[Mod] Towntest [towntest] - Grow a town in minetest.

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sat Oct 13, 2012 03:16

some bugs from IRC:

<RealBadAngel_> worker stops sometimes
<RealBadAngel_> or goes straight in one direction
<RealBadAngel_> far from construction site
<RealBadAngel_> ah, and he sometimes disappears
<RealBadAngel_> ive found the temporary solution
<RealBadAngel_> go away, force server to unload area
<RealBadAngel_> and come back

<RealBadAngel_> maybe you should call build() on_step instead of an abm

<RealBadAngel_> ah, one more thing
<RealBadAngel_> not only fences cannot be built
<RealBadAngel_> stairs, slabs too
<RealBadAngel_> thx to stairs plus
<RealBadAngel_> i think i know the solution
<RealBadAngel_> you could make just aliases for those mods
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sat Oct 13, 2012 09:25

cornernote wrote:<RealBadAngel_> or goes straight in one direction
<RealBadAngel_> far from construction site

This is a bug in the engine, I think. Entities sometimes duplicate or arent updated so they keep their velocity and dont react on player punching/rightclicking them.
 

Gage
Member
 
Posts: 45
Joined: Mon Sep 10, 2012 10:17

by Gage » Sat Oct 13, 2012 23:59

Nat Faulk wrote:Awesome Mod!!

downloaded it yesterday, but it took ages to get it to work having the same error as others are reporting.

finally found that by changing the 100000000000 to a lower value in towntest\init.lua below solved the problem for me

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-- unique game id, needed to cleanup npcs
towntest.game_id = math.random(100000000000)

what number did u change it to like 500 or somthing please tell me!!
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sun Oct 14, 2012 00:16

The number is gone now. Get the latest version and it should be right
 

Gage
Member
 
Posts: 45
Joined: Mon Sep 10, 2012 10:17

by Gage » Sun Oct 14, 2012 00:25

thanks cornernote (: ill try it again now :P
 

Gage
Member
 
Posts: 45
Joined: Mon Sep 10, 2012 10:17

by Gage » Sun Oct 14, 2012 00:35

all i had to do was take out the 3 town test folders and walla it works omg im stupid(: i had a blond moment there lol
 

User avatar
pandaro
Member
 
Posts: 266
Joined: Sun Jan 08, 2012 21:34
GitHub: pandaro

by pandaro » Sun Oct 28, 2012 09:48

Fantastic!
I expect this mod ... and the concept is potentially greater than minecraft villagger! If I can help in any way the development of this mod, please contact me.
sorry for bad english
Linux debian 7 wheezy 64
kde
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sun Oct 28, 2012 10:27

pandaro wrote:Fantastic!
I expect this mod ... and the concept is potentially greater than minecraft villagger! If I can help in any way the development of this mod, please contact me.

Have you ideas how to create villages with the current API in mapgen?
Last edited by PilzAdam on Sun Oct 28, 2012 10:27, edited 1 time in total.
 

User avatar
pandaro
Member
 
Posts: 266
Joined: Sun Jan 08, 2012 21:34
GitHub: pandaro

by pandaro » Sun Oct 28, 2012 17:48

PilzAdam wrote:
Have you ideas how to create villages with the current API in mapgen?


No! I'm not a Codere. I know little python for personal use.
Mapgen do not know, but I might take a look.
Anyway, I thought we could do it in another way:
If there is an NPC who knows how to create a village, just place it in the appropriate place and with the right resources, he will build the village.
This is not what you intended to do with this mod?
sorry for bad english
Linux debian 7 wheezy 64
kde
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Mon Oct 29, 2012 00:00

Pandaro, TownTest is at the moment more of a proof-of-concept that I can make an NPC do something like build a building. It just happens to be really fun so I released it as a mod. The inspiration was minecraft's millenaire.

I intend the NPCs will spawn on their own and you cannot move the chests. You will give them resources and they will build a village. They will also find their own resources and create their own materials.

I don't want every village to look the same, it should be somewhat random. All the buildings need to be close enough that it can be considered a "village", but they need to not overlap.

Once buildings are in place, NPCs should focus on roads and other infrastructure.

In addition to this, you will be able to ally with a village to gain rewards. Perhaps even lead a raid on neighboring villages. Could make a fun multi-player addon if each village is like a clan.
 

MarkTraceur
Member
 
Posts: 103
Joined: Sat Dec 03, 2011 05:41

by MarkTraceur » Sun Nov 04, 2012 02:48

cornernote, is there any plan for making more NPCs, or should I dive in? It looks like there's some work on lumberjacks, but it's not clear whether it works. Ping me on IRC (I'm marktraceur), and I may be able to help.
Mods: https://gitorious.org/marktraceur-minetest-mods
IRC: marktraceur on freenode
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Sun Nov 04, 2012 03:09

Hey MarkTraceur,

There is an intent, but don't have time to make it happen at the moment. Lumberjack is not done at all. I just put the name in there to remind myself that's the next NPC I wanted to make.
 

MarkTraceur
Member
 
Posts: 103
Joined: Sat Dec 03, 2011 05:41

by MarkTraceur » Sun Nov 04, 2012 17:39

All right, next time I have some spare time (also seems like it may be a while), I'll whip something up :)

In the meantime, anyone else should feel free to hop in, I have no real plans for this now.
Mods: https://gitorious.org/marktraceur-minetest-mods
IRC: marktraceur on freenode
 

User avatar
kaeza
Member
 
Posts: 2141
Joined: Thu Oct 18, 2012 05:00
GitHub: kaeza
IRC: kaeza diemartin blaaaaargh
In-game: kaeza

by kaeza » Mon Nov 19, 2012 21:10

The building A.I. could be optimized, by finding the nearest blocks that the builder has, and that needs to be put. That way I think you can eliminate most of those "walks" the NPC does from side to side on some large buildings.

I'm proposing something like this (in pseudo lua code):

for each material MAT in npc_inventory do
pos = find_nearest_node_in_building(MAT);
while (pos and npc_has_material(MAT)) do
walk_to_pos(pos);
put_node(pos, MAT);
pos = (search_adjacent_nodes(MAT) or find_nearest_node_in_building(MAT));
end
end

Hope you understand the concept.

Sokomime wrote:It might be a good idea to optimize the Worldedit imports first. Right now large buildings take a considerable amount of time to build because the worker runs to and fro between walls on opposite sides. That does not matter with small decorative buildings. Large buildings take extremly long.


Some user reported this before, but no one replied him at least on this thread.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

BenAmaranth
Member
 
Posts: 60
Joined: Thu Oct 04, 2012 15:14

by BenAmaranth » Sat Feb 16, 2013 03:11

Sooo noob question...

How do I add my own buildings? Or is it complicated?
Air (you hacker you!)
 

BZab
Member
 
Posts: 126
Joined: Mon Jan 28, 2013 10:04

by BZab » Sat Feb 16, 2013 11:17

i think in mod's folder somewhere was subfolder for buildings in .we (worldedit) format
Ya need to put .we file in it (if ya use world edit, in game save region, then in world's folder look for: schems -> *your buildings name*.we) and copy it into towntest
 

socramazibi
Member
 
Posts: 81
Joined: Mon Jan 28, 2013 12:29

by socramazibi » Sat Feb 16, 2013 12:01

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
\minetest-0.4.4-d1-30b9a4d-win32\mods\minetest\towntest
\minetest-0.4.4-d1-30b9a4d-win32\mods\minetest\towntest_chest
\minetest-0.4.4-d1-30b9a4d-win32\mods\minetest\towntest_npc (home here in file *.we)
Forgive my English, but it is the translator of google.My Spanish.
My mod:
Pictures wool 1.0 3x5 , Charcoal+Textures , Map
 

BenAmaranth
Member
 
Posts: 60
Joined: Thu Oct 04, 2012 15:14

by BenAmaranth » Mon Feb 18, 2013 20:14

Thanks guys! I love this mod!
Air (you hacker you!)
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Mon Feb 18, 2013 22:13

could someone update this mod to have a 3d model make the buildings?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Wed Feb 20, 2013 03:21

A 3d builder would be a great thing. With the new mobs out there (peaceful_npc and trader from mobf) this ought to work. I'm just afraid they usually won't be able to "fly" to their locations? Also the sorting of the nodes hasn't been done yet so it is only useful for small buildings.
A list of my mods can be found here.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11

by jojoa1997 » Wed Feb 20, 2013 03:26

it would work because all we have to do is replace the testure with a model and make a moving animation and a standing still animation.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

lenkman1
Member
 
Posts: 10
Joined: Sat Aug 31, 2013 20:20

by lenkman1 » Tue Oct 01, 2013 22:25

How do i get it to work, chest won't open
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Tue Oct 01, 2013 22:29

lenkman1 wrote:How do i get it to work, chest won't open
Please don't bump old topics.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Thu Oct 03, 2013 03:01

To my knowledge, the mod still works. If a chest does not open, it sometimes helps to wait a few seconds after placing it.

In a way, the NPC framework mod may eventually offer something similar to towntest.
A list of my mods can be found here.
 

freejack
Member
 
Posts: 72
Joined: Wed Jan 08, 2014 06:37

by freejack » Thu Jan 16, 2014 18:05

Why does this mod randomly put chests around a village that mapgen spawns? I turned it off due to this. I didn't want it out there for users to run across. Also the NPC does not show 3d with textures just an orange guy flat.......
 

User avatar
pandaro
Member
 
Posts: 266
Joined: Sun Jan 08, 2012 21:34
GitHub: pandaro

by pandaro » Thu Jan 16, 2014 18:58

I am very sorry Freejack, but this mod is very full of problems since its development is suspended for a long time. Try another mod.
sorry for bad english
Linux debian 7 wheezy 64
kde
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Thu Jan 16, 2014 19:20

Try Nore's "mg" mod.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Thu Jan 16, 2014 23:47

Yeah, its been ages and ages without development. I see there are some other mods that took off there this one left off.

Eg:
[Modpack] NPC Framework [minetest-npcf] [WIP]

If anyone has any other resources please post them and I will update the mod homepage with links to the newer versions.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Fri Jan 17, 2014 20:49

freejack wrote:Why does this mod randomly put chests around a village that mapgen spawns? I turned it off due to this. I didn't want it out there for users to run across. Also the NPC does not show 3d with textures just an orange guy flat.......

The mod places those chests randomly on the map. Change towntest_chest/init.lua by disabling/removing the function minetest.register_on_generated if you don't want that.
I changed something else in my local version to get the 3d version of towntest. Setting "3dmodels = true" in your minetest.conf might work. The 3dbuilder looks a bit like a vombie.

cornernote wrote:Yeah, its been ages and ages without development. I see there are some other mods that took off there this one left off.

Glad to see you back! I still let these towntest-chests of yours spawn in my worlds (the poor builders seldom get the materials they want...they patiently continue waiting :-)).

The builder from the npcf-framework indeed seems to be a more modern version of your mod.

My own random_buildings mod will eventually contain something like a build chest as well. I decided against manually building mobs because I hope that the mod can eventually be used on servers. Moretree-trees are huge monsters - very nice trees, but not intended for cutting down - and obtaining their wood is too difficult. The lumberjacks might be willing to sell...if they get help in building a hut (mese axes are popular). At least that's what I'm currently working on.
Last edited by Sokomine on Fri Jan 17, 2014 20:49, edited 1 time in total.
A list of my mods can be found here.
 

truthfoot
New member
 
Posts: 2
Joined: Wed Feb 05, 2014 13:38

by truthfoot » Wed Feb 05, 2014 14:21

Hi Guys , love this game . But for some reason I can't get this towntest mod to work in 4.9 . I do have other mods in that do work so I know it's in the right folder . I even tried to separate towntest, towntest_chest and towntest_npc from minetest-towntest-master. Only the towntest_chest will not load . Edited from Debug == ERROR FROM LUA == Failed to load and run script from ==.\mods\towntest_chest\init.lua:== ERROR[main]: ...0.4.9\minetest-0.4.9\bin\..\mods\towntest_chest\init.lua:26: invalid escape sequence near '''
Any one have a fix. Sorry if I've missed something in the previous post.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 20 guests

cron