[Modpack] Animals Modpack [2.5] -- 2.6 approaching

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Topywo
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by Topywo » Mon Oct 14, 2013 21:48

GingerHunter797 wrote:Can someone tell me what this error means???

17:36:29 ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined

This happens with all the mobs, not just sheep! Also in place of the mobs there is a purple square. This is REALLY annoying and I would REALLY REALLY like to have monsters in Minetest!

Please Help!!!


I guess you disabled simple mods and enabled MOB framework?

When you disable a mod, the existing nodes (here entity/object) will become unknown objects and unknown nodes.

You can hit the unknown objects to remove them. I think there's also something like 'clear objects' to remove obsolete objects. You can search it using search. I've never tried that, so don't know how (efficient) that works.
 

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by GingerHunter797 » Mon Oct 14, 2013 22:56

Well... I got it to work... sorta....

I dont much like this mod. The mobs look weird. And this mod has got more glitches than a 2 dollar whore!

I just hope that when Minetest does get mobs(hopefully soon) they are a lot better.
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Jouster27
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by Jouster27 » Tue Oct 15, 2013 01:16

MOBF won't load with the newest Minetest update:
20:09:29: ERROR[main]: ========== ERROR FROM LUA ===========
20:09:29: ERROR[main]: Failed to load and run script from
20:09:29: ERROR[main]: /home/myname/.minetest/mods/animals/animal_wolf/init.lua:
20:09:29: ERROR[main]: ...etest/mods/animals/mobf/spawn_algorithms/forrest.lua:59: attempt to concatenate global 'mob_name' (a nil value)
20:09:29: ERROR[main]: stack traceback:
20:09:29: ERROR[main]: ...etest/mods/animals/mobf/spawn_algorithms/forrest.lua:59: in function 'initialize_spawning'
20:09:29: ERROR[main]: ...home/myname/.minetest/mods/animals/mobf/spawning.lua:913: in function 'setup_algorithm'
20:09:29: ERROR[main]: ...home/myname/.minetest/mods/animals/mobf/spawning.lua:1022: in function 'register_mob'
20:09:29: ERROR[main]: /home/myname/.minetest/mods/animals/mobf/api.lua:123: in function 'mobf_add_mob'
20:09:29: ERROR[main]: ...e/myname/.minetest/mods/animals/animal_wolf/init.lua:257: in main chunk
20:09:29: ERROR[main]: =======END OF ERROR FROM LUA ========
20:09:29: ERROR[main]: Server: Failed to load and run /home/myname/.minetest/mods/animals/animal_wolf/init.lua
20:09:29: ERROR[main]: ModError: Failed to load and run /home/myname/.minetest/mods/animals/animal_wolf/init.lua


It's probably obvious but I'm running Linux (Ubuntu). Something changed in the most recent update of Minetest that isn't letting this mod run. It's been having trouble lately anyway with animals de-spawning. Here's hopin' the mod developers come-up with a fix, 'cause I'd really hate to have to remove this mod.
 

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stormchaser3000
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by stormchaser3000 » Tue Oct 15, 2013 03:21

GingerHunter797 wrote:Can someone tell me what this error means???

17:36:29 ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined

This happens with all the mobs, not just sheep! Also in place of the mobs there is a purple square. This is REALLY annoying and I would REALLY REALLY like to have monsters in Minetest!

Please Help!!!


mobs is pilz adam's siple mobs it should say animals_(animal) if it was this mod
 

Rhys
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by Rhys » Tue Oct 15, 2013 18:41

How do I set the mobs to be 2d? Thanks in advance!
 

sapier
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by sapier » Tue Oct 15, 2013 21:19

Jouster27 what version of minetest and mobf did you install?

GingerHunter797 can you give more information about the glitches you're talking about? They can't be fixed if no one ever tells ;-P. BTW ALL issues you reported where not related to mobf but plain install issues.

Rhys enter /mobf in chat and select "Disable 3D mobs" in settings tab. 2D mode isn't tested very well and some mobs don't have 2d support. If you find bugs plz report!

@Neuromancer,Mossmanikin
I've just added bobber support to fish_blue_white in current development tree. This should be enough to make fishing mod integration possible.

BIG FAT WARNING current development tree 2.3 changes entitiy names and format . You won't be able to switch back to a old mobf version so don't use it on production worlds by now!

EDIT1:
https://github.com/sapier/animals_modpack/wiki/Hunger may be interesting to add fishing support
Last edited by sapier on Tue Oct 15, 2013 21:24, edited 1 time in total.
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Rhys
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by Rhys » Wed Oct 16, 2013 06:55

sapier wrote:Jouster27 what version of minetest and mobf did you install?

GingerHunter797 can you give more information about the glitches you're talking about? They can't be fixed if no one ever tells ;-P. BTW ALL issues you reported where not related to mobf but plain install issues.

Rhys enter /mobf in chat and select "Disable 3D mobs" in settings tab. 2D mode isn't tested very well and some mobs don't have 2d support. If you find bugs plz report!

@Neuromancer,Mossmanikin
I've just added bobber support to fish_blue_white in current development tree. This should be enough to make fishing mod integration possible.

BIG FAT WARNING current development tree 2.3 changes entitiy names and format . You won't be able to switch back to a old mobf version so don't use it on production worlds by now!

EDIT1:
https://github.com/sapier/animals_modpack/wiki/Hunger may be interesting to add fishing support


Ill test out later, thanks.
 

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by Jouster27 » Wed Oct 16, 2013 14:37

sapier wrote:Jouster27 what version of minetest and mobf did you install?


Dunno what version of mobf it is. Does it say in the mod itself?

As to Minetest, I'm using 0.4.7-dev.
 

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by sapier » Wed Oct 16, 2013 16:02

Yes mobf version is shown in mobf settings. You open those settings by writing /mobf or /mobf_settings. Later one is for old versions (but still supported on new versions)

EDIT1:
I've just started a simple tutorial how to create a mob

https://github.com/sapier/animals_modpack/wiki/Mob-creation-tutorial

Any comment is welcome!
Last edited by sapier on Wed Oct 16, 2013 19:27, edited 1 time in total.
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Rhys
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by Rhys » Thu Oct 17, 2013 06:28

I typed /mobf with the latest mobf installed, and this is what it gave me:

Image

A blank menu. :/
 

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by Rhys » Thu Oct 17, 2013 07:09

So I tried with 1.4.6 this time, with mobf settings installed, and all the gender slimes, tamed wolf, and wolf don't have a 2d Mode.
 

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by sapier » Thu Oct 17, 2013 10:45

Anyone interested in creating wolf and slime 2d textures?

I'll have look whats wrong with menu. did you install 2.2.1 or 2.2.0?
The settings menu depends on user privileges if you didn't run singleplayer.
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Topywo
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by Topywo » Thu Oct 17, 2013 11:46

sapier wrote:Yes mobf version is shown in mobf settings. You open those settings by writing /mobf or /mobf_settings. Later one is for old versions (but still supported on new versions)

EDIT1:
I've just started a simple tutorial how to create a mob

https://github.com/sapier/animals_modpack/wiki/Mob-creation-tutorial

Any comment is welcome!




Very good!

p.s. You use both my_new_mob and new_mob. I think it would be easier if you choose to use only one of them. Or will that give coding problems?
 

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by Rhys » Thu Oct 17, 2013 16:04

sapier wrote:Anyone interested in creating wolf and slime 2d textures?

I'll have look whats wrong with menu. did you install 2.2.1 or 2.2.0?
The settings menu depends on user privileges if you didn't run singleplayer.


I did run singleplayer, and I runned 2.2.0 before. I will use 1.4.6 for the time being, since I like the dungeons being on the grass. DONT ASK ME WHY LOL.
Last edited by Rhys on Thu Oct 17, 2013 16:07, edited 1 time in total.
 

sapier
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by sapier » Thu Oct 17, 2013 17:34

Rhys do you use latest stable minetest build? If you do current mobf won't work.
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by Rhys » Fri Oct 18, 2013 07:00

sapier wrote:Rhys do you use latest stable minetest build? If you do current mobf won't work.


I got 0.4.7 from the Minetest Website, so no.

Here is a list of mobs that don't work/have a messed up sprite from 1.4.6. :)

Image
Last edited by Rhys on Fri Oct 18, 2013 07:01, edited 1 time in total.
 

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by sapier » Fri Oct 18, 2013 10:39

No there isn't and 1.4.6 is quite outdated.

Ok 0.4.7 is current stable this explains why current mobf doesn't work for you. Sadly stable is quite old by now.

If you can't compile yourself you could try 2.2 but replace mobf_settings by mobf_settings from 2.1 ... sorry it's not as comforable I'd wish to be but with 0.4.8 delayed that long I couldn't suspend mobf development any longer.
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Jouster27
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by Jouster27 » Fri Oct 18, 2013 13:59

sapier wrote:Yes mobf version is shown in mobf settings. You open those settings by writing /mobf or /mobf_settings. Later one is for old versions (but still supported on new versions)


Minetest: 0.4.7-dev
Mobf: 2.2.0
 

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by sapier » Fri Oct 18, 2013 17:16

Jouster I had a closer look at your error message, stable doesn't have any matching code you're obviously using a development version of mobf.
Thanks for your bug report I fixed it in 2.3 development branch.

If you don't want to do beta testing you should use official release 2.2.1
Last edited by sapier on Fri Oct 18, 2013 17:20, edited 1 time in total.
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viv100
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by viv100 » Mon Oct 21, 2013 13:05

you should make slime, Enderman, the slenderman, pigs, cats, and horses ... champingnons for the mod is better.
 

Jouster27
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by Jouster27 » Mon Oct 21, 2013 13:53

viv100 wrote:you should make slime, Enderman, the slenderman, pigs, cats, and horses ... champingnons for the mod is better.


Personally, I'm not lookin' for an MC clone so I'm fine with the choices in this mod. Horses might be cool but I'm pretty sure this mod already has slimes, though.

Unfortunately, I'm still getting errors after updating to the dev version. I'm starting to think maybe an alias in another mod is causing the issue, though.
Last edited by Jouster27 on Mon Oct 21, 2013 13:54, edited 1 time in total.
 

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by viv100 » Mon Oct 21, 2013 16:02

horse would be nice but I think the pig and slime. (would not it be nice to have slenderman and spiders would be a bit more of a survival mod) I'd like to see a mod that could mushroom too.
Could you find a mod on which camera
 

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by viv100 » Mon Oct 21, 2013 16:40

although there would be a mod gun to kill animals
 

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by Sokomine » Mon Oct 21, 2013 18:23

viv100 wrote:horse would be nice

Lern how to use Blender and do a model of a horse! Or perhaps rather that of a donkey. They're smaller than horses. And smaller animals can move better in the MT world than huge ones. Their movements also look more convincing (see chicken vs sheep vs cow). Donkeys, goats, squirrels, rabbits...all that would be great!
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by Neuromancer » Tue Oct 22, 2013 01:42

The new dev version where the blue white fish are attracted to bobbers, and the new Mossmanikin's fishing where you catch them when they are around is pretty cool. The biggest problem is that while other animals spawn, I haven't had any fish spawn for me in the dev version. I have to pull them out of creative inventory every time. Is this a bug in the dev version or do I just need to wait a while longer for them to spawn than for other animals?
 

viv100
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by viv100 » Tue Oct 22, 2013 16:11

Sokomine wrote:
viv100 wrote:horse would be nice

Lern how to use Blender and do a model of a horse! Or perhaps rather that of a donkey. They're smaller than horses. And smaller animals can move better in the MT world than huge ones. Their movements also look more convincing (see chicken vs sheep vs cow). Donkeys, goats, squirrels, rabbits...all that would be great!



I do not know blender used
 

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by sapier » Thu Oct 24, 2013 17:29

Neuromancer wrote: The biggest problem is that while other animals spawn, I haven't had any fish spawn for me in the dev version. I have to pull them out of creative inventory every time. Is this a bug in the dev version or do I just need to wait a while longer for them to spawn than for other animals?

Hmmm I had that feeling too... I guess this means there's really a bug for fish ... I'll have a look what's wrong.

Why do you need horses? there are ostriches? ;-)
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by Neuromancer » Thu Oct 24, 2013 23:53

I also have real problems when I try to run the new dev version 2.3 with my game Eden https://forum.minetest.net/viewtopic.php?id=7027

Terrain generation becomes unbearably slow. Then sometimes movement when I fly becomes completely unresponsive, and the game pretty much locks up. When I exit out, the game really doesn't exit, it just kind of hangs. I do see lots of messages, could not find a place to spawn mob.

I'm not sure what's happing. I was hoping to add this version to my game, but I can't when it acts like this. Is it possible that there are just too many things growing on the ground and it just causes problems with the 2.3 version of the mob framework? When I use the current version of the Mobf, everything works fine. Though I did remove Boom Bomb because it had a bug.
Last edited by Neuromancer on Thu Oct 24, 2013 23:54, edited 1 time in total.
 

viv100
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by viv100 » Fri Oct 25, 2013 16:06

It's funny ostriches but it is a little worse than horses
 

2232
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by 2232 » Wed Oct 30, 2013 20:15

Hi,
I was wondering: what do you do with "Mean (not quite dead)"?
I've tried putting it in a furnace but nothing happened.
Please respond ASAP.
-2232
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