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Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Fri Oct 30, 2015 21:18
by TenPlus1
Updated to 1.19 - Chickens now drop egg items instead of placing them on map, also throwing eggs can result in a 1 in 8 chance of spawning a chick.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Fri Oct 30, 2015 22:08
by Soudon
Here are some of the mobs I've redone with resource packs I used in the past.

Left to right
Dirt Monster, Zombie, Sand Monster, Skeleton
+ Spoiler

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Sun Nov 01, 2015 22:13
by mahmutelmas06
I dont know why because game crashes with no debug info when i punch an animal.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Mon Nov 02, 2015 01:28
by duane
mahmutelmas06 wrote:I dont know why because game crashes with no debug info when i punch an animal.


I just downloaded the latest mobs from github and tried punching every animal I saw. I couldn't get it to crash. Maybe you should post the versions of minetest and mobs redo you're using, and what was in your hand when you punched them. You might also try turning off any other mods just to be sure it wasn't one of them acting up.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Mon Nov 02, 2015 12:36
by mahmutelmas06
I im using 1.19
Minetest version is latest develpment by fess 64bit
Windows 10

Log file has only warnings by other mods but none by mobsredo. "The program has stopped working" is the message windows shows.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Mon Nov 02, 2015 14:16
by fireglow
mahmutelmas06 wrote:I im using 1.19
Minetest version is latest develpment by fess 64bit
Windows 10

Log file has only warnings by other mods but none by mobsredo. "The program has stopped working" is the message windows shows.

Try with the latest stable minetest release.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Wed Nov 04, 2015 16:07
by TenPlus1
Update: Fireballs from Dungeon Masters will now drop items inside of 3d_chests and bones when hit.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Wed Nov 04, 2015 20:57
by mahmutelmas06
fireglow wrote:Try with the latest stable minetest release.


MobsRedo 1.17 works fine.
1.18 and 1.19 crashes

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Wed Nov 04, 2015 20:57
by Soudon
mahmutelmas06 wrote:
fireglow wrote:Try with the latest stable minetest release.


MobsRedo 1.17 works fine.
1.18 and 1.19 crashes


Im using 1.18 works fine

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Thu Nov 05, 2015 08:25
by TenPlus1
mahmutelmas06: what other mods do you have running alongside mobs-redo ? and could you post any error messages that appear when it does crash please. Are you renaming mobs-master directory to simply mobs before running ?

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Thu Nov 05, 2015 12:54
by mahmutelmas06
Actually there was not debug info. But when i disabled others mods log info appeared.

Here is the log file.
Only mobsredo mod activated.

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
-------------
  Separator
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2015-11-05 15:51:07: [Main]: Automatically selecting world at [D:\Oyun\Kurulan\Minetest\bin\..\worlds\dunya]
2015-11-05 15:51:07: ERROR[Main]: Irrlicht: Switch to fullscreen: The graphics mode is not supported.
2015-11-05 15:51:25: WARNING[Main]: BanManager: creating D:\Oyun\Kurulan\Minetest\bin\..\worlds\aaa\ipban.txt
2015-11-05 15:51:25: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2015-11-05 15:51:42: WARNING[Main]: Irrlicht: PNG warning: Interlace handling should be turned on when using png_read_image
2015-11-05 15:52:22: ERROR[Main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-05 15:52:22: ERROR[Main]: Lua: Runtime error from mod 'mobs' in callback luaentity_Punch(): ...ulan\Minetest\bin\..\mods\Creatures_Modpack\mobs/api.lua:1340: attempt to index local 'tool_capabilities' (a nil value)
2015-11-05 15:52:22: ERROR[Main]: stack traceback:
2015-11-05 15:52:22: ERROR[Main]:    ...ulan\Minetest\bin\..\mods\Creatures_Modpack\mobs/api.lua:1340: in function <...ulan\Minetest\bin\..\mods\Creatures_Modpack\mobs/api.lua:1337>
2015-11-05 15:52:22: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>
2015-11-05 15:52:22: ERROR[Main]: In thread 1a20:
2015-11-05 15:52:22: ERROR[Main]: /home/stefan/mt-build/build/minetest_64/minetest/src/server.cpp:1f9: step: A fatal error occured: Lua: Runtime error from mod 'mobs' in callback luaentity_Punch(): ...ulan\Minetest\bin\..\mods\Creatures_Modpack\mobs/api.lua:1340: attempt to index local 'tool_capabilities' (a nil value)
2015-11-05 15:52:22: ERROR[Main]: stack traceback:
2015-11-05 15:52:22: ERROR[Main]:    ...ulan\Minetest\bin\..\mods\Creatures_Modpack\mobs/api.lua:1340: in function <...ulan\Minetest\bin\..\mods\Creatures_Modpack\mobs/api.lua:1337>
2015-11-05 15:52:22: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>
2015-11-05 15:52:22: ERROR[Main]: Debug stacks:
2015-11-05 15:52:22: ERROR[Main]: DEBUG STACK FOR THREAD 7a4:
2015-11-05 15:52:22: ERROR[Main]: #0  run
2015-11-05 15:52:22: ERROR[Main]: #1  Receive
2015-11-05 15:52:22: ERROR[Main]: DEBUG STACK FOR THREAD fb0:
2015-11-05 15:52:22: ERROR[Main]: #0  run
2015-11-05 15:52:22: ERROR[Main]: DEBUG STACK FOR THREAD 12fc:
2015-11-05 15:52:22: ERROR[Main]: #0  run
2015-11-05 15:52:22: ERROR[Main]: DEBUG STACK FOR THREAD 13d0:
2015-11-05 15:52:22: ERROR[Main]: #0  run
2015-11-05 15:52:22: ERROR[Main]: DEBUG STACK FOR THREAD 182c:
2015-11-05 15:52:22: ERROR[Main]: #0  run
2015-11-05 15:52:22: ERROR[Main]: DEBUG STACK FOR THREAD 1a20:
2015-11-05 15:52:22: ERROR[Main]: #0  main
2015-11-05 15:52:22: ERROR[Main]: #1  step

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Fri Nov 06, 2015 09:09
by TenPlus1
mahmutelmas06: ok, it looks like you may be using a different [game] as default as those errors are coming from the Creatures mod which has nothing to do with Mobs Redo.

Try creating a brand new world using v7 mapgen and minetest_game as default and only Mobs Redo itself active and the errors should go away.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Fri Nov 06, 2015 11:11
by mahmutelmas06
This is default minetest game.
And the mod is mobs redo. It is just in a "creatures modpack with modpack.txt" which i am using since last year. I collect all mobs related mods in this folder.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Fri Nov 06, 2015 20:18
by TenPlus1
Please have mobs redo in it's own directory and not as part of a modpack, also the error it's reporting doesn't tie in with the api code... Are you definitely using the latest version and if so what are you hitting the mobs with that causes the error ???

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Fri Nov 06, 2015 21:50
by mahmutelmas06
I dont want to flood the topic so I write all details:

Mobs Redo version 1.19 ( in his own directory not in a modpack)
Minetest version minetest-0.4.13-c406438 ( by sfan5 ) 64bit
Minetest subgame is default which comes with sfan5 build ( i tried other alternatives too )
I punch a mob for exp rabbit with bare hand. (no tool)
Windows 10 64bit
Only mobs redo activated
Map version is v7 (not related i think)

Here is the debug info

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
-------------
  Separator
-------------

2015-11-07 00:42:57: ERROR[Main]: Irrlicht: Switch to fullscreen: The graphics mode is not supported.
2015-11-07 00:43:29: WARNING[Main]: BanManager: creating D:\Oyun\Kurulan\Minetest\bin\..\worlds\test\ipban.txt
2015-11-07 00:43:30: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2015-11-07 00:43:44: WARNING[Main]: Irrlicht: PNG warning: Interlace handling should be turned on when using png_read_image
2015-11-07 00:44:06: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback luaentity_Punch(): D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1340: attempt to index local 'tool_capabilities' (a nil value)
2015-11-07 00:44:06: ERROR[Main]: stack traceback:
2015-11-07 00:44:06: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1340: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1337>
2015-11-07 00:44:06: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Sat Nov 07, 2015 00:51
by duane
Since the lua api states that tool_capabilities "can be nil," I'd just check for that before using it. There may not be any need to pin the error down any further.

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
diff --git a/api.lua b/api.lua
index f9d3a1c..86c8543 100644
--- a/api.lua
+++ b/api.lua
@@ -1337,7 +1337,10 @@ minetest.register_entity(name, {
        on_punch = function(self, hitter, tflp, tool_capabilities, dir)
                -- weapon wear
                local weapon = hitter:get_wielded_item()
-               local punch_interval = tool_capabilities.full_punch_interval or 1.4
+               local punch_interval = 1.4
+               if tool_capabilities then
+                       punch_interval = tool_capabilities.full_punch_interval or 1.4
+               end
                if weapon:get_definition().tool_capabilities ~= nil then
                        local wear = math.floor((punch_interval / 75) * 9000)
                        weapon:add_wear(wear)

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Sat Nov 07, 2015 08:35
by TenPlus1
It just seems weird that tool_capacilities returns a value no matter what you hit a mob with in my version and on Xanadu server, but mahmutel's version returns nil with bare hands... The hand is a tool and returns 0.8 in tool_capabilities.full_punch_interval and the only nil is when you hold an unknown object (due to missing mod) and I have a check for that. Will put more error checking in just incase.

Ferk: yep, I always have latest daily build installed for testing. The only real difference is that I use linux whereas Mahmutel is using windows, but that shouldn't matter.

Mahmutel: you still are not using the latest Mobs Redo going by the error message and line numbers, please try that. https://github.com/tenplus1/mobs

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Sat Nov 07, 2015 08:59
by Ferk
Did you try the latest git revision? He said he was using that. I believe there was some PR that added some changes to the bare hands, but I'm not sure if it got merged.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Mon Nov 23, 2015 17:23
by TenPlus1
Increased active objects per map block, so more mobs spawn in area.

Re: [Mod] Mobs Redo [1.19] [mobs]

PostPosted: Sat Nov 28, 2015 11:18
by TenPlus1
Update: When a cow or sheep eats grass or wheat, they will make more milk or regrow wool.

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Thu Dec 03, 2015 11:31
by TenPlus1
Updated to version 1.20:

- Added error checking for mobs beyond map limits
- Fixed serialize.h error
- Abm catch-up is re-enabled to spawn more mobs inside a map block
- Knockback also makes mob jump up and back

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Thu Dec 03, 2015 15:06
by afflatus
I was going to have a day off from minetest, but I have to test this, it would be rude not to ...

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Fri Dec 04, 2015 03:37
by benrob0329
I have updated the Mobs_Redo creeper mod to match the original mod.

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Wed Dec 09, 2015 03:45
by Christian9
This is a really nice mod, I've had loads of fun with it, l spawning mese monsters in my brothers house while he's not looking! XD

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Sat Dec 12, 2015 12:18
by TenPlus1
Update to fix egg throwing uploaded, any mod makers that have mob items which can be thrown by player please look at changes to chicken.lua for information...

https://github.com/tenplus1/mobs/blob/master/chicken.lua#L150

...also I'm hoping that some additional error checking in the api has finally gotten rid of the serialize.h errors caused by math.atan returning "nan" instead of a number.

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Fri Dec 18, 2015 13:03
by krio
Hi, first of all thanks for your job!
I've a problem with KPGMobs (the one compatible with Mobs Redo)... when i ride an horse my position is into the horse itself and no animation for walking horse starts

i fixed the position above the horse modifying and adding:

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
clicker:set_attach(self.object, "", {x=-0.5,y=19,z=0}, {x=8,y=90,z=0})
clicker:set_animation({x=81, y=160}, 30, 0) --to sit on the horse


but i don't know how to fix animation...

Tnx in advance

Re: [Mod] Mobs Redo [1.20] [mobs]

PostPosted: Mon Dec 28, 2015 11:39
by afflatus
You should really ask this on the KPGMobs thread Krio.
I am also interested in making horses work properly, so I will have a look at it sometime soon. I don't know how to fix the animation either, but it could be fun finding out.

Re: [Mod] Mobs Redo [1.22] [mobs]

PostPosted: Mon Dec 28, 2015 14:10
by TenPlus1
Updated to version 1.22:

- NPC's will now attack any player who hits them apart from owners
- Mobs are now afraid of heights and tend not to walk off cliff's
- Nametags can be crafted with paper and black dye then used to right-click your tamed animal or npc to name them (latest 0.4.13 daily needed for this feature)

Re: [Mod] Mobs Redo [1.22] [mobs]

PostPosted: Tue Dec 29, 2015 04:20
by Napiophelios
I dont know why, but this amuses me to no end :)
I love this mod.

Image
20151228231449.png
20151228231449.png (123.66 KiB) Viewed 1950 times

Re: [Mod] Mobs Redo [1.22] [mobs]

PostPosted: Tue Dec 29, 2015 21:34
by firefox
TenPlus1 wrote:Updated to version 1.22:

- NPC's will now attack any player who hits them apart from owners
- Mobs are now afraid of heights and tend not to walk off cliff's
- Nametags can be crafted with paper and black dye then used to right-click your tamed animal or npc to name them (latest 0.4.13 daily needed for this feature)

tested name tags on Xanadu:
the recipe is not in the craft guide, but it works.
using the name tags works too, but afterwards the names cannot be seen by anyone :(