[Mod] Simple Mobs [mobs]

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Jordach
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by Jordach » Fri Jun 21, 2013 06:55

ashenk69 wrote:I'm trying to retexture this mod with BDCraft and was wondering if somebody could release images that show the outlines for the UV's. I had to spend a couple hours just figuring out the UV mapping for the sand monster. Some of them are hard to test some of the UV mapping, rat and sheep, and some are just extremely difficult to figure out where to even start for testing.
I'll make some tonight using blender.

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

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by ashenk69 » Fri Jun 21, 2013 13:46

Thanks Jordach
 

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by Jordach » Fri Jun 21, 2013 15:17

ashenk69 wrote:Thanks Jordach
Ashenk, related faces will be in one single colour and named.

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

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by ashenk69 » Fri Jun 21, 2013 15:49

Awesome that'll help out a lot. Here is a preview of the sand monster's new look.

Image
 

FateIsFallen
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by FateIsFallen » Fri Jun 21, 2013 15:51

every time i try to run the mod I get this error. and not just this mod, but all your mods :(

Image
 

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by Temperest » Fri Jun 21, 2013 15:54

Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.
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by FateIsFallen » Fri Jun 21, 2013 17:28

Temperest wrote:Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.


i'm still getting the error
 

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by PilzAdam » Fri Jun 21, 2013 18:53

FateIsFallen wrote:
Temperest wrote:Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.


i'm still getting the error

Please post some lines from debug.txt as described here: http://forum.minetest.net/viewtopic.php?id=5073
 

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by Topywo » Fri Jun 21, 2013 20:13

PilzAdam wrote:
FateIsFallen wrote:
Temperest wrote:Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.


i'm still getting the error

Please post some lines from debug.txt as described here: http://forum.minetest.net/viewtopic.php?id=5073


Did you perhaps rename all PilzAdams mods into mobs?

If yes, then you must rename PilzAdams mods to the name that os in the middle or without '-master'. So the example needs to be called mobs, PilAdam- farming_plus-90390ec must be renamed into farming_plus , carts-master into carts. Etcetera.

If no, sorry for the presumption, paste the error-lines the debug.txt.

Edit: some grammar
Last edited by Topywo on Fri Jun 21, 2013 20:13, edited 1 time in total.
 

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by philipbenr » Sun Jun 23, 2013 23:20

I like the originals that are in Minetest, like the dungeon masters and the like, but I do like the Minecraft creepers that explode. I hope you could make a separate mod that has the TNT dependency, you know...
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by Inocudom » Mon Jun 24, 2013 03:08

You should make it possible to tame rats too, PilzAdam. Apples could be used for this.
 

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by kiran92 » Mon Jun 24, 2013 21:36

Is there a way to hide the

[mobs] Add mobs: (monster) at (location)

thing that shows up in the chat everytime a monster spawns?
 

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by PilzAdam » Mon Jun 24, 2013 21:39

kiran92 wrote:Is there a way to hide the

[mobs] Add mobs: (monster) at (location)

thing that shows up in the chat everytime a monster spawns?

As you can see in the wiki you have added one line in your minetest.conf that enables these chat message. Just remove that line.
 

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by DaN » Thu Jun 27, 2013 04:20

Um, on 0.4.7, I do no damage to mobs. Help?
DaN H.
 

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Dan Duncombe
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by Dan Duncombe » Thu Jun 27, 2013 07:08

Are you using a sword? Whether you are or not you still need to hit them a few times, unless it is a good sword.
DaN wrote:Um, on 0.4.7, I do no damage to mobs. Help?
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by DaN » Thu Jun 27, 2013 15:04

Yes, I have a stone sword. That should kill a sheep in one or two hits.
It's not like I missed. The console says I made a hit. And it says 0 damage was done.
Befuddles me.
DaN H.
 

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by Dan Duncombe » Thu Jun 27, 2013 15:07

Maybe you are suffering from lag... Sometimes I get un-noticeable lag, which doesn't drop my framerate but means that I can't kill anything, that when I next log in shows that I was lagging because everything about 10 minutes before logging out is gone.
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by PilzAdam » Thu Jun 27, 2013 15:14

DaN wrote:Yes, I have a stone sword. That should kill a sheep in one or two hits.
It's not like I missed. The console says I made a hit. And it says 0 damage was done.
Befuddles me.

Dont hold down the mouse button but rather hit once, wat a second until the weapon is "reloaded" and then hit again.
 

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Linxx
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by Linxx » Thu Jun 27, 2013 15:49

PilzAdam wrote:
DaN wrote:Yes, I have a stone sword. That should kill a sheep in one or two hits.
It's not like I missed. The console says I made a hit. And it says 0 damage was done.
Befuddles me.

Dont hold down the mouse button but rather hit once, wat a second until the weapon is "reloaded" and then hit again.

is there a way to get rid of the "reload" time? it's really annoying when you are triying to kill quickly a mob...
 

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by Slain » Sun Jun 30, 2013 23:22

i know there are already NPC mob mods, but i was wondering if you could update simple mobs to include an npc, or a couple.
 

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by Temperest » Mon Jul 01, 2013 01:02

Linxx wrote:is there a way to get rid of the "reload" time? it's really annoying when you are triying to kill quickly a mob...


Yes, you can write a mod that does it. I wrote one quickly here:

no_reload/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
minetest.register_tool(":default:sword_wood", {
    description = "Wooden Sword",
    inventory_image = "default_tool_woodsword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=0,
        groupcaps={
            snappy={times={[2]=1.6, [3]=0.40}, uses=10, maxlevel=1},
        },
        damage_groups = {fleshy=2},
    }
})
minetest.register_tool(":default:sword_stone", {
    description = "Stone Sword",
    inventory_image = "default_tool_stonesword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=0,
        groupcaps={
            snappy={times={[2]=1.4, [3]=0.40}, uses=20, maxlevel=1},
        },
        damage_groups = {fleshy=4},
    }
})
minetest.register_tool(":default:sword_steel", {
    description = "Steel Sword",
    inventory_image = "default_tool_steelsword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=2.5, [2]=1.20, [3]=0.35}, uses=30, maxlevel=2},
        },
        damage_groups = {fleshy=6},
    }
})
minetest.register_tool(":default:sword_bronze", {
    description = "Bronze Sword",
    inventory_image = "default_tool_bronzesword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=2.5, [2]=1.20, [3]=0.35}, uses=40, maxlevel=2},
        },
        damage_groups = {fleshy=6},
    }
})
minetest.register_tool(":default:sword_mese", {
    description = "Mese Sword",
    inventory_image = "default_tool_mesesword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=2.0, [2]=1.00, [3]=0.35}, uses=30, maxlevel=3},
        },
        damage_groups = {fleshy=7},
    }
})
minetest.register_tool(":default:sword_diamond", {
    description = "Diamond Sword",
    inventory_image = "default_tool_diamondsword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=1.90, [2]=0.90, [3]=0.30}, uses=40, maxlevel=3},
        },
        damage_groups = {fleshy=8},
    }
})


no_reload/depends.txt:

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
default


The downside of this is that it is too easy to kill things, since all you have to do is spam the left mouse button. Also, a proper mod should copy the default mod's table and modify that instead of redefining the whole thing again. But for now, it works fine.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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by Linxx » Mon Jul 01, 2013 02:20

Temperest wrote:
Linxx wrote:is there a way to get rid of the "reload" time? it's really annoying when you are triying to kill quickly a mob...


Yes, you can write a mod that does it. I wrote one quickly here:

no_reload/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
minetest.register_tool(":default:sword_wood", {
    description = "Wooden Sword",
    inventory_image = "default_tool_woodsword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=0,
        groupcaps={
            snappy={times={[2]=1.6, [3]=0.40}, uses=10, maxlevel=1},
        },
        damage_groups = {fleshy=2},
    }
})
minetest.register_tool(":default:sword_stone", {
    description = "Stone Sword",
    inventory_image = "default_tool_stonesword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=0,
        groupcaps={
            snappy={times={[2]=1.4, [3]=0.40}, uses=20, maxlevel=1},
        },
        damage_groups = {fleshy=4},
    }
})
minetest.register_tool(":default:sword_steel", {
    description = "Steel Sword",
    inventory_image = "default_tool_steelsword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=2.5, [2]=1.20, [3]=0.35}, uses=30, maxlevel=2},
        },
        damage_groups = {fleshy=6},
    }
})
minetest.register_tool(":default:sword_bronze", {
    description = "Bronze Sword",
    inventory_image = "default_tool_bronzesword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=2.5, [2]=1.20, [3]=0.35}, uses=40, maxlevel=2},
        },
        damage_groups = {fleshy=6},
    }
})
minetest.register_tool(":default:sword_mese", {
    description = "Mese Sword",
    inventory_image = "default_tool_mesesword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=2.0, [2]=1.00, [3]=0.35}, uses=30, maxlevel=3},
        },
        damage_groups = {fleshy=7},
    }
})
minetest.register_tool(":default:sword_diamond", {
    description = "Diamond Sword",
    inventory_image = "default_tool_diamondsword.png",
    tool_capabilities = {
        full_punch_interval = 0,
        max_drop_level=1,
        groupcaps={
            snappy={times={[1]=1.90, [2]=0.90, [3]=0.30}, uses=40, maxlevel=3},
        },
        damage_groups = {fleshy=8},
    }
})


no_reload/depends.txt:

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
default


The downside of this is that it is too easy to kill things, since all you have to do is spam the left mouse button. Also, a proper mod should copy the default mod's table and modify that instead of redefining the whole thing again. But for now, it works fine.

what about boosting theyr stats?
 

Temperest
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by Temperest » Mon Jul 01, 2013 03:14

Stats? Easy, just edit the code. The damage_groups property controls how much damage they do.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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Linxx
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by Linxx » Mon Jul 01, 2013 03:44

Temperest wrote:Stats? Easy, just edit the code. The damage_groups property controls how much damage they do.

oh ok i'll tinker with it for a bit then haha thanks :)
 

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DaN
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by DaN » Mon Jul 01, 2013 17:18

PilzAdam wrote:
DaN wrote:Yes, I have a stone sword. That should kill a sheep in one or two hits.
It's not like I missed. The console says I made a hit. And it says 0 damage was done.
Befuddles me.

Dont hold down the mouse button but rather hit once, wat a second until the weapon is "reloaded" and then hit again.


Okay thanks :)
DaN H.
 

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by MirceaKitsune » Wed Jul 03, 2013 10:47

I got a glimpse of this system on VanessaE's server a few days ago . It looks pretty good, but I could easily tell what the most basic problems are (at least the ones a user will first notice). Some of it are not a problem with the mod, but with Lua entities in C++ overall.

- First of all, the ones related to the code: Movement is very laggy, maybe due to the lack of prediction and proper interpolation. A sheep going in a straight line will occasionally teleport back a few times. I'm not sure what can be done about this, but I think client-side prediction of moving Lua entities needs to be improved a bit.

- Mobs make the lack of angle interpolation very visible. Although movement updates are smoothed out, rotation is still not interpolated for players and entities. Seeing mobs teleport to various angles is the biggest realism and normality breaker.

- Player <-> entity collisions need to include pushing. Sheep feel like boulders of stone... you walk into them and they won't move. Also if you sit on a sheep, you will simply levitate above it and fall to the ground after it's out of your radius.

- Now for the Lua issues: Main thing I don't like about the default creatures is that they move too slowly and unrealistically. I believe they should move faster but for shorter amounts of time.

- Mobs turn around in place, while it's usually preferred they only turn while walking (otherwise it looks strange and badly animated). They should also turn gradually, not instantly on long distances.

- My last complaint is in regards to mob intelligence: Mobs don't notice when they're walking into a node and will blindly continue in the same direction. Even if they're meant to be SIMPLE mobs, I think there needs to be a minimal prediction system. Mobs look brain dead as they walk into a wall and even after they're blocked they continue to push into it at random angles.

I didn't play around with the mod enough, and there are probably a lot of other things that can be noticeably improved. But those are what I noticed during a few minutes of following sheep and mice around. If they can be fixed, I think the mod will be a lot closer to ready and usable.
Last edited by MirceaKitsune on Wed Jul 03, 2013 10:50, edited 1 time in total.
 

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by philipbenr » Wed Jul 03, 2013 23:24

Hey Plizadam;
I'm using 0.4.7, and whenever I use the mod, the rats all of a sudden start jumping (I suppose they are flying). After a little while, some will fall and some won't. After they fall though, I can do no damage to the whatsoever. Idk what the heck is going on...
"The Foot is down!"
 

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by Sokomine » Sat Jul 06, 2013 01:01

MirceaKitsune wrote:- First of all, the ones related to the code: Movement is very laggy, maybe due to the lack of prediction and proper interpolation. A sheep going in a straight line will occasionally teleport back a few times. I'm not sure what can be done about this, but I think client-side prediction of moving Lua entities needs to be improved a bit.

Teleporting sheep are harmless. It gets worse when you get flying fish :-) Those may occour when there is not enough time for them to notice that they left the water - especially when the server is busy with mapgen (ok, not simple mobs but mobf).

MirceaKitsune wrote:- Mobs make the lack of angle interpolation very visible. Although movement updates are smoothed out, rotation is still not interpolated for players and entities. Seeing mobs teleport to various angles is the biggest realism and normality breaker.

Especially for huge animals. That applies less to simple mobs which has mostly smaller or human-shaped mobs. The large cows of mobf are very difficult to handle in this case. Sapier does a good job, but it's difficult and still not completely convincing.

MirceaKitsune wrote:- Player <-> entity collisions need to include pushing. Sheep feel like boulders of stone... you walk into them and they won't move. Also if you sit on a sheep, you will simply levitate above it and fall to the ground after it's out of your radius.

Yes, that's unrealistic but also quite fun :-) And it's a lot better than the previous stage where everything moved through everything else.

MirceaKitsune wrote:- Now for the Lua issues: Main thing I don't like about the default creatures is that they move too slowly and unrealistically. I believe they should move faster but for shorter amounts of time.

Mobf does this slightly better. It may also depend on the type of animal. It seems the larger they get, the more complicated their movement needs to become in order to feel realistic.

Hopefully the mobs can be improved. I personally prefer the mobf animals because those are more realistic and can be kept as farm animals (catching/placing/reproduction is possible). At least simple mobs is available on many servers, so there's something "living" moving around!
A list of my mods can be found here.
 

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by Enzio » Sat Jul 13, 2013 15:00

how can i get the sheep to follow me?
 

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Topywo
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by Topywo » Sat Jul 13, 2013 15:38

Enzio wrote:how can i get the sheep to follow me?


With wheat, see the documentation in this link:

http://forum.minetest.net/viewtopic.php?pid=42715#p42715
 

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