.
Re: Zombies4Test Reload ( WIP)
I'll test it, last time I had a crash with something, but I'll take a look again, I'm super grateful for your help โบ๏ธDarth_Tiktaalik wrote: โSun Sep 29, 2024 11:10All right, got a pull request on codeberg ready for you to review with the Repixture recipes I tested on my system. Everything should be craftable in RP with this fix.
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Re: Zombies4Test Reload ( WIP)
Updated!
- Added Repixture recipes ,"Darth_Tiktaalik " thanks for the help :) ..
- Also added two more decorative items, one for the hospital and one for the Trader's house.
- And I added a sound to the vending machine, I wish I had added it earlier..
There are still things I want to add, I'm trying to learn more about creating mods in Minetest, these as a challenge, I tried to create a mod to feel thirst, if anyone wants to test it, be here, I like these things :)
Z4T : https://codeberg.org/pixelzone/zombies4 ... 503621.zip
Feel Thirst : https://codeberg.org/pixelzone/feel_Thi ... e/main.zip
...
- Added Repixture recipes ,"Darth_Tiktaalik " thanks for the help :) ..
- Also added two more decorative items, one for the hospital and one for the Trader's house.
- And I added a sound to the vending machine, I wish I had added it earlier..
There are still things I want to add, I'm trying to learn more about creating mods in Minetest, these as a challenge, I tried to create a mod to feel thirst, if anyone wants to test it, be here, I like these things :)
Z4T : https://codeberg.org/pixelzone/zombies4 ... 503621.zip
Feel Thirst : https://codeberg.org/pixelzone/feel_Thi ... e/main.zip
...
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Re: Zombies4Test Reload ( WIP)
Ok here's all the features I've been testing & behaviors I've noticed. Is there anything I'm missing here?
1. Hostile Zombies spawned & defeatable(spawning crashes voxelibre, functional in repixture/mineclonia/Hades/minetest game)
2. 7th day zombie invasion
3. Zombies attack human NPCs from repixture and mobs NPC
4. mineclonia Iron golems will attack zombies but zombies do not seem to target the villagers at all
5. zcoins dropped by zombies, usable in vending machines and with trader
6. recipes
7. structures(trees sometimes generate inside structures in repixture)
8. Ranged and melee weapons, ammo for the guns
9. placeable fortifications and decorations, punji sticks deal damage to any players or mobs passing over them
10. food & health items
11. loot in bedroom drawers and supply boxes, the beds are unusable due to contamination.
1. Hostile Zombies spawned & defeatable(spawning crashes voxelibre, functional in repixture/mineclonia/Hades/minetest game)
2. 7th day zombie invasion
3. Zombies attack human NPCs from repixture and mobs NPC
4. mineclonia Iron golems will attack zombies but zombies do not seem to target the villagers at all
5. zcoins dropped by zombies, usable in vending machines and with trader
6. recipes
7. structures(trees sometimes generate inside structures in repixture)
8. Ranged and melee weapons, ammo for the guns
9. placeable fortifications and decorations, punji sticks deal damage to any players or mobs passing over them
10. food & health items
11. loot in bedroom drawers and supply boxes, the beds are unusable due to contamination.