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Outdated EggstraClucks 1.1.0

Hatch Chickens from Eggs, and Breed Livestock

  1. tynaut

    tynaut Sandwich Man

    lol. Of course they fit, sci-fi doesn't mean that animals and farms suddenly vanished! Why horse sounds? Because I didn't feel like adding in new sound files for all the different sounds the cows are supposed to make. It's a blend of horse and goat sounds, which Chucklefish has already included in vanilla. I was just using assets that were already there to keep the file size down. But at some point I could swap in cow sounds.
    I really would like to do this, but there's a lot of complications involved in that at the moment. Access to crops code is limited, which means completely rewriting them like Persistent Farmables did. That's not a problem, except once you do, then you have to add support for every mod out there with crops. That and the other problem is that crops are really laggy at the moment, especially when you have a large farm. Rewriting them causes even more performance issues. So it's going to take a bit of time for me to work on it to make sure it causes the least amount of lag possible. So I'm just holding off on that idea till I can invest the proper time into it.
     
  2. SweFox

    SweFox Guest

    No no I meant the look of the cow, didn't expect it to look like it does.

    But it doesn't matter, it's ultra cute. Also, I like how it freaks out when it jumps AND tries to attack mobs, SO CUTE.

    You've done an amazing job with this mod.
     
  3. tynaut

    tynaut Sandwich Man

    Thanks! A lot of inspiration drawn from the SNES version of Harvest Moon.
     
  4. SweFox

    SweFox Guest

    Haha oh!
    [​IMG]
     
    tynaut likes this.
  5. Sir Orange

    Sir Orange Ketchup Robot

    Like I said, coding is a bitch when it comes to making everything compatible.
     
  6. SweFox

    SweFox Guest

    Chicken farm with extended out-area for the cows :D!

    [​IMG]
    [​IMG]
     
    Ramones_fan likes this.
  7. Werekitty39501

    Werekitty39501 Pangalactic Porcupine

    Looks mooo-volous.
     
    SweFox likes this.
  8. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    nice farm
     
  9. Michelle911

    Michelle911 Orbital Explorer

    something is going wrong on my server with this new update.... been trying to figure out what it is so that can report something other than "it don't work" but I'm not really sure what's going on.

    at first I put the mod in and start the server and I see all the new additions and it appears to be working correctly. then one of my players joins, throws a cow, and the server crashes. I can throw a cow and it's fine.

    so now I'm looking closer at my server log and I see that when I start the server and attach starrypy to it I'm getting this

    Code:
    Info: accept from 127.0.0.1:27347 (412)
    Info: UniverseServer: Connection received from: 127.0.0.1:27347
    Info: UniverseServer: client connection made from 127.0.0.1:27347
    Info: closing 127.0.0.1:27347 (412)
    Warn: UniverseServer: client connection aborted
    Info: NetSocket read loop shut down: Connection reset by peer 127.0.0.1:27347 (0)
    Info: NetSocket write loop shut down: Socket closed
    
    since I'm connecting locally and my player isn't this might make more sense to me now

    anyhow, when the server does crash as a result of my guy tossing a cow I get a server log full of errors some 5300+ lines long all with these same 2 errors over and over

    Code:
    Error: Could not load /scripts/helper.lua asset, attempting to use default.
    AssetException: No such asset '/scripts/helper.lua'
      Assets::read(String)
      _Function_handler<shared_ptr<Assets::AssetData> (), Assets::loadBytes(String)::{lambda()#1}>::(_Any_data)
      Assets::processAssetData(function<shared_ptr<Assets::AssetData> ()>)
      Assets::loadBytes(String)
      Assets::loadAsset(Assets::AssetId)
      Assets::doLoad(Assets::AssetId)
      Assets::workerMain()
      ThreadImpl::runThread(void*)
      BaseThreadInitThunk
      RtlInitializeExceptionChain
      RtlInitializeExceptionChain
    
    Error: Could not load /scripts/helper.lua asset, attempting to use default.
    AssetException: No such asset '/scripts/helper.lua'
      Assets::read(String)
      _Function_handler<shared_ptr<Assets::AssetData> (), Assets::loadBytes(String)::{lambda()#1}>::(_Any_data)
      Assets::processAssetData(function<shared_ptr<Assets::AssetData> ()>)
      Assets::loadBytes(String)
      Assets::loadAsset(Assets::AssetId)
      Assets::doLoad(Assets::AssetId)
      Assets::getAsset(Assets::AssetId)
      Assets::bytes(String)
      LuaRoot::loadScript(String)
      LuaRoot::createContext(StringList)
      WorldServer::scriptContext(StringList)
      Monster::init(World*, EntityMode)
      WorldServer::addEntity(shared_ptr<Entity>)
      Projectile::processAction(Variant, RenderCallback*)
      Projectile::die(RenderCallback*)
      WorldServer::removeEntity(int, bool)
      WorldServer::update()
      WorldServerThread::update()
      WorldServerThread::run()
      ThreadImpl::runThread(void*)
      BaseThreadInitThunk
      RtlInitializeExceptionChain
      RtlInitializeExceptionChain
    adding in the helper.lua script from my last version of eggstraclucks now.... still testing now. hopefully will have more to add soon
     
  10. tynaut

    tynaut Sandwich Man

    Ugh. I'm sorry, that's embarrassing on my part. I have a helper script just to debug things, and I try to make an effort to clear it out of all the files each time, but apparently I did a really poor job of that. All you need is an empty file /scripts/helper.lua, but I'll upload a new version incase other people are having the same problem.
     
  11. Michelle911

    Michelle911 Orbital Explorer

    aahhh! cool :) no need to be embarrassed :) you're doing great work! the direction you're going with this mod is one of the best I've seen, is fun, cute, funny.... totally within the scope of the game on all counts. /gushingoff
     
    tynaut likes this.
  12. tynaut

    tynaut Sandwich Man

    Thank you! I really appreciate it. If you, or anyone else, has any ideas of more things you'd like to see, I'm totally up for suggestions. At the moment I'm focused on that I want to have more resources from animals, that you can gather, as a different path, I'm just not sure what I want to put on various creatures yet. But I'm sure there are plenty of other areas I could touch.
     
  13. tynaut

    tynaut Sandwich Man

    tynaut updated EggstraClucks with a new update entry:

    Errors!

    Read the rest of this update entry...
     
  14. Michelle911

    Michelle911 Orbital Explorer

    ok! I will do :)

    oh btw, any thoughts on the first log I posted, I never saw that before when loading starrypy
     
  15. tynaut

    tynaut Sandwich Man

    I'm not sure. I haven't tried it on multiplayer...

    Actually let me confess by saying, I've never even played this game in multiplayer, aside from testing it on my machine. But hopefully having everyone with that helper script fix will resolve the issue?
     
  16. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    sheep, who can be sheared for wool. alien wool, sheared from alien mobs as well, with a patch for using the wool with your knitting mod.

    larger creatures eating hay rather than chicken scratch.

    a way to turn some of the herd into meat, possibly by placing a filled capture pod in collection bin and it being replaced by a set amount of random meat parts, with different mob types providing different types.

    also could you modify the other ground monsters to be tameable, obviously not the robot or jellies,but larger quadrapeds and bipeds as well as mini bosses. the gotta catch em all mod works to catch all ground monsters and it would e nice to be able to add them to the farm.

    different sized livestock needing different amounts of feed, and giving different amounts of milk/ meat

    bots that check nests once an hour and place eggs in a central collection area, possibly adding eggs to incubators as well.

    milking bots, similar to above only for livestock.

    Chefbot that checks what ingrediets are in the specific bin they are linked to and makes the best food possible from it, possibly defined by a list that can be edited by the player, possibly the bot being part of the bin itself. so instead of returning to find 100 wheat and 50 bananas for example, you come back and buy 50 banana bread, at a lesser price than you would at a standard merchant. the pixel cost explaining the costs to power the Chefbot.
     
    tynaut likes this.
  17. Michelle911

    Michelle911 Orbital Explorer

    one of my biggest wishes so far is cows that cannot leap over my fences :D
     
    Ramones_fan likes this.
  18. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    i had to make a wall about 15-20 tiles high to keep my lumberbot im my tree farm and not searching all over my ship for trees. so i know what that's like.
     
  19. Michelle911

    Michelle911 Orbital Explorer

    lol yeah, I bet that would do the trick. I have a roof on my pasture now with walls and gates at each end :)

    btw ty, all my cows have a tendency to go right. I find them more often than not bunched up against the right fence/wall thing
     
  20. Ramones_fan

    Ramones_fan Pangalactic Porcupine

    had the same situation with tamed livestock as well.
     

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