[Mod] Mobs Redo [1.34] [mobs]

amadin
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Re: [Mod] Mobs Redo [1.30] [mobs]

by amadin » Fri Jun 10, 2016 05:46

Propose add visible fish for aquariums from glass.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by D00Med » Fri Jun 10, 2016 06:07

hmmm that gives me a cool idea for a mod... why not just make an aquarium as an animated block?
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by amadin » Fri Jun 10, 2016 08:19

D00Med wrote:hmmm that gives me a cool idea for a mod... why not just make an aquarium as an animated block?

No, i mean just visible fish. Player can make aquariums of different sizes and shape by the glass blocks, player can create pond or pool and fill it with fish. This will give more options for creativity than aquarium as an animated block with fixed color, shape and size. Also player can add corals and seaweed from other mod.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by KCoombes » Fri Jun 10, 2016 11:57

amadin wrote:
D00Med wrote:hmmm that gives me a cool idea for a mod... why not just make an aquarium as an animated block?

No, i mean just visible fish. Player can make aquariums of different sizes and shape by the glass blocks, player can create pond or pool and fill it with fish. This will give more options for creativity than aquarium as an animated block with fixed color, shape and size. Also player can add corals and seaweed from other mod.


viewtopic.php?f=9&t=14491&hilit=aquarium+glass

DIY fish tanks, and fish caught from fishing mod do continue to swim.....
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by amadin » Fri Jun 10, 2016 14:45

KCoombes wrote:
amadin wrote:
D00Med wrote:hmmm that gives me a cool idea for a mod... why not just make an aquarium as an animated block?

No, i mean just visible fish. Player can make aquariums of different sizes and shape by the glass blocks, player can create pond or pool and fill it with fish. This will give more options for creativity than aquarium as an animated block with fixed color, shape and size. Also player can add corals and seaweed from other mod.


viewtopic.php?f=9&t=14491&hilit=aquarium+glass

DIY fish tanks, and fish caught from fishing mod do continue to swim.....

What fishing mod do you mean, "aquarium glass" mod don't have fish.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by KCoombes » Fri Jun 10, 2016 14:52

 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by TheReaperKing » Wed Jun 22, 2016 19:16

So I wanted to make custom mob waves and I ended up writing my own spawner based heavily on your spawner. I called mine a "Timed Spawner" since you set the mob type, the amount, and what time in seconds they spawn and they only spawn once. If you'd like to add it to Mobs Redo I'd be happy to send you the code. Take care and thanks for all of your great and hard work!
-Mike
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Re: [Mod] Mobs Redo [1.30] [mobs]

by Robsoie » Wed Jun 22, 2016 20:33

A bit of help please
TenPlus1 wrote:[*]Sheep (right-click for wool, feed 8 wheat to replenish wool)[/*]


I can't make this work, i managed to feed the animal 8 wheat items (and the game tells me the sheep is tamed) by right click on the sheep with them selected (so they are given one by one), but no right click on the sheep (even from before taming it) will give me any kind of wool, and left click just punch the poor sheep.

How then can i obtain wool from that animal ?
edit : so i guess while it's not mentionned there's still need of a tool before the right click.
So with crafted shears (2 steel ingots and 1 stick) i could get indeed 1 wool , tested that on 3 sheeps that each gave me 1.

But the 1st post mention that
Sheep give more wool when Shears used,

Hmm, is that based on luck or is it really supposed to give more wools after shearing with tools ?
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Caerulean » Thu Jun 23, 2016 02:09

Hello. Just want to ask a quick question: Why can't I pick up chickens? xD I haven't found kittens yet so I haven't tried if I can't pick up those as well. I'm playing Minetest 0.4.14. It may have something to do with my inventory as I'm still using Inventory Plus which I believe has become obsolete. Worked before though on 0.4.13. *shrug*

Thanks!
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by TailsTheFoxDoes MT » Thu Jun 23, 2016 04:44

Awsome mod! :D I might use this for Jack-O-TFox from the mob_pack modpack but it will have a name for the attack: Jack-o-bombs!
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by KCoombes » Thu Jun 23, 2016 11:29

Caerulean wrote:Hello. Just want to ask a quick question: Why can't I pick up chickens? xD I haven't found kittens yet so I haven't tried if I can't pick up those as well. I'm playing Minetest 0.4.14. It may have something to do with my inventory as I'm still using Inventory Plus which I believe has become obsolete. Worked before though on 0.4.13. *shrug*

Thanks!


8 wheat seeds will tame the chicken so you can pick it up
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Caerulean » Sat Jun 25, 2016 16:38

KCoombes wrote:8 wheat seeds will tame the chicken so you can pick it up


Thanks! (That's probably an update I missed since I stopped playing for months. :3)
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by nyje » Sun Jun 26, 2016 12:34

Hi all, i just updated this from the git, and it appears the cheese block is missing... I'm getting unknown nodes all over.

Also if I use 9 cheese wedges in the craft grid I get nothing.

Is this a feature or a bug?

Any help appreciated ;-)

Edit:
Hmmm, it appears mobs:cobweb has gone missing too, but i'm not sure when this occurred as I don't use them, one of my users alerted me...

Edit2:
Never Mind, on closer inspection of TenPlus1's repo's I see he has split all the mobs out of the api mod.
And done a very good job of it too ;-)
Map of Elektra's Creative UK | forum thread | Server at nyje.e-it.gr port 30000
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by TenPlus1 » Sun Jun 26, 2016 19:35

Cobwebs are within mobs_monster mod and cheese/cheeseblock within mobs_animal and both work fine on latest builds in git...
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by nyje » Mon Jun 27, 2016 09:21

Yeah, got it all figured out in the end.

Thanks again for a great mod, the kids love taming & naming their own animals ;-)
Map of Elektra's Creative UK | forum thread | Server at nyje.e-it.gr port 30000
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by KCoombes » Mon Jun 27, 2016 13:17

Coding question: in your npc.lua, line 35, you have:

drops = {
{name = "default:wood", chance = 1, min = 1, max = 3},
{name = "default:apple", chance = 2, min = 1, max = 2},
{name = "default:axe_stone", chance = 5, min = 1, max = 1},
},

does this bit of code mean the npc will 1) always drop 1-3 wood, 2)50% drop 1-2 apple AND 3) 10% drop one stone axe? OR does the bit of code mean 1 of these 3 drops will occur?

on a sidenote, the dev wiki shows 'drop', not 'drops' - as your mod works, I'm assuming the wiki is out of date?
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by TenPlus1 » Mon Jun 27, 2016 15:19

On death the mobs api will loop through each of the items inside a mob definition, so all 3 have a chance of dropping at different chance and number between min and max.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Soudon » Tue Jun 28, 2016 02:31

so every mob in the mobs_monster pack does not work I keep getting mobs:name here not defined for all of them.

Solved that problem by creating a new world now I have a new issue only non hostile mobs are spawning I have both animals and monsters but only animals spawn. Changed light levels and alot of other settings also moved to new area of map so it would generate and still no hostiles whether it is day or night.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by burli » Tue Jun 28, 2016 04:16

Hostile mobs are rare with the default settings. And do you play with a mod like ethereal or valleys_c?
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Soudon » Tue Jun 28, 2016 05:05

burli wrote:Hostile mobs are rare with the default settings. And do you play with a mod like ethereal or valleys_c?


I do not play with anything but the mobs mods at this point I'm slowly adding in mods. I tried spawnentity mobs_monster:dirt_monster and it spawns one but I get the unknown object not an actual mob.

I also set the chance and objects number to ridiculous numbers and still no hostile mobs. By ridiculous I mean chance I tried 1 and also tried 100000, for objects I did 2500, and 1 still nothing. min light was -1 max 20 or vice versa.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by burli » Tue Jun 28, 2016 05:53

That is strange
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Soudon » Tue Jun 28, 2016 05:59

burli wrote:That is strange


does it require the api to run I couldnt find a clear answer on that it technically works without it right now just won't spawn any mobs. But I only mobs_monster and mobs_animals, I didn't download the mobs redo I'll try with it quick but idk how that would change much.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by burli » Tue Jun 28, 2016 06:05

Of course. That is the basic mod you need.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Soudon » Tue Jun 28, 2016 06:08

burli wrote:Of course. That is the basic mod you need.


yea it still wasnt working however changing one thing caused the dirt monster to atleast spawn.

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:register_spawn("mobs_monster:dirt_monster",
   {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000 false)


deleted the word false to make it look like
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:register_spawn("mobs_monster:dirt_monster",
   {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000)

now they spawn.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by duane » Tue Jun 28, 2016 06:50

Soudon wrote:
burli wrote:Of course. That is the basic mod you need.


yea it still wasnt working however changing one thing caused the dirt monster to atleast spawn.

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:register_spawn("mobs_monster:dirt_monster",
   {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000 false)


deleted the word false to make it look like
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:register_spawn("mobs_monster:dirt_monster",
   {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000)

now they spawn.


Dirt monsters traditionally only spawn at night. That's what the false is for.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Soudon » Tue Jun 28, 2016 06:56

duane wrote:
Soudon wrote:
burli wrote:Of course. That is the basic mod you need.


yea it still wasnt working however changing one thing caused the dirt monster to atleast spawn.

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:register_spawn("mobs_monster:dirt_monster",
   {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000 false)


deleted the word false to make it look like
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:register_spawn("mobs_monster:dirt_monster",
   {"default:dirt_with_grass", "default:grass", "default:dirt", "ethereal:gray_dirt"}, 20, 0, 5000, 15, 51000)

now they spawn.



Dirt monsters traditionally only spawn at night. That's what the false is for.


Oh ok that explains that then.
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by burli » Tue Jun 28, 2016 07:02

All hostile mobs spawn at night, at least the mobs in mobs_monsters
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by Pimy » Sat Jul 09, 2016 01:23

by far one of the cutest mods :3

screenshot_20160708_193950.png
so cute
screenshot_20160708_193950.png (296.27 KiB) Viewed 2942 times


baby bunnies :D
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by AceWill » Sat Jul 09, 2016 02:44

I keep getting an error every time I try to feed/tame animals. I've reinstalled the latest version twice now and it still doesn't seem to be working properly. Can you offer some guidance?
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
Runtime error from mod 'mobs_animal' in callback luaentity_Rightclick(): ...4\minetest-0.4.14\bin\..\mods\mobs\mobs_animal/sheep.lua:74: attempt to call method 'feed_tame' (a nil value)
2016-07-08 22:37:14: ERROR[Main]: stack traceback:
2016-07-08 22:37:14: ERROR[Main]:    ...4\minetest-0.4.14\bin\..\mods\mobs\mobs_animal/sheep.lua:74: in function <...4\minetest-0.4.14\bin\..\mods\mobs\mobs_animal/sheep.lua:71>
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by duane » Sat Jul 09, 2016 03:20

AceWill wrote:I keep getting an error every time I try to feed/tame animals. I've reinstalled the latest version twice now and it still doesn't seem to be working properly. Can you offer some guidance?


feed_tame can only be nil if you haven't got the mobs redo api installed and enabled in your world (see first post). Do you see the "[MOD] Mobs Redo loaded" line in your text output when you start minetest?
 

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