[Mod] Simple Mobs [mobs]

User avatar
Achilles
Member
 
Posts: 246
Joined: Sun Dec 15, 2013 11:55
In-game: Achilles

Re: [Mod] Simple Mobs [mobs]

by Achilles » Thu Jul 03, 2014 22:15

Is there a command to gain spawn eggs or something of the sort to spawn mobs/monsters? A '/giveme' command I mean...
 

User avatar
Casimir
Member
 
Posts: 1101
Joined: Fri Aug 03, 2012 16:59

Re: [Mod] Simple Mobs [mobs]

by Casimir » Thu Jul 03, 2014 23:35

/spawnentity mobs:sand_monster
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: [Mod] Simple Mobs [mobs]

by Calinou » Fri Jul 04, 2014 09:42

Casimir wrote:/spawnentity mobs:sand_monster


This one requires the “server” privilege, not the “give” one.

I'm adding the ability to spawn all mobs using items in this mod.
 

User avatar
Achilles
Member
 
Posts: 246
Joined: Sun Dec 15, 2013 11:55
In-game: Achilles

Re: [Mod] Simple Mobs [mobs]

by Achilles » Sat Jul 05, 2014 21:48

Thanks a lot :)
 

Megazell
New member
 
Posts: 4
Joined: Tue Mar 11, 2014 14:10

Re: [Mod] Simple Mobs [mobs]

by Megazell » Tue Jul 22, 2014 23:01

I have Minetest (Software Center) installed on 10 computers that are identical to each other all running Lubuntu.

On 6 of them the mod works 100% with no problems. One 4 of them the mobs are invisible with a can not load mesh error at the top as they attack the player. I did some digging but have not found a solution for this.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

Re: [Mod] Simple Mobs [mobs]

by Topywo » Wed Jul 23, 2014 12:07

Megazell wrote:I have Minetest (Software Center) installed on 10 computers that are identical to each other all running Lubuntu.

On 6 of them the mod works 100% with no problems. One 4 of them the mobs are invisible with a can not load mesh error at the top as they attack the player. I did some digging but have not found a solution for this.



Could it be you installed minetest from the Lubuntu software center under different Lubuntu versions? Iirc the minetest versions can differ (are upgraded) in Lubuntu versions.

I personally prefer to use (one of the) latest dev versions of minetest.
 

Megazell
New member
 
Posts: 4
Joined: Tue Mar 11, 2014 14:10

Re: [Mod] Simple Mobs [mobs]

by Megazell » Wed Jul 23, 2014 12:10

I will look into that. Each computer was installed with Lubuntu at the same time. I will check the versions on the 6 machines not working right.
 

Megazell
New member
 
Posts: 4
Joined: Tue Mar 11, 2014 14:10

Re: [Mod] Simple Mobs [mobs]

by Megazell » Thu Jul 24, 2014 22:26

They are all using the same version 0.4.9.
 

HANNAHBOO
New member
 
Posts: 2
Joined: Fri Aug 29, 2014 23:13

Re: [Mod] Simple Mobs [mobs]

by HANNAHBOO » Fri Aug 29, 2014 23:43

Can I get a step by step instructions how dowloading mods. I try but seem to be doing something wrong. I have 4.10 version I think.
 

User avatar
balthazariv
Member
 
Posts: 214
Joined: Mon Apr 07, 2014 15:48

Re: [Mod] Simple Mobs [mobs]

by balthazariv » Sat Aug 30, 2014 00:11

HANNAHBOO wrote:Can I get a step by step instructions how dowloading mods. I try but seem to be doing something wrong. I have 4.10 version I think.


You must download here :
https://github.com/PilzAdam/mobs/zipball/master

After you extract the files and rename the folder "PilzAdam-mobs-c49cc47" to "mobs"
You must place the new folder "mobs" to you mods directory in minetest.
It's the same for all mods. Sometimes mods involve other mods that you find in the depends.
You can also read the wiki http://dev.minetest.net/Installing_Mods
 

User avatar
Achilles
Member
 
Posts: 246
Joined: Sun Dec 15, 2013 11:55
In-game: Achilles

Re: [Mod] Simple Mobs [mobs]

by Achilles » Wed Sep 10, 2014 18:37

Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?
The Ironic Thing About Common Sense Is That It Isn't Very Common
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [Mod] Simple Mobs [mobs]

by Krock » Wed Sep 10, 2014 18:43

Achilles wrote:Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?

https://github.com/PilzAdam/mobs/blob/m ... t.lua#L395
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
/spawnentity mobs:fireball
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: [Mod] Simple Mobs [mobs]

by Calinou » Wed Sep 10, 2014 20:10

Krock wrote:
Achilles wrote:Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?

https://github.com/PilzAdam/mobs/blob/m ... t.lua#L395
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
/spawnentity mobs:fireball


You are likely to immediatly get hit by the fireball, taking damage and spawning fire around you.
 

User avatar
Achilles
Member
 
Posts: 246
Joined: Sun Dec 15, 2013 11:55
In-game: Achilles

Re: [Mod] Simple Mobs [mobs]

by Achilles » Thu Sep 11, 2014 14:31

Calinou wrote:
Krock wrote:
Achilles wrote:Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?

https://github.com/PilzAdam/mobs/blob/m ... t.lua#L395
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
/spawnentity mobs:fireball


You are likely to immediatly get hit by the fireball, taking damage and spawning fire around you.


Thanks again for helping me here and for your consideration
 

User avatar
indriApollo
Member
 
Posts: 144
Joined: Fri Sep 26, 2014 11:34
GitHub: indriApollo
IRC: indriApollo
In-game: SudoAptGetPlay

Re: [Mod] Simple Mobs [mobs]

by indriApollo » Fri Oct 10, 2014 20:53

Hi, I've these annoying messages while playing on a server.
Since lua errors are real-time logged to debug.txt in the latest minetest builds, it hangs the game when warnings occur.
Sapier suggested models beeing broken, anyone ?
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Simple Mobs [mobs]

by TenPlus1 » Sat Oct 11, 2014 08:27

The errors are references inside each of the mob .x files looking for a texture that isnt available... They can be ignored or you can try the Mobs Redo mod where they have been removed...

viewtopic.php?f=11&t=9917
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: [Mod] Simple Mobs [mobs]

by 4aiman » Sat Oct 11, 2014 17:48

One can open every *.x file and delete/rename texture to smth that IS present in textures folder :)
Alternatively one could've left texture names as they were ;)
 

User avatar
LodeRunner
Member
 
Posts: 25
Joined: Mon Nov 17, 2014 03:14

Re:

by LodeRunner » Mon Nov 17, 2014 03:54

Folks,

This is my first post, but I've been lurking for a while, reading as much as I can, learning lua, and learning the game. I know some of several different languages and have been a modder for a while on several different programs, so forgive me for jumping in with both feet right away.

A post a few pages ago was very interesting to me, as I was asking some of the same questions:

ak399g wrote:Four questions:
1.) Possible to create flying mobs?
2.) Possible to have certain mobs jump higher than others?
3.) How to change the Dungeon Master's fireball attack to only igniting flammable objects and air instead of every node?
4.) When I shoot a mob to death with your throwing mod, they don't drop anything.


I don't know about Item #1 or #2, but I do have some answers about the last two:

3) In the lua file for the Dungeon Master, there is a line of code near the bottom that prevents the fireballs from destroying default:obsidian and ethereal:obsidian block (or something close to that). In the Calinou-Carbone_mobs mod, the fireballs are set NOT to destroy furnaces, chests, and a few other items. I am guessing that you could just add some additional "and" nodes to the "if/then" statement and that would do it. You could also drop the random percentage that causes any non-flammable nodes to be set on fire (found right after the "and" statements). A more elegant solution would be to initialize a Group and designate it in the code, that way you could just edit the Group table rather than the if/then statement itself. Does anyone know how to do this? I'd like to create something similar to the skeletons in MC that would shoot less powerful arrows but I'm still learning lua. :-P

4) On line 650-ish of the mobs api.lua, there is a statement that goes something like:

"if hitter and hitter:is_player() then -- and hitter:get_inventory() then"

with the items after the -- commented out. Since the arrows from the throwing mod are shot by the player but are not the player per se, I think the program is not issuing the drop commands. I commented out the portion about "hitter:is_player()" and then went outside and shot some sheep (poor sheep, they always get used for tests). Every one dropped a mutton chop for me, and the cows and the chickens dropped their brand of food as well. I haven't tried extensively on any hostile mobs yet, so this may vary, but I'm working on it. As a side effect, this may allow hostile mobs to shoot each other, kind of like the skeletons in MC. Not sure of this yet, though.

Hope this helps people with their own modding!
LodeRunner
Wait...didn't I just explore this cavern?
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

Re: [Mod] Simple Mobs [mobs]

by 4aiman » Mon Nov 17, 2014 09:24

The first one is easy.
Moreover, Blockman's 'creatures' mod has a ghost.
My 'adbs' mod offers the opportunity to add a flying mob with a simple change of a flag 'flying'. (But that one is inseparable from Magichet.)

The second one is not a problem for most of forks of Adam's 'mobs' (AFAIK, it was Electric Solstice who had changed mob definition to use meta tables). All one need to do is to redefine jump.
I don't remember, but it seems to me that there was an opportunity to use a flag with jump height too.
 

User avatar
LodeRunner
Member
 
Posts: 25
Joined: Mon Nov 17, 2014 03:14

Re: [Mod] Simple Mobs [mobs]

by LodeRunner » Mon Nov 24, 2014 00:53

Folks,

Just a quick follow-up to my last post.

ak399g asked why the throwing mod doesn't cause mobs to drop anything when killed. I answered:

4) On line 650-ish of the mobs api.lua, there is a statement that goes something like:

"if hitter and hitter:is_player() then -- and hitter:get_inventory() then"

with the items after the -- commented out. Since the arrows from the throwing mod are shot by the player but are not the player per se, I think the program is not issuing the drop commands. I commented out the portion about "hitter:is_player()" and then went outside and shot some sheep (poor sheep, they always get used for tests). Every one dropped a mutton chop for me, and the cows and the chickens dropped their brand of food as well. I haven't tried extensively on any hostile mobs yet, so this may vary, but I'm working on it. As a side effect, this may allow hostile mobs to shoot each other, kind of like the skeletons in MC. Not sure of this yet, though.


Since that post, I have tested my solution on hostile mobs and yes, they do drop their designated items when killed. I did not get them to shoot each other (didn't have 2 DMs present at the same time), so I don't know if mobs will drop items when killed by each other (or if they can kill each other).

Hope this helps!
LodeRunner
Wait...didn't I just explore this cavern?
 

User avatar
Ikishida
Member
 
Posts: 107
Joined: Sat Aug 17, 2013 08:02

Re: [Mod] Simple Mobs [mobs]

by Ikishida » Mon Dec 01, 2014 09:20

How do I disable spawning? I just want to use limited mobs,I don't wan't them to spawn.
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

Re: [Mod] Simple Mobs [mobs]

by PilzAdam » Sat Dec 06, 2014 12:09

Ikishida wrote:How do I disable spawning? I just want to use limited mobs,I don't wan't them to spawn.

By reading the first post.
 

LonelyCrow
New member
 
Posts: 2
Joined: Sat Jan 10, 2015 16:17
In-game: Lonelycrow

Re: [Mod] Simple Mobs [mobs]

by LonelyCrow » Sat Jan 10, 2015 18:20

The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

Re: [Mod] Simple Mobs [mobs]

by Topywo » Sat Jan 10, 2015 21:49

LonelyCrow wrote:The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?



Look for the file: debug.txt (must be the same folder as minetest.exe).
Then search for ERROR and copy/paste the ERROR-lines here. It will be easier to see what went wrong.


Edit: Only do this if Maikerumine's solution doesn't work (post under this one). I bet he hit the mark :-)
Last edited by Topywo on Sat Jan 10, 2015 21:56, edited 1 time in total.
 

User avatar
maikerumine
Member
 
Posts: 946
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: [Mod] Simple Mobs [mobs]

by maikerumine » Sat Jan 10, 2015 21:52

LonelyCrow wrote:The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?

Your file path should be:
C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods\mobs

The changing of the mods folder to mobs breaks the game.
The red is supposed be called mods, then add the "mobs" folder there.

Forgive me if I am not hitting the mark.

[EDIT]

Also, I would create a folder in your D: directory-if you have one- straight up named MINETEST, then have all your minetest stuff there. Windows sometimes doesn't like writing to the C directory on newer versions of M$.

Just my two cents.
 

User avatar
Napiophelios
Member
 
Posts: 752
Joined: Mon Jul 07, 2014 01:14
GitHub: Napiophelios
IRC: Nappi
In-game: Nappi

Re: [Mod] Simple Mobs [mobs]

by Napiophelios » Sun Jan 11, 2015 01:15

Topywo wrote:
LonelyCrow wrote:The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?



Look for the file: debug.txt (must be the same folder as minetest.exe).
Then search for ERROR and copy/paste the ERROR-lines here. It will be easier to see what went wrong.


Edit: Only do this if Maikerumine's solution doesn't work (post under this one). I bet he hit the mark :-)



I bet he didn't :)

How could he possibly enable the mod in the game menu if he renamed the mods folder to mobs?
I believe you guys have misread his post...or he is mistaken in what he has posted.

regardless without the debug text info its a mystery.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

Re: [Mod] Simple Mobs [mobs]

by Topywo » Sun Jan 11, 2015 21:45

Napiophelios wrote: I bet he didn't :)

How could he possibly enable the mod in the game menu if he renamed the mods folder to mobs?



Well he did ...eh, hmmm and then...


/hides
 

Sick-D!!
Member
 
Posts: 24
Joined: Mon Jan 12, 2015 15:36
GitHub: Sick-D
IRC: Sick-D
In-game: Sick-D

Re: [Mod] Simple Mobs [mobs]

by Sick-D!! » Mon Jan 12, 2015 15:46

Hi :D

i'm new in here, so, sorry if my english is not as fluent as it seems :D

-> does this mod work with mt 0.4.11 on ubuntu???
Some Videos in German?[in BlockLiebeCity] https://www.youtube.com/user/SickDDubstep

Twitter https://twitter.com/SickD_LP

Interestet to play with us in BlockLiebeCity? Contact me!
Just want to Visit BlockLiebeCity ??
Server: blockliebecity.2nk.de:30000 (IPv6 Only!!)

Bye bye ;)
 

LadyErin
New member
 
Posts: 1
Joined: Tue Jan 13, 2015 15:32
GitHub: LadyErin
IRC: LadyErin
In-game: LadyErin

Re: [Mod] Simple Mobs [mobs]

by LadyErin » Tue Jan 13, 2015 16:49

Can you make some cows and chickens or make sure you can breed the sheep with weed?

I would love if you do :)
Exuse me sir i'm a lady!
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: [Mod] Simple Mobs [mobs]

by Calinou » Tue Jan 13, 2015 17:13

Sick-D!! wrote:Hi :D

i'm new in here, so, sorry if my english is not as fluent as it seems :D

-> does this mod work with mt 0.4.11 on ubuntu???


Yes, it does.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 56 guests

cron