[Mod] Mobs Redo [1.34] [mobs]

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Minetestforfun » Sat Mar 21, 2015 15:05

Hi,

Good work for the Goat, the models and animations are beautiful, but after conversations, many people think the goal eyes are scary, so i changed it (all in black) :

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Image

And it's truth, i think it no longer frightens...
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Sat Mar 21, 2015 16:28

lol, thanks ExeterDad... now we have a goat :) and I've reworked the KPGmobs to work with the api also which can be found here: https://forum.minetest.net/viewtopic.php?f=9&t=8798&start=50#p173539

Note: Wolves can be tamed into dogs and kill monsters for you, they follow the player when holding meat and can be fed raw meat to increase health...
Last edited by TenPlus1 on Tue Mar 24, 2015 12:20, edited 1 time in total.
 

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Re: Mobs Redo 0.1 [mod]

by acblonde » Sat Mar 21, 2015 23:39

I installed a mod that would make me hungry lol
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sun Mar 22, 2015 01:26

TenPlus1 wrote:lol, thanks ExeterDad... now we have a goat :) and I've reworked the KPGmobs to work with the api also which can be found here: https://forum.minetest.net/viewtopic.php?f=9&t=8798&start=50#p173539

Daughter and I are having fun rounding up animals and killing the monsters.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Napiophelios » Sun Mar 22, 2015 03:30

How do I get the animals to stop hopping?
Its kinda weird.

I tried Jump= false but that has no effect,
they are all just hopping in place every few steps they take.

I added 4aiman's pig model with Summerfeilds MC pig texture
but he wouldnt stay still long enough for a picture;
so this is the best I could get of him...

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Sun Mar 22, 2015 20:49

aww cute pig... mobs should only jump with jump = false if they come across an obstacle and try to jump onto it...

Note: if no room in inventory for wool from sheep or bucket of milk from cow then item will be dropped instead...
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by freakedenough » Mon Mar 23, 2015 20:01

This Mod is incompatible with the much nicer V7 ethereal world generator. No Mobs will spawn, because of the different block names.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by freakedenough » Mon Mar 23, 2015 20:03

edit: sorry, double post
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Mon Mar 23, 2015 20:26

freakedenough: Mobs Redo is fully compatible with the latest Ethereal mod and is set so that specific mobs spawn in a certain biome instead of all on the same grass type...
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Mon Mar 23, 2015 21:26

I was playing an Ethereal map a couple days ago with mobs. It seemed to work fine for me. Ethereal is a really cool map gen.
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Re: [Mod] Mobs Redo [1.07] [mobs]

by TenPlus1 » Thu Apr 02, 2015 15:47

Mobs Redo 1.07 released... Npc's will now follow player by using self.order commands like "stand" or "follow"... also fixed jumping glitch when following...
 

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Re: [Mod] Mobs Redo [1.07] [mobs]

by GingerHunter797 » Fri Apr 03, 2015 22:15

I think this mod should be in place of "Simple Mobs" on this page... http://www.minetest.net/mods
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Re: [Mod] Mobs Redo [1.08] [mobs]

by freakedenough » Sat Apr 04, 2015 10:12

1.08 has a bug

Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
Could not open file of texture: mobs_kitten_striped.png


mobs_kitten_striped.png is in the textures folder, but i dont know why he cant open it.
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Sat Apr 04, 2015 11:37

Kittens work ok here, what other mods are you running ?
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by freakedenough » Sat Apr 04, 2015 11:53

kpgmobs (sheeps disabled) and creatures (zombies, ghost - sheeps disabled)

sometimes striped cats spawn and the problem still comes up when creatures and kpgmobs are disabled (i wouldnt use them, if your mod would have horses and ghosts and zombies)
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Sat Apr 04, 2015 12:34

Make sure that you are using the kpgmobs made for mobs redo:

viewtopic.php?f=9&t=8798&start=50#p173539

also creatures mod should work fine alongside mobs redo...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by mahmutelmas06 » Sun Apr 05, 2015 20:16

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
23:14:28: ERROR[main]: ServerError: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:927: bad argument #1 to 'ipairs' (table expected, got nil)
23:14:28: ERROR[main]: stack traceback:
23:14:28: ERROR[main]:    [C]: in function 'ipairs'
23:14:28: ERROR[main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:927: in function 'check_for_death'
23:14:28: ERROR[main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:281: in function 'do_env_damage'
23:14:28: ERROR[main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:289: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:178>
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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Mon Apr 06, 2015 06:41

mahmutelmas06: going by the errors and line numbers you are not running the latest mobs redo api, so... what other mods are you running ? and what was happening in the world at the time of crash ?
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by mahmutelmas06 » Mon Apr 06, 2015 08:42

TenPlus1 wrote:mahmutelmas06: going by the errors and line numbers you are not running the latest mobs redo api, so... what other mods are you running ? and what was happening in the world at the time of crash ?


My mob version is 1.08
It hapens when i place an animal on land close to sea in creative mode. But it hapens sometimes not always.

Edit:

I found the bug. Its related to drop on die function.
Probably another mod overwrite it so it wasnt working.
But i am not sure i need to test for a while
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Re: [Mod] Mobs Redo [1.08] [mobs]

by Rochambeau » Mon Apr 06, 2015 18:49

Hi,

I'm trying to create a mod, where certain mobs should spawn in certain areas.
For that, I created a special node and want to spawn - for example - a NPC on that node. My code looks like this, but on a 10x10 field of cobblespawn, not a single NPC is spawning.

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.register_node("testmod:cobblespwan", {
   description = "Cobblespawn",
   tiles = {"default_cobble.png"},
   is_ground_content = true,
   groups = {cracky=3, stone=2},
   sounds = default.node_sound_stone_defaults(),
})

mobs:register_spawn("mobs:npc", {"testmod:cobblespawn"}, 20, 0, 1, 15, 31000)


depends.txt includes mobs.

What am I doing wrong?
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Tue Apr 07, 2015 07:09

You had a typo in the code above, once fixed it works fine, every 30 seconds an npc appears on top of the cobblespawn block...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by Rochambeau » Tue Apr 07, 2015 18:31

*blush* Yep, right, thank you...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by afflatus » Wed Apr 08, 2015 00:22

Is it possible to make "follow" accept a list and then use that list for the on_rightclick function?
or at least, would you be interested if I can figure out how to do it?

I would also love it if the replace_* attributes replenished wool, milk etc. in the same way, but this may be an unnecessary complication.

I'm delighted to see that pigs eat apples and rabbits eat carrots now. Thanks!
And the kittens are extremely cute - could they also accept milk?
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Re: [Mod] Mobs Redo [1.08] [mobs]

by afflatus » Wed Apr 08, 2015 00:37

Is it the case that all mobs basically live for 600 ticks, or did I miss something? It would be nice if different species had different life-spans. There is a bit of an issue with the fact that none of the animals hang around for long even if they are tamed. It's also slightly annoying that /clearobjects always completely wipes the board, but that's an engine issue I guess.

The kpgmobs horses also need a lot of work, but I guess we should talk about that on the kpgmobs thread.
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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Wed Apr 08, 2015 06:30

At present the mobs redo api is going through a sort of overhaul and I'm adding many new features including jumping only mobs, mob_specific registration and I can look into lifetimers and replace function adding to mob foods and replenishing wool/milk etc :) also added jump sounds...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by mahmutelmas06 » Wed Apr 08, 2015 10:24

Some wild animals should attack to each other.
for exp wolf could attack sheep and kitten
rat could attack to bunny
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Re: [Mod] Mobs Redo [1.08] [mobs]

by Krock » Wed Apr 08, 2015 16:32

mahmutelmas06 wrote:rat could attack to bunny

Rats eat cheese and cornflakes. I doupt they would like to eat moving meat.
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Re: [Mod] Mobs Redo [1.08] [mobs]

by ExeterDad » Wed Apr 08, 2015 16:41

Although my nearly finished snake would like a bunny or rat snack.
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Re: [Mod] Mobs Redo [1.08] [mobs]

by Don » Wed Apr 08, 2015 17:53

ExeterDad wrote:Although my nearly finished snake would like a bunny or rat snack.

Yay. My snake is almost ready!
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Re: [Mod] Mobs Redo [1.08] [mobs]

by afflatus » Wed Apr 08, 2015 22:21

Yes animals generally attack smaller animals. Wolves should take chickens too.
Great work! I look forward to testing out the new features ... as and when.
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