[Mod] Not So Simple Mobs [3.0] [nssm]

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Sun Nov 13, 2016 23:54

We are testing it! If you want to try it we will be very happy and you can taste our mod... You can do it on Taikedz's specific server or downloading the mods (nssm+nssb) by the links that you can find some posts before.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Kosmos » Mon Nov 14, 2016 15:59

I love nssm and nssb it's woderful.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Mon Nov 14, 2016 16:07

Right. On my server I added shops to buy eggs to try out the mobs directly rather than making people look for them. Purchase currency is energy globes :-P

Still i do encourage seeking new biomes and checking spawn rates etc. Not sure yet how to build a portal to morlendor but will get that going when i can. Test test test.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Nov 14, 2016 16:11

taikedz wrote:
npx wrote:On my pc they works fine, have you tried them on Taikedz's server?


Please test on my server indeed. The server updates from nssm/development and nssb/development and then reboots, every hour, so any changes npx pushes there will be available within the same hour

There is also a /bugreport command in case you find a map gen error or such and need to report the location

I will be adding a way to give out monster eggs too so people can test the monsters more easily, sometime today.


I tested new version of mod in your server, but there no really to survive for strong mobs, because in the new update they are becoming stronger and aggresiver than in the version 2.4
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Nov 14, 2016 16:12

When will final testing of mod and will come update?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Mon Nov 14, 2016 16:17

NPX, couldn`t you add new sounds for Sand Worm and Signo Signo?Sandonisc, new Blocos, horses, boubleb, Bloco Base, Pupumolle and unicorns will be added in a future version (probably 3.1 version)?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Mon Nov 14, 2016 21:59

taikedz wrote:Right. On my server I added shops to buy eggs to try out the mobs directly rather than making people look for them. Purchase currency is energy globes :-P

Still i do encourage seeking new biomes and checking spawn rates etc. Not sure yet how to build a portal to morlendor but will get that going when i can. Test test test.


There is a schematic in nssb, it is simply called "portal" you can add it where you want
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Tue Nov 15, 2016 15:50

npx wrote:
taikedz wrote:Right. On my server I added shops to buy eggs to try out the mobs directly rather than making people look for them. Purchase currency is energy globes :-P

Still i do encourage seeking new biomes and checking spawn rates etc. Not sure yet how to build a portal to morlendor but will get that going when i can. Test test test.


There is a schematic in nssb, it is simply called "portal" you can add it where you want


Besides why all the schematics in Not So Simple Buildings have format "mts"?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Tue Nov 15, 2016 16:42

Hi npx

I got this just now from a mob that seems to have a tail (morlu, by the looks of the logs).... it looks like it was stealing stuff from me (my admin boots!! nooo!! :-P)

I killed it just as it was stealing my boots

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
2016-11-15 16:34:48: ERROR[Main]: ServerError: Runtime error from mod 'nssm' in callback environment_Step(): ...m3/minetest-2016-11-10/bin/../mods/mo
bs_redo/api.lua:91: attempt to perform arithmetic on a nil value
2016-11-15 16:34:48: ERROR[Main]: stack traceback:
2016-11-15 16:34:48: ERROR[Main]:       ...m3/minetest-2016-11-10/bin/../mods/mobs_redo/api.lua:91: in function 'set_velocity'
2016-11-15 16:34:48: ERROR[Main]:       .../minetest-2016-11-10/bin/../mods/nssm/mobs/morlu.lua:194: in function 'func'
2016-11-15 16:34:48: ERROR[Main]:       ...sm3/minetest-2016-11-10/bin/../builtin/game/misc.lua:34: in function '?'
2016-11-15 16:34:48: ERROR[Main]:       ...minetest-2016-11-10/bin/../builtin/game/register.lua:412: in function <...minetest-2016-11-10/bin/../built
in/game/register.lua:392>


Around line 91 of my mobs_redo file is like this:

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
set_velocity = function(self, v)

        local yaw = self.object:getyaw() + self.rotate or 0

        self.object:setvelocity({
                x = sin(yaw) * -v,
                y = self.object:getvelocity().y,
                z = cos(yaw) * v
        })
end


Line 91 is the yaw calculation...

morlu.lua line 94 is

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
                                                                set_velocity(self, 4)


I think the self == nil check should be in NSSm since the latency comes from there? setyaw() rightly expects the correct parameters to be passed... RFC.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Tue Nov 15, 2016 16:44

npx wrote:There is a schematic in nssb, it is simply called "portal" you can add it where you want



Ahaa.... you don't build it, it's part of the mapgen.... gotcha ;-)

Morlendor transport added to the test server near spawn.
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Tue Nov 15, 2016 20:44

taikedz wrote:Hi npx

I got this just now from a mob that seems to have a tail (morlu, by the looks of the logs).... it looks like it was stealing stuff from me (my admin boots!! nooo!! :-P)

I killed it just as it was stealing my boots

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
2016-11-15 16:34:48: ERROR[Main]: ServerError: Runtime error from mod 'nssm' in callback environment_Step(): ...m3/minetest-2016-11-10/bin/../mods/mo
bs_redo/api.lua:91: attempt to perform arithmetic on a nil value
2016-11-15 16:34:48: ERROR[Main]: stack traceback:
2016-11-15 16:34:48: ERROR[Main]:       ...m3/minetest-2016-11-10/bin/../mods/mobs_redo/api.lua:91: in function 'set_velocity'
2016-11-15 16:34:48: ERROR[Main]:       .../minetest-2016-11-10/bin/../mods/nssm/mobs/morlu.lua:194: in function 'func'
2016-11-15 16:34:48: ERROR[Main]:       ...sm3/minetest-2016-11-10/bin/../builtin/game/misc.lua:34: in function '?'
2016-11-15 16:34:48: ERROR[Main]:       ...minetest-2016-11-10/bin/../builtin/game/register.lua:412: in function <...minetest-2016-11-10/bin/../built
in/game/register.lua:392>


Around line 91 of my mobs_redo file is like this:

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
set_velocity = function(self, v)

        local yaw = self.object:getyaw() + self.rotate or 0

        self.object:setvelocity({
                x = sin(yaw) * -v,
                y = self.object:getvelocity().y,
                z = cos(yaw) * v
        })
end


Line 91 is the yaw calculation...

morlu.lua line 94 is

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
                                                                set_velocity(self, 4)


I think the self == nil check should be in NSSm since the latency comes from there? setyaw() rightly expects the correct parameters to be passed... RFC.


It is a really strange bug because if you kill it that function should not be executed, anyway I added the check so that it doesn't happen any more. Thank You for the report

Andrey01 wrote:
npx wrote:
taikedz wrote:Right. On my server I added shops to buy eggs to try out the mobs directly rather than making people look for them. Purchase currency is energy globes :-P

Still i do encourage seeking new biomes and checking spawn rates etc. Not sure yet how to build a portal to morlendor but will get that going when i can. Test test test.


There is a schematic in nssb, it is simply called "portal" you can add it where you want


Besides why all the schematics in Not So Simple Buildings have format "mts"?


".mts" is the standard schematic format used by minetest
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Wed Nov 16, 2016 15:19

Hello, NPX, you haven`t updated still "Not So Complicated Guide" for version 2.4, because there`s no new mobs (Giant Sandworm, Sand Bloco and XgalOctopus) and ever haven`t updating guide in Nssm Development, although there is new version 3.0
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by taikedz » Wed Nov 16, 2016 15:32

The guide is for version 2.4 -- and version 2.4 has not changed :-P

@npx - found your bones on the server :-P

Morvalar egg has been commented out - is this intentional?

Also, the egg name should match the mob name - allows captured mobs to become eggs (but that's just my preference :-P) ;-)
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Thu Nov 17, 2016 16:25

taikedz wrote:The guide is for version 2.4 -- and version 2.4 has not changed :-P

@npx - found your bones on the server :-P

Morvalar egg has been commented out - is this intentional?

Also, the egg name should match the mob name - allows captured mobs to become eggs (but that's just my preference :-P) ;-)


I meant need update guide for version 2.3 (there were new mobs:Giant Sandworm, Sand Bloco and Xgal Octopus) and version 2.4 was updated (was added Hellzone Grenade and were fixed some errors)
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by Andrey01 » Sun Nov 20, 2016 16:33

I am tired to wait new update yet... When will it come?
 

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Re: [Mod] Not so simple mobs v2.4 [nssm]

by npx » Wed Nov 23, 2016 00:09

Andrey01 wrote:I am tired to wait new update yet... When will it come?


Now! Enjoy the new version!
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Wed Nov 23, 2016 00:11

Nota: Not So Simple Server will not update immediately....!

Npx: YAY!!!!!
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Wed Nov 23, 2016 00:14

You are the best one! ;)
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Kosmos » Wed Nov 23, 2016 05:24

Yay, the new update looks good.
Give it a new guide for the mod?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Wed Nov 23, 2016 09:57

Hurraaay!New version is came!!
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Wed Nov 23, 2016 09:59

Sandonisc, Bloco Base, Pupumolle, Boubleb, horses, unicorns and new blocos will be in a next version?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Wed Nov 23, 2016 10:01

Probably will be in future new version 4.0?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Wed Nov 23, 2016 22:23

We don't want Nssm to be only a mod with a huge amount of mobs with nothing special... We won't add illogically all the old or wip mobs, we want to take care also about the biological side of the biomes as the mobs were real animals.
Probably in the future we will work on the existing mobs in order to improve them.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Thu Nov 24, 2016 01:26

npx wrote:we want to take care also about the biological side of the biomes as the mobs were real animals.


Where would the unicorns live? :-P

Maybe activate them, but only present if some other mod is loaded (do not announce, make it an "easter egg" :-P)
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Thu Nov 24, 2016 17:20

I am suggestion to do to you new dimension - Sky World or Paradise (world of flying islands) in a next update.The more dimensions the more interesting to play in game and to explore world. Also i am suggestion to add more different biomes (forests, islands, mountains and etc...).
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Sat Nov 26, 2016 17:16

Why Ant Workers are hostile?Really aren`t they neytral?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Tue Nov 29, 2016 15:40

npx, couldn`t you do links for downloads of past versions:1.0, 1.1, 2.0, 2.1, 2.2.1, 2.3, 2.4?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Thu Dec 01, 2016 23:31

We have made Ant Workers hostile...
Link for the 2.0 https://www.dropbox.com/s/y6l2m0dy5ogmj ... 0.zip?dl=0
Link for the 2.2 https://www.dropbox.com/s/4mvphoqi4y9pa ... 2.zip?dl=0
We will try to find the other versions, maybe from Github you can download the older versions.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Nathan.S » Fri Dec 02, 2016 02:11

The older versions can be downloaded from git, but they were never released as versions, so you'd need to find the commits and download that specific commit to get that version.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Fri Dec 02, 2016 16:10

npx wrote:We have made Ant Workers hostile...
Link for the 2.0 https://www.dropbox.com/s/y6l2m0dy5ogmj ... 0.zip?dl=0
Link for the 2.2 https://www.dropbox.com/s/4mvphoqi4y9pa ... 2.zip?dl=0
We will try to find the other versions, maybe from Github you can download the older versions.

Thank you, but... i mean to do to you these links in the first post for everybody users, no only for me
 

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