nc_cats/nodeapi.lua:67:
bad argument #5 to 'from_table' (string expected, got boolean)
As far as I can tell the only way this can happen is if it
somehow fails to find the correct metadata in a longcat tail, but
I haven't found a way to reproduce this problem yet.
Instead of a bunch of sketchy math, just straightforwardly require
at least one of each pre-defined (i.e. not later expansion mod)
cat types in the area to be eligible to spawn one, and use a
relatively low probability.
This makes it far easier to expand cats externally without
collisions in a linear number space. Instead of using group
IDs, just add a name tag to the def to find cat ID.
Even more control for modders, allowing custom cats with fully
custom spawn probability logic, so they can have special
hatching requirements to spawn at all.
There is currently no use for this data (it is not displayed) but
could be used by mods, or future functionality could be added to
use it. For now, though, we need to start capturing this data or
else it won't exist for existing cats when those new features are
enabled.
Currently there is nothing in the mod or the base game that allows
a cat to be petted by a machine, but I'm considering adding a
brush or allowing the use of rakes or something to make it
automatable, with deliberate planning.
Making the cat only purr once makes it feasible to automate the
machine even if a player is around because a machine that works
only once every 2 seconds will reliably trigger cat purring
without actually digging the cat.
...on relevant versions of NC that support the "cuddly" group.
More automated ways to get furballs from cats MAY be supported, but
it probably doesn't make sense to use the "petting" mechanic,
especially since it only ever worked as long as a player is within
5m of the cat anyway.
Maybe something involving a brush/rake?