[Modpack] Creatures MOB-Engine [2.3.1] [cme]

lyghtkruz
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by lyghtkruz » Mon Mar 17, 2014 18:08

I took a look at the code, but I'm not too familiar with the method which you are using to spawn the creatures. When I had the issue with the sheep spawning, it was because I set fast mode on and flying mode. This was on a server which is normally set to survival mode. My son was lost and I was flying around looking for him to help him get back. It doesn't appear that the limit is actually being used for some reason. You may try to keep an internal count and check for the limit prior to calling the 'spawn' function and a safety check in the spawn function.
 

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Topywo
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by Topywo » Mon Mar 17, 2014 19:48

lyghtkruz wrote:My son was lost and I was flying around looking for him to help him get back.


Pressing the key F5 gives your coordinates up left of the screen.
 

lyghtkruz
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by lyghtkruz » Wed Mar 19, 2014 10:24

Topywo wrote:
lyghtkruz wrote:My son was lost and I was flying around looking for him to help him get back.


Pressing the key F5 gives your coordinates up left of the screen.


Thanks, but that wasn't the issue. I don't want to go completely off topic here or anything, but my son is 4 (: and he dug himself underground and got lost without another pickaxe. I was looking for his name so I could go dig him out. I did come up with a teleport mod which helps now in that situation.
 

dethegeek
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by dethegeek » Sun Mar 23, 2014 08:36

Hi

I wonder if the mod is affected by another. Will try on a new world without other plugin than Creatures.

I tried to understand the code of remove_creatures, without success. Are the creatures spawned saved somewhere to be re-spawned when someone is near of them ?

lyghtkruz wrote: When I had the issue with the sheep spawning, it was because I set fast mode on and flying mode. This was on a server which is normally set to survival mode.


The flying mode may be the cause of my bug..

EDIT : On a new world with only Creatures mod v1.0 (not 1.1) I cannot reproduce the issue I described. I also tried to move fast with fly mode without success. There are only a few creatures spawned, enough to make the game freaky :)
Last edited by dethegeek on Sun Mar 23, 2014 10:51, edited 1 time in total.
 

Josh
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by Josh » Mon Mar 24, 2014 01:32

This is a good mod Blockmen, maybe you could add more animals? also the sheep needs to drop something like a leg of lamb when you kill it. Also you can't replenish your health bar with the rotten flesh in the "Better HUD" mod that you made, it would be good if that could be done also :)
 

Matsetes
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by Matsetes » Thu Mar 27, 2014 22:36

I had some crashes and the client said that there is a problem with the line 323 of sheep.lua, which is the one for the jump of the sheep...
Can anyone tell me what I have to do?
 

sawik
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by sawik » Fri Mar 28, 2014 08:40

Hi guys! Did someone try to add line_of_sight() function to this mod? It would by nice if the creatures cannot see through walls...
 

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LuxAtheris
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by LuxAtheris » Fri Mar 28, 2014 10:42

sawik wrote:Hi guys! Did someone try to add line_of_sight() function to this mod? It would by nice if the creatures cannot see through walls...

+1 for this guy over here.
Believe you can and you’re halfway there.
 

rcthomas93
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by rcthomas93 » Fri Apr 04, 2014 00:45

Is there any way I could have a spawner that will spawn more than one zombie at a time? For instance, place one spawner, and that spawner will make sure there are always x amount of zombies in the area? Or just have it spawn x amount and disappear?
 

RavonTUS
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by RavonTUS » Fri Apr 04, 2014 02:18

Greetings,

Can you tell me which "wool" dependancy this needs?

-Ravon
 

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LuxAtheris
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by LuxAtheris » Fri Apr 04, 2014 06:58

RavonTUS wrote:Greetings,

Can you tell me which "wool" dependancy this needs?

-Ravon

The default one.
Believe you can and you’re halfway there.
 

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CraigyDavi
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by CraigyDavi » Fri Apr 04, 2014 14:45

RavonTUS wrote:Greetings,

Can you tell me which "wool" dependancy this needs?

-Ravon

It is probably already installed. It's in minetest_game.
 

Matsetes
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by Matsetes » Mon Apr 07, 2014 06:47

I had TOO MUCH crashes and the client said that there is a problem with the line 323 of sheep.lua, which is the one for the jump of the sheep...
Can anyone tell me what I have to do?
I like very much your mod but I cannot play that way
 

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BlockMen
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by BlockMen » Mon Apr 07, 2014 10:31

Matsetes wrote:I had TOO MUCH crashes and the client said that there is a problem with the line 323 of sheep.lua, which is the one for the jump of the sheep...
Can anyone tell me what I have to do?
I like very much your mod but I cannot play that way


I will post an update next time, but until then not using the mod is the best way to prevent crashes i guess.
 

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JPRuehmann
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by JPRuehmann » Tue Apr 08, 2014 10:25

Hello
I love your mod.
but sometimes my Server chrashes with this error.

23:38:34: ERROR[main]: ServerError: /home/ruehmann/.minetest/mods/creatures/init.lua:73: attempt to index a nil value
23:38:34: ERROR[main]: stack traceback:
23:38:34: ERROR[main]: /home/ruehmann/.minetest/mods/creatures/init.lua:73: in function 'find_mates'
23:38:34: ERROR[main]: /home/ruehmann/.minetest/mods/creatures/init.lua:20: in function 'spawn'
23:38:34: ERROR[main]: /home/ruehmann/.minetest/mods/creatures/spawn.lua:61: in function </home/ruehmann/.minetest/mods/creatures/spawn.lua:37>

What´s up?
Thanks,
JPR
 

Matsetes
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by Matsetes » Tue Apr 08, 2014 11:59

BlockMen wrote:
I will post an update next time, but until then not using the mod is the best way to prevent crashes i guess.


Thanks... I disabled it for now... Next update I will retry using it. <3
 

Rhys
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Re: [Mod] Creatures [1.1 beta] [creatures]

by Rhys » Thu Apr 24, 2014 07:59

Really nice models, love this mod. Could I just ask, where does all the inspiration and ideas come from for your mods, BlockMen? :)
 

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BlockMen
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by BlockMen » Sun Apr 27, 2014 13:42

Update!(finally) Version 1.1.1 released

Changelog:
- Zombies have also a maximum lifetime now (~5min)
- Hostile mobs use line_of_sight() befor attacking
- Fix different crashes and other things
- Experimental spawning control (see below)

If you still experience too much spawned mobs you can reduce them by lowering this value or increasing this (spawn_day ) value
 

dethegeek
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by dethegeek » Sun Apr 27, 2014 14:33

Great !

Will try this version soon.

Can you explain the meaning of spawn_day ? This may help if I need to tweak it :)
 

cloweling
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by cloweling » Sun Apr 27, 2014 15:24

I want to thank you for doing a good job, really liked me, I have just one question.

creatures do not remove bone hearts does not hurt?
 

dethegeek
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by dethegeek » Sun Apr 27, 2014 17:15

Hi

I di a quick test without any other mod, and with all my mods enabled.

The latest improvements seems to solve my issue. I also noticed the creatures are spawned a better way : they are ramdomly and rather equally spread on the map. This is a very good improvement.

Thank you for your efforts.
 

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Calinou
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by Calinou » Sun Apr 27, 2014 17:59

BlockMen wrote:Ghosts have 15 HP and don't drop any items atm (might be changed if i have an idea what they could drop; suggestions welcome).


Flour? String? Mese crystal fragments?
 

gsmanners
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by gsmanners » Mon Apr 28, 2014 03:18

This is a very intriguing update. I'm going to have to check this one out, fo sure.
 

Rhys
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by Rhys » Sat May 03, 2014 15:29

Would be cool if sheep could follow you with wheat, so people can make a sheep pen for them. And also, I think the ghosts should drop string or paper, or even both?
 

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Krock
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Re: [Mod] Creatures [1.1.1 beta] [creatures]

by Krock » Sat May 03, 2014 16:01

Rhys wrote:Would be cool if sheep could follow you with wheat, so people can make a sheep pen for them. And also, I think the ghosts should drop string or paper, or even both?

ghosts better should drop fog or air.
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BlockMen
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Re: [Mod] Creatures [1.1.2 beta] [creatures]

by BlockMen » Sat May 10, 2014 13:42

Update! Version 1.1.2 released

Changelog:
- Sheeps follow you when holding wheat
- Added Shears (rightclick)
- Items are only droped (without player action) with builtin_item mod
^ so if e.g. a zombie dies because its getting day it won't drop an item (except you have the mention mod installed)

Crafting (Shears):
Image
 

AgentX
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Re: [Mod] Creatures [1.1.2 beta] [creatures]

by AgentX » Sun May 11, 2014 05:45

Really love your mod, would like to know how to edit the damage the Ghosts and Zombies do, could you explain it to me? I've already changed the spawn rate and speed, just not sure how to change the damage.

Thanks
 

Mikerhinos
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Re: [Mod] Creatures [1.1.2 beta] [creatures]

by Mikerhinos » Sun May 11, 2014 12:42

Great mod !
Ghosts could drop souls, that could be used to create teleport portals, or nether portals.
Or used to "resurrect" : when you die and have a soul in inventory, you could use it to respawn at your bones ("You died, would you like to use 1 soul to resurrect here ? Yes - No, I prefer respawn the normal way").
 

gsmanners
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Re: [Mod] Creatures [1.1.2 beta] [creatures]

by gsmanners » Sun May 11, 2014 21:10

AgentX wrote:Really love your mod, would like to know how to edit the damage the Ghosts and Zombies do, could you explain it to me? I've already changed the spawn rate and speed, just not sure how to change the damage.

Thanks


Damage is controlled by the attack() method in init.lua:

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
function creatures.attack(self, pos1, pos2, dist, range)
   if not self then return end
   if not pos1 or not pos2 then return end
   if minetest.line_of_sight(pos1,pos2) ~= true then
      return
   end
   if dist < range and self.attacking_timer > 0.6 then
      self.attacker:punch(self.object, 1.0,  {
            full_punch_interval=1.0,
            damage_groups = {fleshy=1}
      })
      self.attacking_timer = 0
   end
end


As you can see, they need over 600ms of los to attack and to be in range. The damage is controlled by the group "fleshy" (which is also equal to 1).
 

AgentX
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Re: [Mod] Creatures [1.1.2 beta] [creatures]

by AgentX » Mon May 12, 2014 02:11

Thanks a lot man! Really helped, now they're an actual threat! :D
 

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