tobias@tobias-ubuntu:~$ minetest
Irrlicht Engine version 1.8.0
Linux 3.11.0-14-generic #21-Ubuntu SMP Tue Nov 12 17:04:55 UTC 2013 x86_64
Using renderer: OpenGL 4.3.12614
AMD Radeon HD 6320 Graphics: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Loaded texture: /usr/share/minetest/games/minetest_game/menu/icon.png
Loaded texture: /usr/share/minetest/games/minimal/menu/icon.png
Loaded texture: /home/tobias/.minetest/games/minitest/menu/icon.png
11:56:11: ACTION[main]: Factions mod : sauvegarde des informations de factions dans /home/tobias/.minetest/mods/factions/factions.txt
11:56:11: ACTION[main]: MOD: animalmaterials loading ...
11:56:11: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
11:56:11: ACTION[main]: MOBF: failed to open world specific config file
registering pattern dont_move
registering pattern run_and_jump_low
registering pattern stop_and_go
registering pattern swim_pattern1
registering pattern swim_pattern2
registering pattern flight_pattern1
MOD: mob framework mod 2.3.4 loaded
11:56:11: ACTION[main]: MOD: mobf_settings mod loading ...
11:56:11: ACTION[main]: MOD: mobf_settings mod version 0.9.1 loaded
11:56:11: ACTION[main]: MOD: mob_slime mod loading ...
11:56:11: ACTION[main]: adding mob slime_L
[ 29.600000]MOBF: registering new entity: ":mob_slime:slime_L"
11:56:11: ERROR[main]: ========== ERROR FROM LUA ===========
11:56:11: ERROR[main]: Failed to load and run script from
11:56:11: ERROR[main]: /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: attempt to call field 'exists' (a nil value)
11:56:11: ERROR[main]: stack traceback:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: in function 'setupmob'
11:56:11: ERROR[main]: ...e/tobias/.minetest/mods/animals_modpack/mobf/api.lua:126: in function 'mobf_add_mob'
11:56:11: ERROR[main]: ...as/.minetest/mods/animals_modpack/mob_slime/init.lua:491: in main chunk
11:56:11: ERROR[main]: ======= END OF ERROR FROM LUA ========
11:56:11: ERROR[main]: Server: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
11:56:12: ERROR[main]: ModError: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
I'm not sure exactly what the problem is, but I do know that it isn't because of linux.megavex wrote:This is probably a real noob question, but...
I can't get the MOB Framework to work. I downloaded both versions (GitHub and the primary link in the first post) and tried them both with the same method:
-Standard minetest game
-Extract to the "mods" folder in the minetest folder (I'm on ubuntu 13.10 by the way, so that should be /home/<username>/.minetest/mods)
-Rename to "animal_modpack"
-"Enable MP" in minetest, save
-"Play"
And then i get this error message: ModError: Failed to load and run /home/<username>/.minetest/mods/animals_modpack/mob_slime/init.lua
I checked the init.lua file and the terminal and the name of the mod(folder) should be right...
I disabled that one mob/mod, but it happens to all of them.
Here is the terminal output (World = WORLDNAME, Username = tobias):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
tobias@tobias-ubuntu:~$ minetest
Irrlicht Engine version 1.8.0
Linux 3.11.0-14-generic #21-Ubuntu SMP Tue Nov 12 17:04:55 UTC 2013 x86_64
Using renderer: OpenGL 4.3.12614
AMD Radeon HD 6320 Graphics: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Loaded texture: /usr/share/minetest/games/minetest_game/menu/icon.png
Loaded texture: /usr/share/minetest/games/minimal/menu/icon.png
Loaded texture: /home/tobias/.minetest/games/minitest/menu/icon.png
11:56:11: ACTION[main]: Factions mod : sauvegarde des informations de factions dans /home/tobias/.minetest/mods/factions/factions.txt
11:56:11: ACTION[main]: MOD: animalmaterials loading ...
11:56:11: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
11:56:11: ACTION[main]: MOBF: failed to open world specific config file
registering pattern dont_move
registering pattern run_and_jump_low
registering pattern stop_and_go
registering pattern swim_pattern1
registering pattern swim_pattern2
registering pattern flight_pattern1
MOD: mob framework mod 2.3.4 loaded
11:56:11: ACTION[main]: MOD: mobf_settings mod loading ...
11:56:11: ACTION[main]: MOD: mobf_settings mod version 0.9.1 loaded
11:56:11: ACTION[main]: MOD: mob_slime mod loading ...
11:56:11: ACTION[main]: adding mob slime_L
[ 29.600000]MOBF: registering new entity: ":mob_slime:slime_L"
11:56:11: ERROR[main]: ========== ERROR FROM LUA ===========
11:56:11: ERROR[main]: Failed to load and run script from
11:56:11: ERROR[main]: /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: attempt to call field 'exists' (a nil value)
11:56:11: ERROR[main]: stack traceback:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: in function 'setupmob'
11:56:11: ERROR[main]: ...e/tobias/.minetest/mods/animals_modpack/mobf/api.lua:126: in function 'mobf_add_mob'
11:56:11: ERROR[main]: ...as/.minetest/mods/animals_modpack/mob_slime/init.lua:491: in main chunk
11:56:11: ERROR[main]: ======= END OF ERROR FROM LUA ========
11:56:11: ERROR[main]: Server: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
11:56:12: ERROR[main]: ModError: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Am I doing doing something wrong? Is it because I'm using Ubuntu/linux? Or is it just a bug in the mod(, I doubt that since I haven't seen anyone else complain about this..)?
megavex wrote:...blabla...
Krock wrote:megavex wrote:...blabla...
Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.
megavex wrote:Krock wrote:megavex wrote:...blabla...
Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.
I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.
Iqualfragile wrote:megavex wrote:Krock wrote:
Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.
I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.
Do you have any other mods installed and enabled, if so: which; which version of minetest are you running? (minetest --version)
grey wrote:job. I've really been wanting to make some non-hostile mobs to bring some life to the generated world. Like tiny crabs that spawn around beaches and shores. And Little owls that spawn in forests.
Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals. The integration into mobf isn't perfect yet - getting a swan to swim isn't easy, and some other aspects are not perfect yet either. If you like to test it, get the mobf_animals repro from github.
Rabbits come in brown, grey and white (good for snowy landscapes):
http://mg.viewskew.com/mgoblin_media/media_entries/466/animal_rabbit_brown.pnghttp://mg.viewskew.com/mgoblin_media/media_entries/464/animal_rabbit_snow.pnghttp://mg.viewskew.com/mgoblin_media/media_entries/465/animal_rabbit_grey.png
A donkey you can actually ride on:
http://mg.viewskew.com/mgoblin_media/media_entries/468/animal_donkey.png
Butterflies:
http://mg.viewskew.com/mgoblin_media/media_entries/469/animal_butterfly.png
A swan:
http://mg.viewskew.com/mgoblin_media/media_entries/470/animal_swan.png
A turtle (hides inside its shell if you attack it!):
http://mg.viewskew.com/mgoblin_media/media_entries/467/animal_turtle.png
Although the mobf versions are not perfect yet, they are already more convincing in "behaviour" and movement than the simple mobs versions.
Thanks to AspireMint for the fine models and to sapier for mobf!
grey wrote:These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab. :)
Sokomine wrote:grey wrote:These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab. :)
Most of the work consists of creating a model with the program blender plus a texture for that model. Once you got that ready, adding a new mob with mobf is pretty easy. There is a nice wiki that explains mob creation in detail. You can of course also have a look at existing mobs and start from there.
A hermit crab would be very welcome at the shores of my world :-)
grey wrote:Is there a way to define where exactly a mob will spawn? For example, make hermit crabs spawn only on sand that's near water.
minetest.register_abm({
nodenames = {"clams:sandalgae"},
interval = 60,
chance = 15,
action = function(pos, node, active_object_count, active_object_count_wider)
local y = {x = pos.x, y = pos.y + 1, z = pos.z }
local yy = {x = pos.x, y = pos.y + 2, z = pos.z }
if minetest.get_node(pos).name == "clams:sandalgaeused" and
(minetest.get_node(y).name == "default:water_source" or
minetest.get_node(y).name == "noairblocks:water_sourcex") then
if minetest.get_node(pos).name == "clams:sandalgaeused" and
(minetest.get_node(yy).name == "default:water_source" or
minetest.get_node(yy).name == "noairblocks:water_sourcex") then
pos.y=pos.y+1
minetest.add_entity(pos, "clams:whiteshell") else
return
end
end
end,
})
jnharlin wrote:Could not open file of texture: character.png
Loaded mesh: npc_character.b3d:
jnharlin wrote:Could not open file of texture: character.png
Loaded mesh: npc_character.b3d:
Mcc457 wrote:With this mod, can you create your own animals/mobs and edit how often they spawn?
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