[Mod] Mobs Redo [1.34] [mobs]

Danfun64
Member
 
Posts: 25
Joined: Wed Jun 05, 2013 01:22

Re: [Mod] Mobs Redo [1.09] [mobs]

by Danfun64 » Thu Apr 09, 2015 17:43

Question. How do I turn off the blood?
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Thu Apr 09, 2015 18:12

their isn't really a switch to turn it off, but if you set blood_amount to 0 for your mob it wont appear...

Update: in latest github version I've added a switch enable/disable blood, add the following line to your minetest.conf file:

mobs_enable_blood = false
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [1.09] [mobs]

by afflatus » Thu Apr 09, 2015 23:20

A couple of side-issues:
mobs:register_egg() is impossible to override due to the slight overloading of 'mob' (if that''s the right way to put it). Mine is an edge case, so I'm not expecting a fix. I'm just posting here in case anyone else tries to override it.

The second question after "can I keep the kitty as a pet / what does it eat?" - is "how do I name it?" Apparently players want to be able to name their pets. Again, it's a minor detail.
Grailtest is sleeping ...
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Mobs Redo [1.09] [mobs]

by ExeterDad » Thu Apr 09, 2015 23:25

Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mobs Redo [1.09] [mobs]

by Don » Fri Apr 10, 2015 00:33

ExeterDad wrote:Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P

Do you loose interest easily?
Naming pets is a good idea
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Mobs Redo [1.09] [mobs]

by ExeterDad » Fri Apr 10, 2015 00:39

Don wrote:Do you loose interest easily?

Indeed. Too many shiny objects to explore.
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: [Mod] Mobs Redo [1.09] [mobs]

by Sokomine » Fri Apr 10, 2015 01:07

ExeterDad wrote:Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P

Take a look at npcf. It has hoovering name tags.
A list of my mods can be found here.
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Mobs Redo [1.09] [mobs]

by ExeterDad » Fri Apr 10, 2015 02:48

Sokomine wrote:Take a look at npcf. It has hoovering name tags.

I already did awhile ago. But then my brain hurt. I have much more to learn before tackling that code. But also I was concerned it may be too heavy for a hovering tag. I do wish entities could have meta info text like a node can. That seems like a lightweight solution. But not a option right now.
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Fri Apr 10, 2015 06:09

Devs have been requested to allow changable tags to objects which would help a lot in naming mobs and showing status information (healthy, recovering, child etc)... I will however look into the npcf mod and see how the nametags are done there...
 

prestidigitator
Member
 
Posts: 632
Joined: Thu Feb 21, 2013 23:54

Re: [Mod] Mobs Redo [1.09] [mobs]

by prestidigitator » Fri Apr 10, 2015 08:04

ExeterDad wrote:I do wish entities could have meta info text like a node can. That seems like a lightweight solution. But not a option right now.

Actually Lua entities have far easier "metadata" than nodes do. You can add arbitrary properties to their instance tables. Just treat the value returned by LuaEntitySAO:get_luaentity() like any old Lua table. For example, this is how prestibags store their contents when rezzed in-world.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Fri Apr 10, 2015 08:42

yes, it's easy to set metadata for mobs, but hovering over a mob and getting it to actually display that information is what devs were asked to add...
 

Skyjets
New member
 
Posts: 1
Joined: Tue Nov 11, 2014 01:35
In-game: Skyjets

Re: [Mod] Mobs Redo [1.09] [mobs]

by Skyjets » Sat Apr 11, 2015 18:19

I really love this mod, but it would be nice if we could breed the animals.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Sat Apr 11, 2015 19:00

You CAN breed the animals... sheep (8 wheat), cows (8 wheat), hogs (8 apples), chickens (8 wheat)... feed two of the same animal what's in brackets to get them in the mood and they will have a baby... Feed baby same food to make it grow up quicker :)
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mobs Redo [1.09] [mobs]

by Don » Sat Apr 11, 2015 22:48

TenPlus1 wrote:You CAN breed the animals... sheep (8 wheat), cows (8 wheat), hogs (8 apples), chickens (8 wheat)... feed two of the same animal what's in brackets to get them in the mood and they will have a baby... Feed baby same food to make it grow up quicker :)

The first time my daughter bred an animal she go so excited and ran around trying to make as many babies as she could.
Love this mod.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Sun Apr 12, 2015 06:34

Lol, once a breeding pair has had a child they need to recover for 200 seconds before being able to have anymore, I may increase this... Children take 240 seconds to grow into adults and cannot be picked up with magic lasso until then...
 

Danfun64
Member
 
Posts: 25
Joined: Wed Jun 05, 2013 01:22

Re: [Mod] Mobs Redo [1.09] [mobs]

by Danfun64 » Mon Apr 13, 2015 22:48

mobs_enable_blood = false does nothing. I am running 4.12 and the latest trunk build of mobs redo.
 

LA411
New member
 
Posts: 2
Joined: Sun Apr 05, 2015 01:09

Re: [Mod] Mobs Redo [0.3] [mobs]

by LA411 » Tue Apr 14, 2015 01:31

pets are here


thank you ,you are the greatest.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Tue Apr 14, 2015 19:26

Danfun64: in the game type:

/set -n mobs_enable_blood false

then restart game and it works fine...
 

Ivà
Member
 
Posts: 115
Joined: Sun Feb 22, 2015 07:11
GitHub: melzua
IRC: melzua
In-game: melzua

Re: [Mod] Mobs Redo [1.09] [mobs]

by Ivà » Thu Apr 16, 2015 10:51

Hello Tenplus1,

I make a pull requests on mobs_redo github (I'm melzua there). The first commit is about the jump of mobs, all of them jumps alot when they are stuck but none of them can effectively climb a node (sorry if I don't describe it clearly, I'm not good speaking english). With this patch mobs still jumps alot but now they can climb mountains if they want to do so.

The second commit is for mobs avoiding water. Yeah I know that mobs can "float", but... you know... I'm collecting tons of fresh meat (or not so fresh) near the beach :D

This is my first pull request and first contribution on minetest mods world, make with it watever you want :)

Thanks for your work!
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Mod] Mobs Redo [1.09] [mobs]

by afflatus » Fri Apr 17, 2015 14:24

Most animals will not attempt a jump they cannot achieve, nor will they enter water if they can't swim. Cats should be able to leap several nodes up or down (and possibly not suffer falling damage?). Sheep and goats should be capable of mountaineering. Cattle should be containable with ditches. In general I think they should all jump around less.

They should all move towards food - is it possible to make cats chase live rats?

No expectations here. At some point I hope to get my head around the mobs api and present some patches. Ivà (melzua)'s patch looks good to me.
Grailtest is sleeping ...
 

Ivà
Member
 
Posts: 115
Joined: Sun Feb 22, 2015 07:11
GitHub: melzua
IRC: melzua
In-game: melzua

Re: [Mod] Mobs Redo [1.09] [mobs]

by Ivà » Fri Apr 17, 2015 17:07

Thankyou afflatus. I'm using this patch on my home family server and kids (and I) like those small changes. About moving towards food, I think that it should not be too difficult to adapt existing monster's code and make sheeps, cows, etc... search for grass and "attack" it. The same for cats and rats, but I'm not sure and my programming skills are limited.

Related to that, MirceaKitsune forks the PilzAdam SimpleMobs too and managed to get very interesting additions to the api (viewtopic.php?f=11&t=9240). Well, in fact He did many more than that, He practically makes a new subgame :-) Related to mobs api stuff, He implemented alliances, affinities, node targets, avoidings, personalityes, and many other interesting things.

TenPlus1, are you interested in some of these changes or would you prefer to mantain the api fast and not very complex?
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Fri Apr 17, 2015 19:31

I like many of the features in both carbone mobs and creatures games and will check the code and see what can be implemented without the api becoming too slow or lagging servers...
 

User avatar
Nathan.S
Member
 
Posts: 679
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [Mod] Mobs Redo [1.09] [mobs]

by Nathan.S » Sat Apr 18, 2015 01:23

Quick question, are you accepting any more animals/mobs to add to this mod? I have a few that I'd try my hand at making if they'd be put to use.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

Rochambeau
Member
 
Posts: 68
Joined: Tue Sep 23, 2014 11:37

Re: [Mod] Mobs Redo [1.09] [mobs]

by Rochambeau » Sat Apr 18, 2015 13:54

Nathan.S wrote:Quick question, are you accepting any more animals/mobs to add to this mod? I have a few that I'd try my hand at making if they'd be put to use.


Speaking of which, i ported the zombie from creatures to mobs redo. If anybody is interested.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Mod] Mobs Redo [1.09] [mobs]

by Minetestforfun » Sat Apr 18, 2015 15:26

Yes it's interresting, if you can post the models/textures/config mob file, that's great
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Sat Apr 18, 2015 19:28

Mobs Redo is suppose to be a base mod to start off with and then you add additional mods that use the built-in api to add more animals and monsters to your game, so I'm trying to keep it small... cmobs, kpgmobs and slimes have been ported to using mobs redo base and work fine so I would love to see your zombie added as a new monster mob to the game :)
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: [Mod] Mobs Redo [1.09] [mobs]

by Sokomine » Sun Apr 19, 2015 00:50

afflatus wrote:Most animals will not attempt a jump they cannot achieve, nor will they enter water if they can't swim. Cats should be able to leap several nodes up or down (and possibly not suffer falling damage?). Sheep and goats should be capable of mountaineering. Cattle should be containable with ditches. In general I think they should all jump around less.

They should all move towards food - is it possible to make cats chase live rats?

That'd all be great, but I'm afraid it'll also cost performance. More intelligent mob behaviour makes them slower and increases code complexity. Sapiers mobf does have more complex behaviour.

If mobs can now be breeded, it would be very helpful if they could stay in the area they where assigned to. Placing a fence and putting animals inside works with mobf, but that's about it - all other mob mods i've seen so far fail so much that all you can ever hope for is some random mob spawning on your meadow.

I'd love to see "stuipid mobs" - a mob mod where the animals are - well, stupid. Animals that can be kept inside the area you put a fence around (because they won't jump on each other's back and escape), and where the mobs (sheep, cows, goats, chicken) do stand around a lot doing not too much or even have a little lie-down and re-eat their grass as good farm animals ought to do.

Nathan.S wrote:Quick question, are you accepting any more animals/mobs to add to this mod? I have a few that I'd try my hand at making if they'd be put to use.

Your goat is just great! If the other animals are of likewise quality, they ought to be added as well.
A list of my mods can be found here.
 

Rochambeau
Member
 
Posts: 68
Joined: Tue Sep 23, 2014 11:37

Re: [Mod] Mobs Redo [1.09] [mobs]

by Rochambeau » Sun Apr 19, 2015 05:09

Here is the zombie converted from creatures mod to mobs redo.

Just unzip and copy all files and folders to the official mobs redo folder and add this line to 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
dofile(minetest.get_modpath("mobs").."/zombie.lua")


An overall finetuning has to be done (armor, hps), but in general it works.
Attachments
mobs.zip
(121.71 KiB) Downloaded 103 times
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Sun Apr 19, 2015 07:55

Sokomine: the new api supports breeding of mobs and so far the cow, sheep, chicken and hogs can be bred with wheat/ seed/ apples and the animals cannot jump over fences now...

Also, here is the Zombie added as a separate mod (re-uploaded), unpack into MODS folder and enable...
Attachments
zombie.zip
(121.66 KiB) Downloaded 713 times
Last edited by TenPlus1 on Fri May 01, 2015 15:17, edited 1 time in total.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: [Mod] Mobs Redo [1.09] [mobs]

by Sokomine » Sun Apr 19, 2015 14:19

TenPlus1 wrote:Sokomine: the new api supports breeding of mobs and so far the cow, sheep, chicken and hogs can be bred with wheat/ seed/ apples and the animals cannot jump over fences now...

That's good! Thank you. That way, it'll be possible to prevent them from escaping :-)
A list of my mods can be found here.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 96 guests

cron