[Mod] Simple Mobs [mobs]

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numbercruncher
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by numbercruncher » Thu Dec 06, 2012 20:31

OK, started playing again and made it to Day Two before being attacked. Once again, an invisible assailant - it was daylight, I was on grass cutting a tree down and had just seen a sheep and a rat in the distance. No other mob seen, even during the night.

How do I post my world files?

Andrew T
 

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cHyper
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by cHyper » Mon Dec 10, 2012 12:41

this mod dont work with version 0.4.4

always die by an invisible mob!!
--------------------------------------------------------
 

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PilzAdam
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by PilzAdam » Mon Dec 10, 2012 15:46

cHyper wrote:this mod dont work with version 0.4.4

always die by an invisible mob!!

This seems to be an bug in the engine.
 

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Zeg9
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by Zeg9 » Mon Dec 10, 2012 17:12

cHyper wrote:always die by an invisible mob!!

Same for me, but when you restart the world (reconnect) the mob is visible.

I also noticed some items or mobs were attaching to other mobs, like a rat was traveling with dirt...
But that must be a bug in the attachments systems, not the mod.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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Jordach
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by Jordach » Mon Dec 10, 2012 19:29

Should I fork this mod to make 3D Model versions?

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My image and media server is back online and is functioning as normal.
 

tinoesroho
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by tinoesroho » Tue Dec 11, 2012 05:54

Also, what I noticed was that a massive hoard was spawned on login, right under my feet. Very annoying when I'm mining - or in my house. Nothing like logging into Okerri and DMs trashing you. Urrrggh.
We are what we create.

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Polaque
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by Polaque » Mon Dec 17, 2012 15:02

@PilzAdam Why mod sometimes make problem with generated and view world and when mod "crashed" can't save game because freeze perlamently ?
Last edited by Polaque on Mon Dec 17, 2012 15:02, edited 1 time in total.
 

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by cheesecake » Sat Dec 22, 2012 19:52

Zeg9 wrote:
cHyper wrote:always die by an invisible mob!!

Same for me, but when you restart the world (reconnect) the mob is visible.

I also noticed some items or mobs were attaching to other mobs, like a rat was traveling with dirt...
But that must be a bug in the attachments systems, not the mod.


This is most likely due to the uninitialised member LuaEntitySAO::m_attachment_parent_id. Initialising it to zero in LuaEntitySAO's constructor should do the trick. Also, there are two more member variables not being initialised. Here's a patch for content_sao.cpp, which should be applied to the latest version (0.4.4):

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
358a359,360
>     m_animation_speed(0.),
>     m_animation_blend(0.),
360a363
>     m_attachment_parent_id(0),
361a365
>
 

J-Block
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by J-Block » Mon Dec 24, 2012 15:45

It works; the mobs all appear as normal but for some reason it lowers my health and it's crashing my game. I can't use it. :(

EDIT: I noticed the following:

I was somehow attached to 4 rats and a stone monster, exactly what you guys were saying. The game freezes up; I get the message (from debug txt):

Some exception: "bad allocation"

What is going on??
Last edited by J-Block on Mon Dec 24, 2012 16:20, edited 1 time in total.
 

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babe223
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by babe223 » Mon Dec 24, 2012 16:21

mobs do 3D, we now have the resources to animation mobs
then it would be interesting if he did
Bem vindos Brasileiros,eu sou primeiro brasileiro daqui do forum, espero que tragam bastante mods

[MOD] torch http://minetest.net/forum/viewtopic.php?id=3021
[MOD]HATCHE:http://minetest.net/forum/viewtopic.php?id=3458
 

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PilzAdam
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by PilzAdam » Wed Dec 26, 2012 12:29

If anyone could give me some models I would gladly add them.
The License should be a free license, WTFPL would be best.
 

Josh
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by Josh » Thu Dec 27, 2012 02:07

PilzAdam wrote:If anyone could give me some models I would gladly add them.
The License should be a free license, WTFPL would be best.

If your going to do a 3D oerkii, you should make him hover :)
 

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Bas080
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by Bas080 » Wed Jan 02, 2013 20:09

I like... Simple yet effective.

The mobs are always moving! How can that sheep get so fat if it's so fit? May i request a lazy argument for your mob api? So that they sometimes just stand still and only look around a bit?
 

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PilzAdam
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by PilzAdam » Wed Jan 02, 2013 20:24

Bas080 wrote:I like... Simple yet effective.

The mobs are always moving! How can that sheep get so fat if it's so fit? May i request a lazy argument for your mob api? So that they sometimes just stand still and only look around a bit?

The mobs actually have a state "stand" where they just stand still and look arround.
 

Josh
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by Josh » Sun Jan 06, 2013 02:15

PilzAdam, is it possible to just have 3 hostile mobs, Dirt, Sand and Stone monster? (Im guessing by editing the mods init.lua)
Because im re-doing my cubes game and i need some basic mobs to start of with. Any help?
 

tinoesroho
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by tinoesroho » Sun Jan 06, 2013 03:34

Yes. Simply remove the other bliddy mbos from the init.lua
You can also create new mobs by copying/pasting and changing image names.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

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https://github.com/tinoesroho/
 

Josh
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by Josh » Sun Jan 06, 2013 04:09

tinoesroho wrote:Yes. Simply remove the other bliddy mbos from the init.lua
You can also create new mobs by copying/pasting and changing image names.

I see, thanks for the info!
 

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PilzAdam
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by PilzAdam » Sun Jan 06, 2013 12:18

Maybe this script helps too:
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
mobs.spawning_mobs["mobs:dirt_monster"]=false
mobs.spawning_mobs["mobs:stone_monster"]=false
mobs.spawning_mobs["mobs:sand_monster"]=false
mobs.spawning_mobs["mobs:sheep"]=false
mobs.spawning_mobs["mobs:rat"]=false
mobs.spawning_mobs["mobs:oerkki"]=false
mobs.spawning_mobs["mobs:dungeon_master"]=false
 

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LorenzoVulcan
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by LorenzoVulcan » Tue Jan 15, 2013 16:41

+1,Awesome APIs.
Developer of the BlockForge 2# Project!
Official thread: http://minetest.net/forum/viewtopic.php?pid=54290#p54290
 

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LorenzoVulcan
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by LorenzoVulcan » Sun Feb 03, 2013 16:18

Is there any chance to solve this invisible mobs bug?
Last edited by LorenzoVulcan on Sun Feb 03, 2013 16:19, edited 1 time in total.
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Official thread: http://minetest.net/forum/viewtopic.php?pid=54290#p54290
 

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PilzAdam
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by PilzAdam » Sun Feb 03, 2013 16:23

LorenzoVulcan wrote:Is there any chance to solve this invisible mobs bug?

You mean that mobs are attached to a random player? This was a engine bug and is already fixed.
 

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LorenzoVulcan
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by LorenzoVulcan » Sun Feb 03, 2013 16:28

PilzAdam wrote:
LorenzoVulcan wrote:Is there any chance to solve this invisible mobs bug?

You mean that mobs are attached to a random player? This was a engine bug and is already fixed.

Is this fixed in 0.4.4 stable?
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Official thread: http://minetest.net/forum/viewtopic.php?pid=54290#p54290
 

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PilzAdam
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by PilzAdam » Sun Feb 03, 2013 16:29

LorenzoVulcan wrote:
PilzAdam wrote:
LorenzoVulcan wrote:Is there any chance to solve this invisible mobs bug?

You mean that mobs are attached to a random player? This was a engine bug and is already fixed.

Is this fixed in 0.4.4 stable?

Nope, in 0.4.4-d1.
 

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LorenzoVulcan
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by LorenzoVulcan » Sun Feb 03, 2013 16:30

PilzAdam wrote:
LorenzoVulcan wrote:
PilzAdam wrote:You mean that mobs are attached to a random player? This was a engine bug and is already fixed.

Is this fixed in 0.4.4 stable?

Nope, in 0.4.4-d1.

Ok,thanks for this info and continue developing this ;)
Developer of the BlockForge 2# Project!
Official thread: http://minetest.net/forum/viewtopic.php?pid=54290#p54290
 

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Mito551
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by Mito551 » Sun Feb 03, 2013 16:46

PilzAdam wrote:Maybe this script helps too:
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
mobs.spawning_mobs["mobs:dirt_monster"]=false
mobs.spawning_mobs["mobs:stone_monster"]=false
mobs.spawning_mobs["mobs:sand_monster"]=false
mobs.spawning_mobs["mobs:sheep"]=false
mobs.spawning_mobs["mobs:rat"]=false
mobs.spawning_mobs["mobs:oerkki"]=false
mobs.spawning_mobs["mobs:dungeon_master"]=false


where do i put it?
 

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PilzAdam
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by PilzAdam » Sun Feb 03, 2013 17:26

Mito551 wrote:
PilzAdam wrote:Maybe this script helps too:
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
mobs.spawning_mobs["mobs:dirt_monster"]=false
mobs.spawning_mobs["mobs:stone_monster"]=false
mobs.spawning_mobs["mobs:sand_monster"]=false
mobs.spawning_mobs["mobs:sheep"]=false
mobs.spawning_mobs["mobs:rat"]=false
mobs.spawning_mobs["mobs:oerkki"]=false
mobs.spawning_mobs["mobs:dungeon_master"]=false


where do i put it?

Somewhere.
E.g. at the bottom of the init.lua of simple mobs.
 

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Mito551
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by Mito551 » Sun Feb 03, 2013 18:22

ok, thanks.
 

socramazibi
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by socramazibi » Sun Feb 03, 2013 20:01

Hello, I have searched other sound of the sheep, I think this sounds better. In case anyone is interested.

greetings

Download
Forgive my English, but it is the translator of google.My Spanish.
My mod:
Pictures wool 1.0 3x5 , Charcoal+Textures , Map
 

BZab
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by BZab » Mon Feb 04, 2013 14:27

Which mobs does it currently contain?
@Down: I checked your wiki, but in wiki are 5 hostile mobs, in first post ya also write - contain 3 hostile mobs...
Last edited by BZab on Mon Feb 04, 2013 14:31, edited 1 time in total.
 

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PilzAdam
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by PilzAdam » Mon Feb 04, 2013 14:29

BZab wrote:Which mobs does it currently contain?

Read the wiki mentioned in the first post.
 

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