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valmet565 guess I need to update again to remove that message. It's non critical as both values are same this means the function didn't spend any time. this is a artifact of lack of precise timing information. But that shouldn't result in spaming console.
by sapier
Mon Dec 02, 2013 11:43
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

because you did install simplemobs instead of mobf roguelikesesp
by sapier
Sun Dec 01, 2013 04:21
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

As far as I know there's only a single mob capable of destroying nodes "big_red". As it's quite easy to disable a mob I suggest to remove big_red in order to achieve a non node destroying mobf installation. In mobf 2.3 mobf will use a limited amount of cpu time per step only. This reduces lag by som...
by sapier
Sun Dec 01, 2013 01:41
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

factioning was main feature of 2.2 ... If you have factioning mod installed you can make your guards defend your home against other players while some friends are free to enter. Factions is used for some mobs being friendly to each other while being enemy with others too. Edit: I just added 2.2.95 ....
by sapier
Sat Nov 30, 2013 21:51
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

AspireMint/Sokomines mobs are scheduled for 0.2.4
valmet565 deer now will run away if you get close to it ... I know it's no very smart when running away ;-) will improve that in later versions
by sapier
Sat Nov 30, 2013 21:37
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

Instead of complaining about "beeing bad" you should start reporting the issues inocudom ... what you do atm is just bashing without any proof for your claims. There are bugs in mobf for sure but most of them are minor or not even mob bugs .. if people add 100 mods and thousand mobs to a slow single...
by sapier
Sat Nov 30, 2013 10:38
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

There is no saddle reciep you can only buy it from trader
by sapier
Fri Nov 29, 2013 18:53
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

@tedypig I recommend reading lead post of this thread ;-) https://github.com/sapier/animals_modpack/wiki/User-documentation I've already tried different ways to make people read documentation but haven't found a way that really works :-) Release plan: Friday Version 2.2.91 Sunday Version 2.3 plz do ...
by sapier
Thu Nov 28, 2013 22:47
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

azuna if you want mobs to spawn in old areas to you can enable secondary spawning, but be warned this may cause performance issues


EDIT1:

I've just released Version 2.2.90 it's first prerelease for upcoming 2.3 release for minetest 0.4.8 so please test!
by sapier
Sun Nov 24, 2013 16:11
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

there's no limit but as you have to invite ppl to a faction you're free to stop inviting others ;-)

and yes a admin can "leave" any player ;-)
by sapier
Sat Nov 09, 2013 23:01
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321

bear isn't finished yet, have to complete the bear model I got it's missing some things.

Just released 2.2.2 fixin issues for those not using factions mod with animals modpack
by sapier
Thu Nov 07, 2013 21:01
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

neuromancer spawning mobs is quite a heavy task. best thing i could do by now was decoupling from mapgen. this is disabled by default as it may result in loss of mob spawns in some situations. what situations do i meen? e.g. if a server crashes prior a spawn job has been finished. in this case that ...
by sapier
Mon Nov 04, 2013 08:11
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

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 tha...
by sapier
Thu Oct 24, 2013 17:29
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

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
by sapier
Fri Oct 18, 2013 17:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

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 ...
by sapier
Fri Oct 18, 2013 10:39
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

Dan while those additions wouldn't be that difficult to add I'm sorry but I don't see any benefit of those additions.
by sapier
Thu Oct 17, 2013 22:54
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49084

Rhys do you use latest stable minetest build? If you do current mobf won't work.
by sapier
Thu Oct 17, 2013 17:34
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

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.
by sapier
Thu Oct 17, 2013 10:45
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

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-tutor...
by sapier
Wed Oct 16, 2013 16:02
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

I've just tested against current (20131015) master of minetest. Even if this mod seems to be quite old it still is fully operational and working. If someone finds a bug I didn't recognize plz tell me.
by sapier
Tue Oct 15, 2013 22:26
 
Forum: Mod Releases
Topic: [Mod] Monorail [0.1.2] [monorail]
Replies: 87
Views: 49084

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 a...
by sapier
Tue Oct 15, 2013 21:19
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

I'm owner of copyright of all of my typos and I'm gonna demand licensing fees for reproducing any of my typos next time ;-P
by sapier
Thu Sep 26, 2013 16:40
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

ikishda AI is improoved with each new version but keep in min there's allways a tradeoff between cpu requirement ans more smart behaviour.

if you could provide more information about what should be improoved first I can have a look how to do.
by sapier
Thu Sep 26, 2013 11:17
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

You need to download mobf from github in order to get all raw data. That data isn't required to use the mod but is quite huge, so it's not included in release zip file.
by sapier
Tue Sep 24, 2013 22:35
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

no no no :-) you don't need to add a new material, blender is just to stupid to find the image. for some reason it saves absolute paths in blender file 1) open blender 2) select 3d model (not bones) 3) split screen to have to edit windows 4) make one editor a UV/Image editor 5) switch second screen ...
by sapier
Mon Sep 23, 2013 17:47
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

cupofinsane 2.2 is current stable master and is on github
by sapier
Thu Sep 19, 2013 20:34
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

That's not a bug but correct behaviour. Mobs have different states which are switched based on their chance. Initial state is "stand" which is valid for 30s after that a new state radomly selected. This states duration is gauss distributed around it's typical duration. If the random state is "stand"...
by sapier
Mon Sep 09, 2013 15:01
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

Jouster27 I just tried a steel sword, wolf is killed with a single punch ... I assume there's a bug in mithril sword. Weapons need to have correct damage groups in order to work correct. yea I was to lazy to type mobf_settings everytime too ;-) ... of course inventory++ support could be added there ...
by sapier
Thu Sep 05, 2013 20:29
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

I just released mobf 2.2 ... I usually prefere to release bound to minetest but this seems to be impossible atm
by sapier
Sun Sep 01, 2013 12:41
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 821354

Updated factions mod for usage with mobf
by sapier
Sun Sep 01, 2013 12:16
 
Forum: Mod Releases
Topic: [Mod] Factions (sapier's) [0.1.5] [factions]
Replies: 22
Views: 9321
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