[Mod] Not So Simple Mobs [3.0] [nssm]

npx
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Re: [Mod] Not so simple mobs v2.1 [nssm]

by npx » Fri Jan 22, 2016 23:15

We had not thought about it! But we will do it as soon as possible, we are really busy in this period because of university exams...
 

blert2112
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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by blert2112 » Mon Jan 25, 2016 06:25

As soon as I spawned in the game I was mugged by a duck and a group of booms. Seriously, didn't even have time to grant myself privs to escape. Peck,peck.... BOOOM! Not enough left of me to feed to the crabs.

If it is ok with you... I would like to comb through your mobs for possible additions to my mobs-redo collections. Many of these would make excellent bosses.

Glünggi wrote:hrr Sandworms... its time for a Dune Game :D ahh too many wip projects... need spice...

I converted the SandWorm over to mobs-redo ages ago... it drops spice. Powerful stuff. :)
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Tue Jan 26, 2016 16:48

blert2112 wrote:As soon as I spawned in the game I was mugged by a duck and a group of booms. Seriously, didn't even have time to grant myself privs to escape. Peck,peck.... BOOOM! Not enough left of me to feed to the crabs.

If it is ok with you... I would like to comb through your mobs for possible additions to my mobs-redo collections. Many of these would make excellent bosses.


The beginning is always dramatic! We know that the first thing to do is hiding in a dark cave, leaving the shelter only for few seconds to gather wood and apples...

Take all the mobs that you like! We are really honored!


We have update the mod to 2.2... take a look at the first post!
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by npx » Thu Feb 04, 2016 10:31

Check the great work that Nathan Salapat made with his mod review of Nssm!
http://www.nathansalapat.com/minetest/nssm
Thank you Nathan Salapat the video is very cool!

And read the guide before playing, it is full of explanations and advices!
 

Martin_Devil
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Re: [Mod] Not so simple mobs v2.2 [nssm]

by Martin_Devil » Sat Feb 06, 2016 21:53

Hey. I have project LGPLv3 +, I can use the Textures or models, in full compliance with CC BY-SA? Which version of the CC BY-SA? 3.0 or 4.0
 

npx
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Re: [Mod] Not so simple mobs v2.2 [nssm]

by npx » Sun Feb 07, 2016 08:28

Of curse! You can use models and textures without any problem, just remember to say where did you get them!
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by Martin_Devil » Sun Feb 07, 2016 08:30

npx wrote:Of curse! You can use models and textures without any problem, just remember to say where did you get them!

Thank you. And pls, write license version!
 

greencopper
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Re: [Mod] Not so simple mobs v2.2 [nssm]

by greencopper » Sun Feb 14, 2016 23:16

Fantastic mod!

Please put this up on Github, much easier to follow, update, and post issues!

How, well does this work with Tenplus1's Ethereal mod? Doesn't seem to spawn all the creatures as far as I can see.

Kind regards
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by foxz » Mon Feb 15, 2016 02:56

GG !!!
can u add "optionnal" cow and sheep ?
(coz, model from "animal modpack" are really ugly ;) )
[I'm a moron with blender :'(]
 

npx
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Re: [Mod] Not so simple mobs v2.2 [nssm]

by npx » Mon Feb 15, 2016 10:08

greencopper wrote:Fantastic mod!

Please put this up on Github, much easier to follow, update, and post issues!

How, well does this work with Tenplus1's Ethereal mod? Doesn't seem to spawn all the creatures as far as I can see.

Kind regards


Thank you for appreciation!
We will soon put the mod on Github...
Unfortunately the mobs spawn only on default blocks, their spawning works fine on mapgen v6 without any biome mod. It is a limitation of the mod...

foxz wrote:GG !!!
can u add "optionnal" cow and sheep ?
(coz, model from "animal modpack" are really ugly ;) )
[I'm a moron with blender :'(]


We will think about it! Thank you for the suggestion!
But I am not good at making mammals models...
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by foxz » Tue Feb 16, 2016 10:45

npx: sheep from carbon_ng mod is good....
but cow, is really really ugly...

other suggestion : breeding and mountable mobs... (horse, seehorse)
 

greencopper
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Re: [Mod] Not so simple mobs v2.2 [nssm]

by greencopper » Tue Feb 16, 2016 22:33

foxz wrote:GG !!!
can u add "optionnal" cow and sheep ?
(coz, model from "animal modpack" are really ugly ;) )
[I'm a moron with blender :'(]


There is no need, it works really great together with Tenplus1's mobs mod.
 

greencopper
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Re: [Mod] Not so simple mobs v2.2 [nssm]

by greencopper » Tue Feb 16, 2016 22:36

npx wrote:

Thank you for appreciation!
We will soon put the mod on Github...
Unfortunately the mobs spawn only on default blocks, their spawning works fine on mapgen v6 without any biome mod. It is a limitation of the mod...
[/quote]

Since I posted my question I did a lot of testing and it actually works pretty well with Tenplus1's Ethereal mod since this still has a lot of default blocks in it.

I am looking forward to you putting it on Github it will be so much easier to contribute ;)
 

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Bug report

by greencopper » Tue Feb 16, 2016 22:40

I am not sure if it has anything to do with it but darts.lua has been disabled. Then suddenly the server crashes without anyone killing a Phonix.

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
2016-02-16 23:30:46: ERROR[Server]: LuaEntity name "nssm:phoenix_arrow" not defined
2016-02-16 23:30:46: ERROR[Main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-02-16 23:30:46: ERROR[Main]: Lua: Runtime error from mod 'nssm' in callback luaentity_Step(): /home/minetest/minetest-0.
4.13/bin/../mods/nssm/api.lua:1418: attempt to index a nil value
2016-02-16 23:30:46: ERROR[Main]: stack traceback:
2016-02-16 23:30:46: ERROR[Main]:       /home/minetest/minetest-0.4.13/bin/../mods/nssm/api.lua:1418: in function </home/mine
test/minetest-0.4.13/bin/../mods/nssm/api.lua:245>

In thread 7f505b1a8780:
/home/minetest/minetest-0.4.13/src/server.cpp:505: void Server::step(float): A fatal error occurred: Lua: Runtime error from
mod 'nssm' in callback luaentity_Step(): /home/minetest/minetest-0.4.13/bin/../mods/nssm/api.lua:1418: attempt to index a nil
 value
stack traceback:
        /home/minetest/minetest-0.4.13/bin/../mods/nssm/api.lua:1418: in function </home/minetest/minetest-0.4.13/bin/../mods
/nssm/api.lua:245>
Debug stacks:
DEBUG STACK FOR THREAD 7f504f7fe700:
#0  virtual void* EmergeThread::run()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD 7f504ffff700:
#0  virtual void* ServerThread::run()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlo
ckTransfer>&))
(Leftover data: #4  void Server::SendHP(irr::u16, irr::u8))
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f505b1a8780:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
Aborted


Doing a grep gives me:

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
$ grep -rn "phoenix_arrow"
nssm/darts.lua:245:nssm:register_arrow("nssm:phoenix_arrow", {
nssm/phoenix.lua:51:            arrow = "nssm:phoenix_arrow",
 

greencopper
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Bug report 2

by greencopper » Wed Feb 17, 2016 04:12

Disregard this post "burg report 2", it was on a client. Sorry.
Last edited by greencopper on Wed Feb 17, 2016 18:58, edited 2 times in total.
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by npx » Wed Feb 17, 2016 07:43

I don't understand, have you disabled darts.lua? It contains the definitions of the projectiles used by the mobs that shoot...
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by npx » Wed Feb 17, 2016 08:37

foxz wrote:npx: sheep from carbon_ng mod is good....
but cow, is really really ugly...

other suggestion : breeding and mountable mobs... (horse, seehorse)


I will consider the possibility of making new cow model!
Thank you for the suggestion, rideable mobs are a very good idea that would improve a lot nssm, we had thought about it but we never did it...
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by greencopper » Wed Feb 17, 2016 19:00

npx wrote:I don't understand, have you disabled darts.lua? It contains the definitions of the projectiles used by the mobs that shoot...


Yes, I had it disabled.
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by greencopper » Wed Feb 17, 2016 19:42

I have done some extensive testing on "nssm" with both Vanessa's biomes_lib mod, Valeyes Mapgen mod, and mg mod, all v6 mapgen mods. And I have tested "nssm" on Tenplus1's Ethereal v7 mapgen mod.

"nssm" works really well, actually best IMHO, with the v7 Ethereal mod. All items spawn at their different locations and there is much less CPU usage with Ethereal than any of the other mapgens.
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by npx » Wed Feb 17, 2016 22:56

greencopper wrote:I have done some extensive testing on "nssm" with both Vanessa's biomes_lib mod, Valeyes Mapgen mod, and mg mod, all v6 mapgen mods. And I have tested "nssm" on Tenplus1's Ethereal v7 mapgen mod.

"nssm" works really well, actually best IMHO, with the v7 Ethereal mod. All items spawn at their different locations and there is much less CPU usage with Ethereal than any of the other mapgens.


I think that the strenght of Nssm is the fact that in each default biome there are differents mobs! Ethereal grants new amazing biomes in which no mobs can be found because of the registered spawn...
With our settings many Ethereal biomes are populated only by Flying Ducks...
I don't understand, almost all the mobs of the surface spawn on default:dirt_with_grass, in Ethereal it is replaced with many others kind of grassy dirt...
Have you changed the spawn settings? In this case it would be great!
 

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Re: [Mod] Not so simple mobs v2.2 [nssm]

by greencopper » Fri Feb 19, 2016 23:34

npx wrote:I think that the strenght of Nssm is the fact that in each default biome there are differents mobs! Ethereal grants new amazing biomes in which no mobs can be found because of the registered spawn...
With our settings many Ethereal biomes are populated only by Flying Ducks...
I don't understand, almost all the mobs of the surface spawn on default:dirt_with_grass, in Ethereal it is replaced with many others kind of grassy dirt...
Have you changed the spawn settings? In this case it would be great!


No I haven't really changed anything except from disabling a couple of biomes from Ethereal.
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by npx » Mon Feb 22, 2016 16:34

Mod updated and uploaded to Github:
https://github.com/NPXcoot/nssm
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by Nathan.S » Tue Feb 23, 2016 12:35

Yay, thanks for putting on Github, makes keeping it up to day so much easier.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by greencopper » Wed Feb 24, 2016 15:38

Fantastic work, thank you very much!
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by npx » Mon Feb 29, 2016 23:31

We have uploaded a new mod in WIP to expand nssm, you can find it here:
viewtopic.php?f=9&t=14135&p=208944#p208944
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by tulenitata » Thu Mar 03, 2016 06:19

I would be glad if the server has been created with this mod
Thanks
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by npx » Sat Mar 05, 2016 10:22

The server? What do you mean?
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by Nathan.S » Sat Mar 05, 2016 13:09

I think he means a server so people could play online, I can't imagine that being very practical though, as you would have a long wait the first time you connected as you waited for the NSSM mod to load.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by npx » Sun Mar 06, 2016 10:35

I've found a server in the server list which has nssm among the mods! SurvivalWorld by Telesight... Tulenitata, are you speaking about it? The loading time is very long but I think it's worth it... The server is very cool!
 

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Re: [Mod] Not so simple mobs v2.2.1 [nssm]

by tulenitata » Sun Mar 06, 2016 12:27

npx wrote:I've found a server in the server list which has nssm among the mods! SurvivalWorld by Telesight... Tulenitata, are you speaking about it? The loading time is very long but I think it's worth it... The server is very cool!


I did not know about him
thanks
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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