Zombies4Test Reload ( WIP)

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Modpack ( WIP)

by duckgo » Post

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
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Modpack ( WIP)

by Darth_Tiktaalik » Post

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
Attachments
screenshot_20240909_081341.png
screenshot_20240909_081341.png (366.39 KiB) Viewed 2143 times
screenshot_20240909_081300.png
screenshot_20240909_081300.png (604 KiB) Viewed 2143 times
screenshot_20240909_080819.png
screenshot_20240909_080819.png (452.87 KiB) Viewed 2143 times

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Modpack ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Mon Sep 09, 2024 13:29
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
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 *_*
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

User avatar
Blockhead
Moderator
Posts: 2177
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: Zombies4Test Modpack ( WIP)

by Blockhead » Post

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.
/หณหณ_หณหณ]_[หณหณ_หณหณ]_[หณหณ_หณหณ\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB โœ๏ธโ™‚

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Modpack ( WIP)

by duckgo » Post

Blockhead wrote: โ†‘
Tue Sep 10, 2024 03:26
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.
That looks good, I'll take a look at that library, thanks ๐Ÿ˜
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Modpack ( WIP)

by duckgo » Post

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
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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>
Attachments
shot-2024-09-16_08-08-00.jpg
shot-2024-09-16_08-08-00.jpg (62.48 KiB) Viewed 1920 times

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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.

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Mon Sep 16, 2024 13:27
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.
Thanks for letting me know, I tested it on Mineclonia, I'll test it on Voxelibre :)
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Mon Sep 16, 2024 13:16
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>
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.. :(
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Mon Sep 16, 2024 13:16
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>
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.
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.. ๐Ÿ˜ž
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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.
Attachments
screenshot_20240921_042153.png
screenshot_20240921_042153.png (174.01 KiB) Viewed 1747 times

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Sat Sep 21, 2024 08:55
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.
Thanks for testing :)
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. ๐Ÿคฉ ๐ŸงŸโ€โ™‚๏ธ
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

I found the solution in the docs at: https://codeberg.org/Wuzzy/Repixture/sr ... ger/API.md
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)
})

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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,



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.

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Sat Sep 21, 2024 17:16
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,



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 ๐Ÿค”
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Sat Sep 21, 2024 17:16
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,



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 ๐Ÿ˜‰

Some texture messages were also fixed, but in Mineclonia there is a message about an invalid item registration, but the recipe still works ๐Ÿ˜…
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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!
Attachments
screenshot_20240928_100628.png
screenshot_20240928_100628.png (496.86 KiB) Viewed 1357 times
screenshot_20240928_094618.png
screenshot_20240928_094618.png (523.08 KiB) Viewed 1357 times

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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.

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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.

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

Darth_Tiktaalik wrote: โ†‘
Sun Sep 29, 2024 11:10
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.
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 โ˜บ๏ธ
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

User avatar
duckgo
Member
Posts: 239
Joined: Sun Sep 20, 2020 08:01
In-game: PixelZone
Contact:

Re: Zombies4Test Reload ( WIP)

by duckgo » Post

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

...
๐ŸŽฎ ๐ŸŽฎ Mods ๐ŸŽฎ ๐ŸŽฎ

Darth_Tiktaalik
Member
Posts: 21
Joined: Thu Oct 27, 2022 23:06
GitHub: Darth-Tiktaalik

Re: Zombies4Test Reload ( WIP)

by Darth_Tiktaalik » Post

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.

Post Reply