[Mod] Mobs Redo [1.34] [mobs]

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Thu Dec 04, 2014 09:38

are you wearing armor ?
 

User avatar
FreeLikeGNU
Member
 
Posts: 119
Joined: Tue Oct 28, 2014 02:50
GitHub: FreeLikeGNU
IRC: freelikegnu
In-game: FreeLikeGNU

Re: [Mod] Mobs Redo [0.5] [mobs]

by FreeLikeGNU » Fri Dec 05, 2014 01:47

new mobs look great!
 

User avatar
LodeRunner
Member
 
Posts: 25
Joined: Mon Nov 17, 2014 03:14

Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Fri Dec 05, 2014 17:09

TenPlus1,

Actually, yes, I am. But the armor doesn't appear to have taken any damage. I've had the same set of steel armor for a LOOONG time and it's not like I've been running from every mob I see. Falling appears to have damaged the armor, but hits from mobs don't appear to damage it. I'll try to confirm all this tonight, I if get the time.

I also confirmed that the mese shards that are ejected by the mese monster do no damage to the player. Fireballs from the DM DO damage the player, but they don't appear to damage the armor.

I know that's kind of an odd mish-mash of observations, but I've been tweaking a couple of existing mods, including this one, so I've been accumulating various information during my own testing.

Anything else I can do to help?

BTW, how does everyone pronounce "mese"? Is it "MEH-seh" (short "e" sounds) or "MEE-seh" (long "e")?
LodeRunner
Wait...didn't I just explore this cavern?
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Fri Dec 05, 2014 20:32

Will have to look into damage setup for armor... and I pronounce it Mee'se :P
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Mobs Redo [0.5] [mobs]

by ExeterDad » Fri Dec 05, 2014 22:03

TenPlus1 wrote: and I pronounce it Mee'se :P

Me too. But I didn't invent it.
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

Rochambeau
Member
 
Posts: 68
Joined: Tue Sep 23, 2014 11:37

Re: [Mod] Mobs Redo [0.5] [mobs]

by Rochambeau » Tue Dec 09, 2014 20:02

Today I pulled the recent minetest git and now I've got an error when I try to tame cows:

"Assignment to undeclared global "tool" inside a function at .... mods/mobs/cow.lua:40".

Is it a bug in minetest dev or in the mod?
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Wed Dec 10, 2014 08:59

Thankfully just an error message and taming of cows still works, will sort error and update...
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Mobs Redo [0.7] [mobs]

by Inocudom » Tue Dec 23, 2014 13:13

Cyberpangolen uploaded these sound effects recently:
https://forum.minetest.net/viewforum.php?f=9
I think they will improve this mod considerably.
 

linuxman
New member
 
Posts: 2
Joined: Thu Dec 18, 2014 22:59
In-game: BatteryJuice

Re: [Mod] Mobs Redo [0.8] [mobs]

by linuxman » Thu Dec 25, 2014 03:12

Is it possible for passive mobs to not despawn.
I want to make a farm. I would like passive mobs to spawn when I enter the game/area and never despawn/spawn later.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.8] [mobs]

by TenPlus1 » Thu Dec 25, 2014 09:06

If you tame a sheared sheep, milked cow or hog with 8 wheat they will stick around and not despawn...

Note: new sounds added to monsters, chicken and rat...
 

linuxman
New member
 
Posts: 2
Joined: Thu Dec 18, 2014 22:59
In-game: BatteryJuice

Re: [Mod] Mobs Redo [0.8] [mobs]

by linuxman » Thu Dec 25, 2014 15:04

Thanks! Love your mod!
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Mod] Mobs Redo [0.8] [mobs]

by Minetestforfun » Thu Dec 25, 2014 16:30

Hi Tenplus1,

Can you add chicken to the possible tamed animals ?

I've tried to code myself this functionnality but, i met some problems with the right click action :/

Thank you :)
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [0.8] [mobs]

by afflatus » Tue Jan 06, 2015 17:36

I've got a wishlist suggestion. I have to confess I haven't looked at the api code in any depth to have an idea how this could be achieved, but I might have a go at it if this isn't a completely stupid idea ...

Fear factor

All animals and monsters have a "fear" parameter. This varies, usually according to external prompts - presence of predators, dangers like fire & water. This parameter gradually reduces in the presence of a player. Different species have different fear thresholds, domesticatable animals are high, aggressive monsters tending to 0.

Grazing and attraction

Animals should be attracted towards items on their "food" list, including other animals and players. They should attempt to consume food nodes in front of them.

This should also apply to monsters. Different species can be attracted to specific areas by stocking them with their favourite foodstuffs - no need to manually feed them, this will have the effect of replenishing their produce in the same way.

Sheep and cows should eat long grass, so you have to rotate livestock in order to allow grass to regrow; Sandmonsters should make sheep bleat and run away; You should have to protect your chickens from hungry wolves; You could build dungeons and attract monsters to guard your "treasure" ...

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
if fear_param > fear threshold then
   if entity_is_food
      fight(entity)
   else
      flight(away from source of fear)
        end
else
   if entity_is_food
      eat(food)
   else
      follow(food)
        end
end


Animals with low fear (i.e. domesticated) could be made less likely to despawn, so they stay around longer. Manual feeding should still work the same, although a list should be used to allow alternatives - pigs are pretty much omnivores.

It would be great to make the follow distance just that little bit bigger.

Eggs are really spammy, but we could make some other creatures eat them. Either that or re-introduce despawning after a time as an option. Oh and is is possible not to have eggs in mid-air?

Please don't ever add V/Zombies. But birds, fish, undead and dragons would be neat. :-)
Grailtest is sleeping ...
 

guideahon
Member
 
Posts: 37
Joined: Mon Jan 26, 2015 12:49
In-game: guideahon

Re: [Mod] Mobs Redo [0.8] [mobs]

by guideahon » Mon Feb 02, 2015 12:48

Hello, i tried this on 4.11 and the only mobs that spawn are sand, tree, dirt monster and the sheep and cow, all the other mobs dont spawn
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.8] [mobs]

by TenPlus1 » Mon Feb 02, 2015 20:47

The other mobs spawn underground in the dark caves and are found at certain levels... Oerkki can be found at -10 and below, Mese monsters at -20 and below, and Dungeon Masters at -70 and below...
 

guideahon
Member
 
Posts: 37
Joined: Mon Jan 26, 2015 12:49
In-game: guideahon

Re: [Mod] Mobs Redo [0.8] [mobs]

by guideahon » Mon Feb 02, 2015 20:57

TenPlus1 wrote:The other mobs spawn underground in the dark caves and are found at certain levels... Oerkki can be found at -10 and below, Mese monsters at -20 and below, and Dungeon Masters at -70 and below...


Yes, it was a problem with plantlife mod, thank you.
 

guideahon
Member
 
Posts: 37
Joined: Mon Jan 26, 2015 12:49
In-game: guideahon

Re: [Mod] Mobs Redo [0.9] [mobs]

by guideahon » Tue Feb 10, 2015 13:36

Hi TenPlus, i'm having issues again with mapgen V7 and ethereal, Bees, Beehives, Giant Spiders, Oerkki and Dungeon Master dont spawn.
Also, can you add sound on hit_mob, like tsm_pyramids mod?
Great mod!
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.9] [mobs]

by TenPlus1 » Tue Feb 10, 2015 15:55

Monsters and Animals spawn on specific blocks so you would either need to use v6 mapgen or a v7 mapgen mod to supply those blocks... Also note that each mob can be changed to spawn on whatever you like just by looking at code... Mobs Redo has full v6 and Ethereal v7 support...
 

guideahon
Member
 
Posts: 37
Joined: Mon Jan 26, 2015 12:49
In-game: guideahon

Re: [Mod] Mobs Redo [0.9] [mobs]

by guideahon » Wed Feb 11, 2015 10:34

TenPlus1 wrote:Monsters and Animals spawn on specific blocks so you would either need to use v6 mapgen or a v7 mapgen mod to supply those blocks... Also note that each mob can be changed to spawn on whatever you like just by looking at code... Mobs Redo has full v6 and Ethereal v7 support...


I traveled on an ethereal with v7 mapgen from 0 to - 1000 with no clip and i found no dungeon master, the problem was the ilumishroom, too much light, so i changed max-light of oerki and dungeon master to 5 and now there are few but they now spawn.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.9] [mobs]

by TenPlus1 » Wed Feb 11, 2015 11:04

Good idea, will change values and update github...
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [0.9] [mobs]

by afflatus » Thu Feb 12, 2015 23:43

Loving the latest version TenPlus1. Particularly the sounds. Thanks.
I haven't checked whether everything is spawning correctly in my highly modified game, but that's my problem.
Grailtest is sleeping ...
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [0.9] [mobs]

by afflatus » Thu Feb 19, 2015 01:43

I can't place chickens in a protected area that I own - using areas mod.
Grailtest is sleeping ...
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [0.9] [mobs]

by afflatus » Thu Feb 19, 2015 03:43

Fixed using placer:get_player_name()

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_craftitem("mobs:chicken", {
   description = "Chicken",
   inventory_image = "mobs_chicken_inv.png",
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above and not minetest.is_protected(pointed_thing.above, placer:get_player_name()) then
         minetest.env:add_entity(pointed_thing.above, "mobs:chicken")
         itemstack:take_item()
      end
      return itemstack
   end,
})
Grailtest is sleeping ...
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [0.9] [mobs]

by TenPlus1 » Thu Feb 19, 2015 20:34

This has already been fixed in the latest version of the mod on github and the forum...
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [1.0] [mobs]

by afflatus » Sat Feb 21, 2015 17:05

Great! thank you.
Grailtest is sleeping ...
 

Rochambeau
Member
 
Posts: 68
Joined: Tue Sep 23, 2014 11:37

Re: [Mod] Mobs Redo [1.0] [mobs]

by Rochambeau » Sun Feb 22, 2015 13:35

Is it possible to manipulate the mobs' visual_size on the go?

I'm working on a breeding mob and would like to spawn siblings in a different size. My current code doesn't work.

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
local function spawn_mobs(pos, name)
-- spawn mob
   local mob = minetest.add_entity(pos, name)
-- spawn hearts
   spawn_hearts(pos)
   -- set mob hp
   if mob then
      mob = mob:get_luaentity()
      mob.visual_size = { x = 0.5, y = 0.5},
      mob.object:set_hp( math.random(mob.hp_min, mob.hp_max) )
      mob.tamed = true
      mob.armor = mobs_exhausted
-- normalize mobs armor
      minetest.after(mobs_timer,function()
         reset(mob)
      end)
   end
end
 

User avatar
Nathan.S
Member
 
Posts: 679
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [Mod] Mobs Redo [1.0] [mobs]

by Nathan.S » Mon Feb 23, 2015 03:48

Have not tested but should probably be possible using a random call on the visual size, not sure how you would make them grow up though.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

guideahon
Member
 
Posts: 37
Joined: Mon Jan 26, 2015 12:49
In-game: guideahon

Re: [Mod] Mobs Redo [1.0] [mobs]

by guideahon » Mon Feb 23, 2015 12:27

Are you planning on adding kpg mobs? i ported them to mobs redo on my pc, but i'm still tweaking it a bit to make it better, (planning on adding sounds on mob_hit like mummys from pyramids mob) Would you like to merge after i finish?
 

User avatar
Echoes91
Member
 
Posts: 67
Joined: Thu Feb 19, 2015 13:21
In-game: Echoes

Re: [Mod] Mobs Redo [1.0] [mobs]

by Echoes91 » Mon Feb 23, 2015 18:20

Great work, i think this is the most funny and balanced set of mobs. Just had a glimpse, shouldn't cows and sheeps eat grass instead of wheat? It looks more realistic and those grass piles may become useful, maybe increasing the self food "refill" value to keep it balanced.
"It wasn't easy to break so many functions by editing a single line"
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.01] [mobs]

by TenPlus1 » Thu Feb 26, 2015 15:41

Latest additions include settings mobs to float or sink in water... Drops on ANY death either from player, fall damage, drowning or lava... War cries and Death sounds in Api... and Spawn Eggs (admin only)...
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 57 guests

cron