[Mod] Mobs Redo [1.34] [mobs]

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

by Dragonop » Tue Dec 29, 2015 23:20

firefox wrote: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 :(

This is because nametag support is a really new feature in the minetest engine, you need an updated version, (19 Decemeber at least, I think) Most players are not using dev versions, I believe it is hidden in the craft guide because of this.
 

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

by firefox » Wed Dec 30, 2015 12:54

Dragonop wrote:
firefox wrote: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 :(

This is because nametag support is a really new feature in the minetest engine, you need an updated version, (19 Decemeber at least, I think) Most players are not using dev versions, I believe it is hidden in the craft guide because of this.

i use the dayly ppa to get the newest version everyday, but since it only updates the content, i may have to re-install it completely to make it perfect. (i was able to get the 4.13 updates, but my version was 4.12 until i re-installed it to get the screen to show 4.13 and be able to use the minimap.)

update in progress ...

EDIT:
complete update using Calinous 1-line-install-command and now it works :D
it's the same as player names, but the font is yellow.
but i don't know if only the owner or everyone can see it.
so far a cat named "Red_Fox" is the only labeled animal i can see.

EDIT2:
correction: it is not exactly like player names. the name disappears when i'm far away from it.

EDIT3:
here's a screenshot to show how cute i am =(^.^)=
screenshot_20151230_150927.png
screenshot_20151230_150927.png (204.34 KiB) Viewed 4005 times
Last edited by firefox on Wed Dec 30, 2015 14:11, edited 1 time in total.
 

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

by amadin » Wed Dec 30, 2015 13:49

- 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)

Does this updated version mod will not work on stable version or it will work but just name tags will not work?
 

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

by firefox » Wed Dec 30, 2015 14:13

amadin wrote:
- 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)

Does this updated version mod will not work on stable version or it will work but just name tags will not work?

on Xanadu, some people could see the recipe and some couldn't. so i guess it only works on 4.13 and not on 4.12.
and until i made a re-installation with the newest version, i could'nt see the nametags after using them, so you need the newest version to use nametags and see them.
 

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

by TenPlus1 » Wed Dec 30, 2015 15:25

Nametags only work and appear on the newest daily build of minetest which you can download and install from the Unstable heading on the download page. Mob names are only visible when the entity/mob is in range.
 

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

by Dragonop » Wed Dec 30, 2015 20:34

If you are using Windows and you are as lazy as I am, Krock's latest build already has this feature.
 

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

by SaKeL » Thu Dec 31, 2015 14:29

I think this is the best and most stable mobs mod out there and i am almost done with adding spawners to this mod, if someone interested. Thanks tenplus1 for all your work.
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Re: [Mod] Mobs Redo [1.22] [mobs]

by TenPlus1 » Thu Dec 31, 2015 15:36

When I find the time I was going to add a spawner block you could customize that would spawn mobs in a set area, how many, wether player is near or not.
Last edited by TenPlus1 on Thu Dec 31, 2015 16:50, edited 1 time in total.
 

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

by SaKeL » Thu Dec 31, 2015 15:44

I have used the code from Blockmen creatures mod added just spawner.lua to your mod and connected everything. Code is cleaned up and today i will test it and hopefully add it to the server coming days. Im sure you could make the code even more tidier but blockmen and you are writing the code in a nice way so its already in a good state ;)
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Re: [Mod] Mobs Redo [1.22] [mobs]

by TenPlus1 » Thu Dec 31, 2015 17:36

Quick Update:

- Punch spamming check has been removed, was not dropping items at times
- Changed nametag routines due to license issues
- Nametags have a new recipe (paper, string, black dye)
 

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

by ufa » Mon Jan 04, 2016 11:14

I cannot get chickens. Nothing happens when I right click on them.
I am using minetest 0.4.12, if that matters (Fedora version)
 

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

by TenPlus1 » Mon Jan 04, 2016 12:49

Updated to version 1.23:

- Added mob spawner block which you can right-click to enter settings and spawn any mob added to game. /giveme mobs:spawner
- Tidied up some code for spawning of mobs

Ufa: You have to tame an animal before picking it up...
 

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

by ufa » Mon Jan 04, 2016 13:14

TenPlus1 wrote:Ufa: You have to tame an animal before picking it up...


How to tame chickens? I can tame cows (milking and feeding)
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by SaKeL » Mon Jan 04, 2016 13:29

I think you have to feed them with wheat seeds and when they have hearts around you can catch them with "Net" or "Magic Lasso". Not sure what is the difference between those two. If you feed 2 the same animals there is chance that they will have a little baby :)
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Re: [Mod] Mobs Redo [1.22] [mobs]

by ufa » Mon Jan 04, 2016 13:33

TenPlus1 wrote:Updated to version 1.23:

- Added mob spawner block which you can right-click to enter settings and spawn any mob added to game. /giveme mobs:spawner
- Tidied up some code for spawning of mobs

Ufa: You have to tame an animal before picking it up...



on a side note, thank you so much for this mod. We are having LOTS of fun
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Mon Jan 04, 2016 14:03

SaKeL wrote:I think you have to feed them with wheat seeds and when they have hearts around you can catch them with "Net" or "Magic Lasso". Not sure what is the difference between those two. If you feed 2 the same animals there is chance that they will have a little baby :)


I didn't know that these items even existed.
I am looking at the code to see what I was missing. Magic Lasso,, Net, Shaver.
Is there a place where I can find the added items in this Mod?
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by SaKeL » Mon Jan 04, 2016 14:15

It should be in the latest version (also older versions have it afaik) - link in the first comment, first page of this topic... then you can find this items in your crafting inventory ;)
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Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Mon Jan 04, 2016 15:01

SaKeL wrote:It should be in the latest version (also older versions have it afaik) - link in the first comment, first page of this topic... then you can find this items in your crafting inventory ;)


unfortunately, it isn't :(

I am looking for the recipes of the new items.
Anyway, I have already found them, but in the source code.

Thanks
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by SaKeL » Mon Jan 04, 2016 15:20

hmmm... that's weird, it works on my server without any hassle...
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Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Mon Jan 04, 2016 15:24

SaKeL wrote:hmmm... that's weird, it works on my server without any hassle...


I think I did not expressed myself very clearly,
What I was saying is that the recipes are not described in the first post. I had to dig them in the source code (I wasn't even aware of the existence of net, magical loop etc.)
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by TenPlus1 » Mon Jan 04, 2016 20:29

additional 1.23 additions:

- Coloured nametags to show mob health
- Better jumping routine and check for fences
- Code tidy
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by DoyleChris » Tue Jan 05, 2016 00:05

I go to call the spawner /giveme singleplayer mobs:spawner 1 and it tells me cannot give a empty item.
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Tue Jan 05, 2016 00:25

I have played for a while and all my tamed animals disappeared after random time, even my taken chickens, when I release them on my fence square, they disappeared after some time. I have checked the server logs and it was not due "lifetimer expired"

My enabled mods:

ambience
books_plus
glow
mines
mobsredo
moreblocks
moreores
nuke
wardrobe

Does anyone here maintain their animals indefinitely? How?
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by TenPlus1 » Tue Jan 05, 2016 08:56

Tamed animals and npc's will not despawn and to make sure I have a single NPC and some pet fish on my sky platform in Xanadu... every other mob has a lifetimer or will despawn when out of range if that feature is enabled.

DoyleChris: use either /giveme mobs:spawner ..or.. /give singleplayer mobs:spawner
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by nyje » Tue Jan 05, 2016 10:57

Hi TenPlus1, is there any way to slow down (or in fact stop) the normal spawn-rate of mobs without editing the chance values in the lua code?

a quick scan through the code led me to guess adding lines 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.
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mobs:bee_chance = 0
mobs:bunny_chance = 0
mobs:chicken_chance = 0

to minetest.conf would do the trick, but alas this did nothing, i guess my lua kung-fu is not strong ;-(

I am tracking the git version of your excellent mod, and using 0.4.13 stable server compiled for linux, everything works great, but my map looks somewhat untidy with the sheer volume of automatically spawned critters ;-)

It's a creative only server, and the kids want pets, so i dont wanna remove the mod, just not have them auto spawn.

TIA for any help.
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Re: [Mod] Mobs Redo [1.23] [mobs]

by TenPlus1 » Tue Jan 05, 2016 11:01

nyje: I've updated mobs redo so that it disables spawning for a mob when chance setting is set to 0 inside minetest.conf ... make sure game is closed before editing this file as it can sometimes overwrite changes.
Last edited by TenPlus1 on Tue Jan 05, 2016 11:08, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by nyje » Tue Jan 05, 2016 11:08

Wow, thanks.
I do shut down between edits, the lines are in the file.
So can i guess from the code that a very high number reduces the spawn rate?
If so, what is the largest possible number (idk if lua has a maxint equivalent ;-)
Thanks again for the help.


Edit:
Amazing, thanks... off to git pull ;-)
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Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Tue Jan 05, 2016 13:12

TenPlus1 wrote:Tamed animals and npc's will not despawn and to make sure I have a single NPC and some pet fish on my sky platform in Xanadu... every other mob has a lifetimer or will despawn when out of range if that feature is enabled.


I will force remove_far_mobs to false, even though default is false an I did not change it.
Thank you
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Tue Jan 05, 2016 20:15

no go. Got to chickens and put in a fence, after a while they disappeared. Same with a sheep.

Is there a way I can debug this?
 

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Re: [Mod] Mobs Redo [1.23] [mobs]

by TenPlus1 » Tue Jan 05, 2016 20:17

are you taming the chickens with wheat seeds ? I've had the same chicken for a week on server and it's still there behind fence...
 

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