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

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

by Andrey01 » Fri Dec 02, 2016 16:12

Nathan.S wrote:The older versions can be downloaded from git, but they were never released as versions, so you'd need to find the commits and download that specific commit to get that version.

Old commits nowhere isn`t finding, because this topic was rewrited many times
 

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

by Nathan.S » Fri Dec 02, 2016 17:32

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 [3.0] [nssm]

by Andrey01 » Sun Dec 04, 2016 15:19

I remember earlier Pumpkin King was very tall and huge (versions 1.0, 1.1), now he is the shortiest.In the description for 2.0 is written not all changes, and there doesn`t write about it
 

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

by ErrorNull » Tue Dec 06, 2016 06:26

I think it's great that all the mobs now use tenplus1's mob's redo api. i have always used mobs-redo but always wanted to have nssm mobs in my game too. will there be any issue with having all of the nssm mobs and all of the mob's redo mobs in my game together? my thoughts are there will be a bit of slowdown due to the extra abm's due to additional mobs existing.. but will anything break?
 

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

by taikedz » Tue Dec 06, 2016 13:02

I run a server with plenty o mobs (viewtopic.php?f=10&t=15175)

Having NSSM in conjunction with mobs_animal, mobs_monster, mobs_more_animals, mobs_more_monsters, dmobs, mobs_water etc etc etc is no problem for the most part...

NSSM does a decent job of overriding some mobs_redo APIs internally so in general there should be no problem. I have so far only had problems with the Masticone which tends to not take damage when in the Mobs World, but same version works fine on the Not So Simple Server. I should try to figure out what's happening there come to think of it...

The only mobs pack that breaks other mobs so far is bad_player / esmobs -- don't load that one alongside other mobs_redo-based mods.
 

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

by Andrey01 » Wed Dec 07, 2016 16:58

taikedz wrote:I run a server with plenty o mobs (viewtopic.php?f=10&t=15175)

Having NSSM in conjunction with mobs_animal, mobs_monster, mobs_more_animals, mobs_more_monsters, dmobs, mobs_water etc etc etc is no problem for the most part...

NSSM does a decent job of overriding some mobs_redo APIs internally so in general there should be no problem. I have so far only had problems with the Masticone which tends to not take damage when in the Mobs World, but same version works fine on the Not So Simple Server. I should try to figure out what's happening there come to think of it...

The only mobs pack that breaks other mobs so far is bad_player / esmobs -- don't load that one alongside other mobs_redo-based mods.

I think it`s badly to have huge amount of mobs, because one mod with mobs prevents other mod with mobs too to spawn to them and that`s why some mods of mobs won`t to work in the game in your server Not So Simple Server
 

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

by taikedz » Wed Dec 07, 2016 17:06

Not So Simple Server only has Not So Simple Mobs and mob_animals

But far point you will need to adjust spawn rates when you add multiple mobs mods
 

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

by Andrey01 » Wed Dec 07, 2016 17:10

taikedz wrote:Not So Simple Server only has Not So Simple Mobs and mobs_animals

You`ve written that your server has mods:mobs_monster, mobs_more_monsters, mobs_more_animals, dmobs, mobs_water
 

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

by Andrey01 » Thu Dec 15, 2016 16:38

Hi, npx, i have two questions:
1.How to find portal Morlendor?Possibly it must generate in land
2.When will come a new update, or willn`t it come (3.0.1)?
 

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

by echosa » Sun Jan 15, 2017 17:41

I have a couple of questions.

1.) How do I decrease the spawn rate? I tried changing the spawn argument in the mobs_redo spawn_specific call as well as changing the multimobs value in settingtypes.txt. Neither change had any noticeable effect. What am I doing wrong and what do I need to do differently?

https://github.com/NPXcoot/nssm/blob/ma ... wn.lua#L28
https://github.com/NPXcoot/nssm/blob/ma ... es.txt#L11

2.) I may have found a bug. Mobs aren't supposed to be able to walk through walls, right? I had an alligator walk right through a wall and kill me. I made a short Twitch highlight of it happening.

https://www.twitch.tv/echosa/v/114961225
 

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

by taikedz » Sun Jan 15, 2017 18:07

echosa wrote:I have a couple of questions.

1.) How do I decrease the spawn rate? I tried changing the spawn argument in the mobs_redo spawn_specific call as well as changing the multimobs value in settingtypes.txt. Neither change had any noticeable effect. What am I doing wrong and what do I need to do differently?

https://github.com/NPXcoot/nssm/blob/ma ... wn.lua#L28
https://github.com/NPXcoot/nssm/blob/ma ... es.txt#L11


Depending on the active block range, you may find more mobs spawning in the vicinity of your player(s).

I have been working on a thing, and I've put up a simple explanation as to how these are related (as far as I can reason, that is.) The more blocks which the ABMs are active on, the greater the chance of a spawn in the vicinity of a player.

mobshabitats - mobs spawning calculation

Short answer: check your minetest.conf setting for "active_block_range", if it's greater than 3, then you may find more mobs appearing than you might expect. Birds are especially far-sighted, so even more troublesome.

echosa wrote:2.) I may have found a bug. Mobs aren't supposed to be able to walk through walls, right? I had an alligator walk right through a wall and kill me. I made a short Twitch highlight of it happening.


This would be a problem at mobs_redo level... especially when multiple mobs are vying for the same space, they tend to push eachother into spaces and, well, sometimes they push eachother right through.

Flying mobs are particularly bad on this front. I tried to put a dragon from another mobs pack (still using mobs_redo) on display, I had to make the enclosure 5 nodes deep to prevent it from clipping out. A few of my own videos show scrausics (red birds) and moonherons (black one in your video) clipping through ceilings. It's a known thing.
 

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

by npx » Sun Jan 15, 2017 23:56

echosa wrote:I have a couple of questions.

1.) How do I decrease the spawn rate? I tried changing the spawn argument in the mobs_redo spawn_specific call as well as changing the multimobs value in settingtypes.txt. Neither change had any noticeable effect. What am I doing wrong and what do I need to do differently?

https://github.com/NPXcoot/nssm/blob/ma ... wn.lua#L28
https://github.com/NPXcoot/nssm/blob/ma ... es.txt#L11


It is more simple than that;)
You can simply go to the advanced settings of minetest (settings->advanced settings->mods->nssm->multimobs) and use 1 if you want to disable the spawns (not 0 because there is a problem with the 0.4.15 release of minetest, fix in the next release of nssm)

For the other problem Taikedz is right, the problem is with the mobs redo api itself.

Preview of one of the new mobs!
Image
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by echosa » Mon Jan 16, 2017 02:53

Thanks for the replies. I don't want to completely disable spawning, I just want decreased spawning. Are there some other valid values to use for that setting instead of 1?
 

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

by echosa » Tue Jan 17, 2017 03:06

Additionally, is there any way to keep the phoenix from destroying my house? I built a house out of dirt and stone and the phoenix is burning through it. When it was just dirt, I could understand, or even wood. However, I assumed that stone would protect me. I was sadly mistaken.
 

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

by npx » Tue Jan 17, 2017 08:29

1000 is the default value, you can decrease the spawn using the value that you like between 1 and 1000. I'm sorry for you and your house burned by the phoenix, the stone should protect... but we will try to fix it for the next release!
Thank you for the report.
 

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bug?

by LordNevar » Tue Jan 17, 2017 10:05

I'm not sure if this is a bug or not but i have noticed that the flying mobs go threw nodes such as buildings
and all the mobs seems to go in circles around the player.
 

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

by Andrey01 » Tue Jan 17, 2017 10:51

npx wrote:
echosa wrote:I have a couple of questions.

1.) How do I decrease the spawn rate? I tried changing the spawn argument in the mobs_redo spawn_specific call as well as changing the multimobs value in settingtypes.txt. Neither change had any noticeable effect. What am I doing wrong and what do I need to do differently?

https://github.com/NPXcoot/nssm/blob/ma ... wn.lua#L28
https://github.com/NPXcoot/nssm/blob/ma ... es.txt#L11


It is more simple than that;)
You can simply go to the advanced settings of minetest (settings->advanced settings->mods->nssm->multimobs) and use 1 if you want to disable the spawns (not 0 because there is a problem with the 0.4.15 release of minetest, fix in the next release of nssm)

For the other problem Taikedz is right, the problem is with the mobs redo api itself.

Preview of one of the new mobs!
Image

Wow!It looks like Sand Worm in your screenshot, npx!
 

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

by Andrey01 » Tue Jan 17, 2017 11:00

I forgot to tell you, will you prepare these mobs for next update 4.0?
 

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Re: bug?

by npx » Tue Jan 17, 2017 11:03

LordNevar wrote:I'm not sure if this is a bug or not but i have noticed that the flying mobs go threw nodes such as buildings
and all the mobs seems to go in circles around the player.


Unfortunately it is a known bug that depends on mobs_redo api. In his last post of this discussion Taikedz explains how it is possible very well!
In circles? Could you be more specific?
Thank you for the report.

Andrey, it is a giant tortoise not a worm... The acacia is on the top of its carapace!
We are working on the next release, but it will take a lot of time!
 

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

by LordNevar » Tue Jan 17, 2017 13:24

circles as in if i stand near one of the mobs they walk around me in circles and slowly move towards me.

you guys are doing awesome i love the mod. :)
 

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

by npx » Tue Jan 17, 2017 15:43

LordNevar wrote:circles as in if i stand near one of the mobs they walk around me in circles and slowly move towards me.

you guys are doing awesome i love the mod. :)


I've never seen something like that! We will try to fix it, if possible, it is probably another issue of mobs_redo. Could you please make a video? I am very curious!

Thank you!
 

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

by LordNevar » Tue Jan 17, 2017 18:15

https://www.youtube.com/watch?v=DgpLdX4 ... e=youtu.be

sorry i couldn't figure out how to upload on forum but that is the link to the video.

I'm not sure if its just doing this on mine or if its in the code.

i hope this helps
 

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

by npx » Tue Jan 17, 2017 18:18

Wow! This is crazy! I've never seen this behaviour... We will try to figure out what it's happening to your mobs!
 

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

by taikedz » Tue Jan 17, 2017 19:11

LordNevar wrote:https://www.youtube.com/watch?v=DgpLdX4fR3M&feature=youtu.be

sorry i couldn't figure out how to upload on forum but that is the link to the video.

I'm not sure if its just doing this on mine or if its in the code.

i hope this helps


That's very interesting. Does it happen when nssm and mobs_redo are the only two mods active?

What version of mobs_redo ?
 

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

by LordNevar » Wed Jan 18, 2017 03:58

taikedz wrote:
LordNevar wrote:https://www.youtube.com/watch?v=DgpLdX4fR3M&feature=youtu.be

sorry i couldn't figure out how to upload on forum but that is the link to the video.

I'm not sure if its just doing this on mine or if its in the code.

i hope this helps


That's very interesting. Does it happen when nssm and mobs_redo are the only two mods active?

What version of mobs_redo ?

No i have other mods active also, i just tried it with just them two only and they still act like that

I'm running the latest version mobs_redo
 

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

by npx » Wed Jan 18, 2017 16:02

Does all the mobs behave like that or only the signo signo? What about mobs redo default mobs?
 

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

by LordNevar » Thu Jan 19, 2017 03:06

npx wrote:Does all the mobs behave like that or only the signo signo? What about mobs redo default mobs?



Okay i went threw and tested all the mobs and none of the mobs redo default act like that.

here is a list of nssm mobs that dose not act like that

Duck, Giant Sandworm, Mantis, Swimming Duck, werewolf, and White werewolf.

The rest of them dose the same thing.

 

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

by taikedz » Thu Jan 19, 2017 13:55

I was able to reproduce this. Bug logged agains mobs_redo

https://github.com/tenplus1/mobs_redo/issues/37
 

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

by taikedz » Thu Jan 19, 2017 20:45

npx wrote:Preview of one of the new mobs!
Image


BTW - AWESOME :D
 

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

by taikedz » Thu Jan 19, 2017 23:04

Bug seems fixed in latest version of mobs_redo - update and check :-)
 

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