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Re: [Mod] Mobs Redo [1.34] [mobs]

TenPlus1 wrote:D00Med, maybe this will help, it's a small routine that sends the mob to a specific position at night time:


minetest.find_path() seems to always returns nil...
by zorman2000
Sat Apr 01, 2017 15:41
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Villages for Minetest [mg_villages]

Bookshelves are now filled with (empty) books. The function mg_villages.fill_one_chest_random is used for filling chests, shelves, bookshelves etc. with content and can be exchanged/overwritten by other mods if there is any need. Hello Sokomine! Thanks for your very comprehensive answer; it's very ...
by zorman2000
Tue Mar 28, 2017 21:38
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23441

Re: [Mod] Mobs Redo [1.34] [mobs]

Mobs themselves only save variables beginning with self. and that's it, anything else you add has to be saved either in a file or setting. Yes, I had them all there. For some reason, it looks like my world was corrupted. I have deleted it and created a new one and it works perfectly. Thanks! Sadly ...
by zorman2000
Tue Mar 28, 2017 21:28
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Mobs Redo [1.34] [mobs]

Hi Tenplus1, I have an issue I'm not entirely sure it's related to mobs_redo, but I think it does. So far, I have been using "mobs:spawn()" an setting "on_spawn" to a rather large funcion that initializes a lot of variables for the mob. These variables reside on the same scope of...
by zorman2000
Thu Mar 23, 2017 23:04
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Villages for Minetest [mg_villages]

Hello Sokomine, First of all, a huge thanks for this awesome mod and for keeping it up-to-date! I really love this mod and use it in almost every world I create! Now, the only thing I would really like to have in villages that would make it perfect is to have villagers. I'm working currently on a mo...
by zorman2000
Wed Feb 22, 2017 15:48
 
Forum: WIP Mods
Topic: [Mod] Villages for Minetest [mg_villages]
Replies: 64
Views: 23441

Re: [Mod] Mobs Redo [1.33] [mobs]

Hi TenPlus1, I know that since a few versions ago, mobs_redo has a good pathfinding thanks to the integration of rnd's smart mobs function. However, this is used mostly on the attack functionality of mobs. I think it would be extremely useful if this could be refactored to create an API for pathfind...
by zorman2000
Fri Jan 13, 2017 01:17
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Peaceful NPC [1.8.5.2] [peaceful_npc]

I love this mod, but I would like the NPC characters to speak to players when punched - is this possible? advanced npc is trying to achieve that but instead of punching you will need rightclick you will also need mobs redo https://github.com/hkzorman/advanced_npc Yes that is correct. I'm working on...
by zorman2000
Fri Dec 16, 2016 19:30
 
Forum: Mod Releases
Topic: [Mod] Peaceful NPC [1.8.5.2] [peaceful_npc]
Replies: 234
Views: 69642

Re: [Mod] Mobs Redo [1.32] [mobs]

TenPlus1 wrote:self.object:set_properties(self)


Yes, that did it! Thanks a lot!!
by zorman2000
Mon Nov 14, 2016 23:53
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Mobs Redo [1.32] [mobs]

Hi Tenplus1, I'm using the spawn function that is in the rat.lua file, and I notice that almost all the time (think I have seen a negative case 1 or 2 times), the nametag for the mob and any other visual attribute (like resizing) doesn't works until I restart the server. It looks like the entity nee...
by zorman2000
Mon Nov 14, 2016 15:36
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Mobs Redo [1.32] [mobs]

Awesome!! I just checked rat.lua and definetely it has the examples I need. Thank you so much for the quick and comprehensive answer!!
by zorman2000
Fri Nov 11, 2016 15:58
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [Mod] Mobs Redo [1.32] [mobs]

Hi Tenplus1, I'm trying to expand the functionality of the NPC mob. I would like to do so without editing the API, just implement using existing functions and variables. With that in mind, I have the following questions: - Where do I define "do_custom()" function? Alongside "on_rightc...
by zorman2000
Fri Nov 11, 2016 14:04
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 240022

Re: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]

Is development on this stalled? It would be a pity, since it looks promising!
by zorman2000
Mon Oct 24, 2016 22:18
 
Forum: WIP Mods
Topic: [MOD] entity_ai - monster AI Framework [entity_ai] [WIP]
Replies: 16
Views: 2609

Unable to make server public

Hello all, I'm having an issue with Minetest running on ArchLinux. I'm using the official version, 4.14, and recently also tried the build 0.4.14-dev-cc0b3c1-dirty (Linux). I'm trying to make a public server but I get this: 2016-09-29 07:43:45: ACTION[Server]: Announcing to servers.minetest.net And ...
by zorman2000
Thu Sep 29, 2016 12:03
 
Forum: Minetest Problems
Topic: Unable to make server public
Replies: 1
Views: 530

Re: [mod]BigPixelZombie

This mod has an innocent look, but I like it!
by zorman2000
Sat Sep 24, 2016 00:15
 
Forum: WIP Mods
Topic: [mod]BigPixelZombie
Replies: 26
Views: 3643

Re: Post your modding questions here

pithy wrote:Yes ABMs have a 1 second interval limit. You can use LBMs and globalsteps to get around this.
See my wireworld mod for an example.


Thanks! I have thought of doing it through globalstep... will try! Thanks for your mod as reference!
by zorman2000
Fri Aug 19, 2016 03:14
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 617388

Re: Post your modding questions here

Hi all, Anyone who knows this information will help me a lot! Is there a limit to the "interval" property when registering an Active Block Modifier? I have registered an ABM and would like it to run every 0.2 seconds or similar with a chance of 1 (I know this could be laggy but the blocks ...
by zorman2000
Thu Aug 18, 2016 21:39
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 617388

Re: Post your modding questions here

Hello, I would like to know how to use minetest.register_on_player_receive_fields() when it is a node's formspec. What would be the name of that form? I know that with: minetest.show_formspec(username, formname, formspec) you specify a "formname" which usually is the way to detect on the c...
by zorman2000
Sat Aug 06, 2016 17:32
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 617388

Re: Post your modding questions here

are both variables actually named tonumber? No, that is just to ensure that I'm comparing int to int. The "if" condition is not the problem, it enters the If and if I print the contents of "stack" and "payed_stack" they are correct. The problem is that I'm unable to re...
by zorman2000
Wed Aug 03, 2016 21:24
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 617388

Re: Post your modding questions here

Hello, I'm new to Minetest modding (and Lua as well). I'm trying to make some kind of coin pay system. I want to subtract items from an item stack when a payment is done, however I'm unable to do so. This is my code: local stack = clicker:get_wielded_item() -- Other stuff if stack then if tonumber(s...
by zorman2000
Wed Aug 03, 2016 20:56
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 617388

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