[Mod] Mobs Redo [1.34] [mobs]

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Re: [Mod] Mobs Redo [1.11] [mobs]

by mahmutelmas06 » Mon May 18, 2015 18:59

I suggest you to add these two faturates to api

NPCF has avoid node code in its api ( why mobs walks to fire or water right )
Peaceful NPC has open door feature ( more clever npcs :) )
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Re: [Mod] Mobs Redo [1.11] [mobs]

by TenPlus1 » Mon May 18, 2015 19:23

I've been thinking of adding mob specific routines which are automatically added to the api and will look into making this possible for next release... At the moment we have a few on_punch, on_death calls but nothing outwith that...

Mahmut: remember that adding more features slows down the mod and having pathfinding code in the api will do just that... I will look for a workaround for those features...
 

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Re: [Mod] Mobs Redo [1.11] [mobs]

by mahmutelmas06 » Wed May 20, 2015 11:51

Thank you for considering suggestions.
Avoid node could be usefull for flying mobs if you add an option for avoid distance.

mobs:space_specfic seems not in use which is the descripted in mobs wiki.
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Re: [Mod] Mobs Redo [1.11] [mobs]

by Kilarin » Wed May 20, 2015 12:05

TenPlus1 wrote: remember that adding more features slows down the mod and having pathfinding code in the api will do just that.

Would it be possible to build in path finding, but put a flag in a config file that would enable you to turn it on or off? So someone with cpu to spare could use the more complicated logic, and a server fighting lag could set it to "no" and run dumb but fast?
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Wed May 20, 2015 14:55

Following the recent spree of animal theft on a few servers I'm pleased to say players now have ownership of their animals so that no-one else can pick them up... Also, once they are placed down they will remain tamed with the placer as owner...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by ExeterDad » Wed May 20, 2015 17:28

TenPlus1 wrote:Following the recent spree of animal theft on a few servers I'm pleased to say players now have ownership of their animals so that no-one else can pick them up... Also, once they are placed down they will remain tamed with the placer as owner...

Excellent!
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Re: [Mod] Mobs Redo [1.12] [mobs]

by Kilarin » Wed May 20, 2015 22:58

TenPlus1 wrote:Following the recent spree of animal theft on a few servers I'm pleased to say players now have ownership of their animals so that no-one else can pick them up... Also, once they are placed down they will remain tamed with the placer as owner...

Oh nice!!!!
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by horse_lover » Mon May 25, 2015 20:27

Sooo, I just downloaded this mod and minetest just... crashes. I had another mod installed before (shooter mod) and it was working perfectly fine before I added this mod. Are they not compatible or something?
PS: I did download the simple mobs mod before, but then saw this one so I deleted simple mobs and added the mobs redo. Maybe that was the problem???
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Re: [Mod] Mobs Redo [1.12] [mobs]

by Nathan.S » Tue May 26, 2015 02:20

horse_lover if you downloaded from Github you may need to remove the trailing -master from the folder name.

Giving us the printout from the debug.txt file will help us determine the problem as well.
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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Tue May 26, 2015 06:49

horse_lover: also which version of minetest are you running ? and which mods are you using alongside mobs redo ?
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by horse_lover » Tue May 26, 2015 12:44

Nathan.S wrote:horse_lover if you downloaded from Github you may need to remove the trailing -master from the folder name.

Giving us the printout from the debug.txt file will help us determine the problem as well.

Umm, it's very long, do you want be to do the whole thing or just a certain part? (I'm sorry, I get very confused when it comes to computer stuff :P)
TenPlus1 wrote:horse_lover: also which version of minetest are you running ? and which mods are you using alongside mobs redo ?

I'm using minetest 0.4.9 and the other mods are tnt by Pilz Adam, the simple shooter mod and PilzAdam's carts
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Re: [Mod] Mobs Redo [1.12] [mobs]

by twoelk » Tue May 26, 2015 13:32

- close minetest.
- Get the old debug.txt out of the way (delete it or rename it or move it to some other folder like the doc folder in minetest)
- Start Minetest, let it crash, fail or do something that triggers the problem.
- Post the new debug.txt that now only shows the information of the last restart attempt.

If you changed the debug level, be sure to change it back so that the debug.txt doesn't grow too large. If the debug.txt gets too large youre system may freeze or the game crash. So deleting it now and then might be useful.

btw. version 0.4.9 is outdated and will not work with some newer mods.
The currunt stable version is 0.4.12 and the dev version might be halfway to 0.4.13 with plans for 0.5.0 allready in discussion.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by Caerulean » Sun May 31, 2015 15:35

Hello. :) I wanna say thank you for this great mod and for the work you've done on this and making the other mob mods compatible.

Anyway, I don't know if I should post here but we can't seem to get the other mob mods (i.e. kpgmobs, pmobs, and zombie) to work on Windows 8. We can run them fine on this Windows 7 laptop but not on the other one. I checked the debug.txt and all it said was that it failed to load and run the init.lua file for the respective mod. Tried running them with both an existing and a new world to no avail. Your Mobs Redo mod works fine, just not the other mob mods. Tried disabling and enabling non-mob mods as well but they don't seem to affect it.

Thanks for the help. :)
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Sun May 31, 2015 19:44

It's strange that they work fine in Windows 7 and not Win8, the windows version shouldn't matter when installing mods so long as the main Minetest game works... Try installing the latest DEV (unstable) version of Minetest in Windows 8 to see if that helps any...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by prestidigitator » Sun May 31, 2015 20:38

Could it possibly have to do with line termination sequence/characters?
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Mon Jun 01, 2015 06:09

Do you mean the ';' character at the end of command lines ? if so then no, the LUA code should work regardless of running on win7 or win8 or even linux... All of my mods work fine on windows 8 as they have been tested on many platforms...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by prestidigitator » Mon Jun 01, 2015 06:18

TenPlus1 wrote:Do you mean the ';' character at the end of command lines ? if so then no, the LUA code should work regardless of running on win7 or win8 or even linux... All of my mods work fine on windows 8 as they have been tested on many platforms...

No. I mean "\n" vs. "\r\n" for text file line termination. (I'm pretty sure I've seen people report issues of this screwing up the loading of mod Lua files before. Just saving a file using the wrong editor in Windows can change the line endings....)
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Mon Jun 01, 2015 08:00

The previous post mentioned that the mods themselves worked find in Windows 7 so eol terminator doesn't seem to be the problem...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by Wuzzy » Thu Jun 04, 2015 22:00

Wait, do I understand correctly? Could I now just use the core mod of this modpack you released and just throw away all those mobs by not using the other mods? If so, then you may have finally earned my respect and I might consider of using this mod for my Weird subgame, after careful comparison of course.

However:
Why do you distribute two seperate and completely different variants of the same mod in the same thread?
Now we have 1.12 (NOT modular, seen on the first post) and 1.12 (modular, buried in the thread).

This is very confusing; I suggest to officially transform this into a modpack and to just throw away the non-modular version. If the transformation went without problems, there should be zero compability problems. Maybe even increment the version number after this, even if you didn't really change anything, just to be sure. I don't quite understand why exactly you want to keep the non-modular variant.

And why does this thread have additional mobs scattered around the pages, rather than posting them into a new thread for each mod? :-/

I still hate the fact that you call this mod “[mobs]”, because of name clashes, but I guess Minetest modders just love to reuse shortnames over and over again. :-(

Sorry for complaining so much, but I just feel overwhelmed by this chaos here. You would probably make a lot of people happy just by cleaning up. On the other hand, I don't care about the other mobs that much, so don't take these complaints too serious. If the API is now really standalone, that would be great in its own right.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by sofar » Thu Jun 04, 2015 22:40

I actually do not like modpacks, at all. They're confusing and hard to use. Split them out and make them separately distributable, and it'll be a lot easier to use in different configurations.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by fooljap » Fri Jun 05, 2015 10:14

what happen

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
Irrlicht log: Could not open file of texture: mobs_kitten_striped.png
19:08:44: ACTION[ServerThread]: XXX punches object 1502: LuaEntitySAO at (77.2165,1.54262,-60.3457)
19:08:44: ACTION[ServerThread]: LuaEntitySAO at (77.2165,1.54262,-60.3457) punched by player XXX, damage 0 hp, health now 1 hp
19:08:44: ERROR[main]: ServerError: C:\game\mites0412win64msvcjp\bin\..\mods\mobs/api.lua:943: attempt to perform arithmetic on field 'full_punch_interval' (a nil value)
19:08:44: ERROR[main]: stack traceback:
19:08:44: ERROR[main]:    C:\game\mites0412win64msvcjp\bin\..\mods\mobs/api.lua:943: in function <C:\game\mites0412win64msvcjp\bin\..\mods\mobs/api.lua:939>
19:08:44: ACTION[ServerThread]: XXX leaves game. List of players:
19:09:25: INFO: event_handler(): Ctrl+C, Close Event, Logoff Event or Shutdown Event, shutting down.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by Kilarin » Fri Jun 05, 2015 10:38

sofar wrote:I actually do not like modpacks, at all.

I like the ability to download a standard group of mobs, and then to remove whichever ones I do not want and add new ones if I wish.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by prestidigitator » Fri Jun 05, 2015 11:31

Kilarin wrote:I like the ability to download a standard group of mobs, and then to remove whichever ones I do not want and add new ones if I wish.

Either way it's best if the thing being distributed can be downloaded, installed, and run with minimal or even no changes. I don't see a huge difference between enabling/disabling individual mods in the world configuration menu or easy changes to individual lines in a mod configuration file (hopefully copied to the world directory so it can be configured on a per-world basis and the mod directory itself can remain pristine). The latter takes some discipline on the part of the mod author, though.

On the other hand, one bit that can be more confusing about a modpack is that other mod authors creating dependent mods or modpacks have to know which bundled mod(s) to list in their dependencies files. For example, "moretrees" depends on "plants_lib" from the "plantlife" modpack. When we talk about "moretrees" we probably want to point to the "plantlife" modpack as its dependency, but in its depends.txt it has to list "plants_lib", which luckily has a similar name to "plantlife" (but it doesn't always work out so nicely). Again it helps if the author is disciplined and documents things very simply and clearly.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Fri Jun 05, 2015 14:05

The Mobs Redo modpack does make it easier to disable the mobs you dont want to appear in a world, and easier to drop in a new mod with the 'mobs' dependency inside the modpack itself which keeps everything together in one place...

I offer both types of mod because the first is the actively developed one and the modpack is for those looking to enable.disable specific mobs for their worlds... If more users wish the modpack as the default then please say and I'll change it...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by blert2112 » Sun Jun 07, 2015 05:32

I think I may have found a small bug...
I have been converting other mobs (eleven additional mobs, thirteen if you count the multiple turtles, and counting), from the various other mods, to this mod. It seems that sea-faring creatures ("fly in water") won't attack. You can swim right in front of them and they won't care one bit. If I spawn one on land it will immediately attack, if I then spawn one in the water it won't notice me at all and will go about it's happy way.

edit: ... Seems there is more to this, but first... Is there some mechanism that deters any mob in the water from attacking? While testing my latest conversion (crocodile), I lured it into the water. As soon as it was in the water it no longer cared a bit about chomping on my leg.

another edit: ... Is there an option to specify that a certain mob will attack another specific mob? If not, would you consider adding it? I think I would be nice if I could make the sharks attack the sea turtles. (wouldn't be too nice for the turtles though)
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Sun Jun 07, 2015 07:39

The attack code uses minetest's line of sight command which only seems to work in air, not through water... but punching a mob underwater will make it attack you...

Changing a mob to an npc (say for turtles) will make sharks attack them and vice versa, but the line of sight bug in minetest may cause that to fail underwater... Will check into it more...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by Wuzzy » Sun Jun 07, 2015 09:48

TenPlus1 wrote:The Mobs Redo modpack does make it easier to disable the mobs you dont want to appear in a world, and easier to drop in a new mod with the 'mobs' dependency inside the modpack itself which keeps everything together in one place...

Oh, that's nice. I'll need to check this mod out then, sooner or later.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by Sokomine » Thu Jun 11, 2015 16:04

sofar wrote:I actually do not like modpacks, at all.

Modpacks do indeed have some disadvantages. If each mob gets to be a mod on its own, the list of mods installed gets quite long and unreadable for players wishing to see what's installed. I'd much prefer to have groups of mobs (grouped by author?) together in one mod - with the api beeing a seperate mod and shipped with minetest_game.

Thus, what I wish for now is the following: A modpack with one mod "mobs" which contains the api - plus another mod "mobs_redo" which contains all the mobs.

The core mobs mod then needs to have a nice chat command for the server admin (or people with high enough privs) so that spawning of particular mobs can be turned on or off, similar to sapiers animals modpack. The disadvantage of this approach is that people need to know that there's such a command in the first place, and of course the initial stage of a new mob (will it be spawned or not?) has to be decided on. Maybe the configuration menu could just pop up when soneone with the appropriate privs joins a server (or, in case of singleplayer, that very singleplayer) and there's mobs registered where the core mobs mod doesn't yet know weather to spawn them or not. Such an approach could be a lot easier for the players - the list of mods gets less confusing, and the question "do you want to spawn this mob?" gets asked when the mob has been added to the world for the first time. A small picture showing the mob and a short description of what it does might be optional when registering a mob. Such information could be useful for a small guide on "creatures found on this server" that could enlighten new players as to what they might encounter.

Then there's cleanup that needs to take place in the mobs mod. All those diffrent implementations of mobs out there have to be compared and - as far as possible - merged into one. The goal is to get one mobs api placed into minetest_game.

TenPlus1 wrote:I offer both types of mod because the first is the actively developed one and the modpack is for those looking to enable.disable specific mobs for their worlds... If more users wish the modpack as the default then please say and I'll change it...

Hmm. The mobs in the modpack version do come with a diffrent name for their entities, don't they? I.e. "kitten:kitten" vs. "mobs:kitten"? To my knowledge, there are no aliases for entities, thus switching between the versions might not be a good idea for an existing world. Maybe you ought to take the "mobs" namespace for your mobs and use "mobs_core" for the implementation of the mobs and api then.

Maintaining two versions (one modular, one not) would be a nightmare in short run, so please don't run two versions alongside longer than necessary to switch from one to the other.

blert2112 wrote:It seems that sea-faring creatures ("fly in water") won't attack. You can swim right in front of them and they won't care one bit. If I spawn one on land it will immediately attack, if I then spawn one in the water it won't notice me at all and will go about it's happy way.

Turtles are not known for their aggressive behaviour. Animals the size of those spawned by mods can be considered adults. Those have a solid enough shell and not too many enemies. There's no reason for them to attack a player - unless the player looks eadible.
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Re: [Mod] Mobs Redo [1.12] [mobs]

by Wuzzy » Thu Jun 11, 2015 16:28

TenPlus1, I have now made a first look in the modpack version of your mod. I noticed early that the “mobs” mod is NOT a pure API, it registers some stuff and items. I suggest that you move these registrations into a seperate mod.

Sokomine, your entire argument against a modpack is based soley on the fact that Minetest's UI is not very good. But this is a problem with Minetest's UI and not with this mod (or modpack). Just wait until the UI has improved and the problem vanishes. Currently, the mod manager already has problems with large number of mods, something like a search feature would help (for example). I have a huge number of mods installed, one modpack more or less won't change much for me.
Also, have you forgotten the checkbox for hiding modpack contents? :P

But I would be absolutely not happy if its true what you are saying, that the modpack version is de facto incompatible with the single mod version. This should clearly not be the case.
Now I even more strongly opine that there should be only one version (modpack or single mod), and I still strongly prefer a modpack.
Also, I don't like your proposed “2 mod” solution with every mob in just one mod, because this is an all-or-nothing approach. You either have to use all mobs, or none of them, but no intermediate way would be possible. I bet this could be circumvented with config files and stuff, but this is WAY less convenient, but it does not need to be.
Also, aliases would probably need to be defined as well to avoid breaking existing worlds.

The goal is to get one mobs api placed into minetest_game.

Really? Is this supported by the developers? I am not sure about this.

Mobs is a recurring topic on GitHub, but some of them are conflicting. Some want a Lua-based mob API, some others want to have it in the engine. I suppose the discussions are not really resolved yet. :-(
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Thu Jun 11, 2015 19:26

Sokomine: the modpack has aliases registered for mobs so that kitten is mobs:kitten etc. to make it easier to spawn or give...
 

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