[Modpack] Animals Modpack [2.5] -- 2.6 approaching

zoot686
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by zoot686 » Wed Jan 30, 2013 05:35

(at least not without user enabling secondary spawning.... and even then mobs will be limited in those areas)


This might be a dumb question, but how do I do that, and other mobf commands for that matter?
Read through a few of the scripts and saw mention of them, and saw reference to using mobf_settings...........but no details exactly how to do that.
 

sapier
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by sapier » Wed Jan 30, 2013 19:13

You need a player with "mobf_admin" privilege. That player can call /mobf_settings press "Settings" button and make sure "Secondary spawning algorithm is enabled" is shown. After this restart minetest.
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J-Block
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by J-Block » Wed Jan 30, 2013 21:16

Okay, thanks. Also- when placing bad mobs, I believe one of them spawned inside the player again. It's not as extreme or often, though.
 

omarti05
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by omarti05 » Thu Jan 31, 2013 02:21

good mod
 

socramazibi
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by socramazibi » Thu Jan 31, 2013 09:11

Hello, I try to kill the animals and give only pushing, I'm not sure if I hurt or not.

Good mod, thanks

greetings
Forgive my English, but it is the translator of google.My Spanish.
My mod:
Pictures wool 1.0 3x5 , Charcoal+Textures , Map
 

sapier
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by sapier » Thu Jan 31, 2013 19:03

socramazibi due to minetests damage system you need to punch ... wait a second ... punch again.
If you keep punching continously you won't do any damage

@omarti05 thanks
Last edited by sapier on Thu Jan 31, 2013 19:04, edited 1 time in total.
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breinzter11
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by breinzter11 » Sat Feb 02, 2013 08:04

sapier wrote:not all animals are 3d right now but per default those available in 3d should be 3d. At least if you don't have set config file options.

how to settting i can get 3d animals ?
 

sapier
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by sapier » Sat Feb 02, 2013 10:14

@breinzter11 this quote is quite outdated all mobs are 3d for some time. You need to have a config parameter set to 2d mode in order to get 2d mobs.
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breinzter11
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by breinzter11 » Sun Feb 03, 2013 08:37

sapier wrote:@breinzter11 this quote is quite outdated all mobs are 3d for some time. You need to have a config parameter set to 2d mode in order to get 2d mobs.

i got error when try to install 2.0.2
15:35:21: ERROR[main]: ServerError: LuaError: error: ...inetest\animals_modpack-
2.0.2\mobf_settings\init.lua:38: attempt to call field 'settings_save' (a nil va
lue)
15:35:21: ERROR[main]: stack traceback:
In trans_func.
Access violation at 00F80000 write?=8 address=16252928
15:35:21: ERROR[main]: Some exception: "Access violation"


how to fix it . . . .
 

sapier
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by sapier » Sun Feb 03, 2013 15:54

@breinzter11 you've got an outdated minetest version try latest git...
If you have to use that minetest version delete the subfolder mobf_settings ... but you won't be able to change settings per gui if you do this.
I stronly recommend updating to mobf 2.0.3 too as there's a crash fixed with this version
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BZab
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by BZab » Mon Feb 04, 2013 22:27

1 Bug -> When i use bed and wake up vombies are still alive...
2. Can sb give craft/use list for items from this mod?
@Down in first post is link to download 2.0.4...
Last edited by BZab on Mon Feb 04, 2013 22:48, edited 1 time in total.
 

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Chinchow
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by Chinchow » Mon Feb 04, 2013 22:40

Why does the topic have 2.0.4?
When no update was announced
Sometimes, it's harder to think up a mod than it is to create it.
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sapier
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by sapier » Tue Feb 05, 2013 19:13

@Chinchow
updates aren't announced everytime especialy if it's a non crash bugfix only. Just check version number in first post.

@BZab
1. it's not a bug in mobf there would be a way to exchange information between bed mod and mobf. As there isn't a single bed mod put at least two I don't intend to run behind them.
2. have a look at first post there's a screenshot of all craftable items and their recieps

I suggest creating a leatherworking mod to become a reciep for saddle too. Maybe I'll make trader sell saddles for 2.1.
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BZab
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by BZab » Tue Feb 05, 2013 22:32

@up I use both (papirus, and PilzAdam's mods for beds)
@Ad.2 I looked at first post, but they are only FEW items, not all ;)
 

sapier
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by sapier » Tue Feb 05, 2013 23:21

@BZab
To make bed mod work bed mod would have to check all active objects if those are mobs and issue a cleanup command on those that are sun sensitive. Assuming that there may be quite a lot mobs around this may introduce lag.
Currently vombies will die soon after sun has risen. If a former unloaded mapblock is loaded and it's daytime sun sensitive mobs within it won't spawn. I can't do much more to avoid inconvenience on daytime switch.

Everything that can be crafted is in first post. If you find any craftable Item not included in first post plz tell me ;-)

I don't call collected mobs "items" nevertheless you may have it in inventory. There are items defined automaticaly for any mob enabled even for those you can't collect. I've added a list of included mods, this doesn't tell exactly what items are in but it's a starting point.

As ppl may enable, disable or even delete single mods/mobs from mobf I don't see any use in wasting time for creating a list that will be outdated most of time. Maybe I'll add a autogenerated list to mobf_settings some time but that's a feature enhancement for later times.

Edit1:
There's an additional class of items I haven't thought of by now as those are not mobf items but animalmaterials. As animalmaterials mod is included within animals modpack this may be a little bit missleading. There once was a separate thread for animalmaterials. Too many ppl didn't read lead post at all and did complain about mobf not working.
Last edited by sapier on Wed Feb 06, 2013 18:23, edited 1 time in total.
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jojoa1997
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by jojoa1997 » Thu Feb 07, 2013 02:17

i suggest having a different texture for each meat. make cooking each meat give a little more health than before.
Coding;
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aximx51v
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by aximx51v » Thu Feb 07, 2013 03:50

thanks for all your work at fixing all these bugs! but there is always more, it seems.. :P
the trader menu isn't working for me. it's just a small grayed out square in teh upper corner of my screen.
also, could you rearrange the vombie skin so typical minecraft/test player skins can be used?
 

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jojoa1997
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by jojoa1997 » Thu Feb 07, 2013 04:02

aximx51v wrote:thanks for all your work at fixing all these bugs! but there is always more, it seems.. :P
the trader menu isn't working for me. it's just a small grayed out square in teh upper corner of my screen.
also, could you rearrange the vombie skin so typical minecraft/test player skins can be used?
i think all the skins should be remade so people can create some skins themselves. also make templetes like this one(which is for the regular skin)
Image
Coding;
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celeave
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by celeave » Thu Feb 07, 2013 04:43

I need some help! I did install Mobf Version 2.0.4 and got this error while playing, please help

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
17:52:26: ERROR[main]: ServerError: LuaError: error: ...ete/worldmods/animals_modpack/mobf_settings/init.lua:25: attempt to call field 'show_formspec' (a nil value)
17:52:26: ERROR[main]: stack traceback:


BTW its the first time i tried to use this mod, so any guidance its welcome =)
Last edited by celeave on Thu Feb 07, 2013 04:44, edited 1 time in total.
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BZab
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by BZab » Thu Feb 07, 2013 09:06

Have ya got lataset git version of minetest?
 

Sokomine
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by Sokomine » Thu Feb 07, 2013 15:27

aximx51v and celeave, please get the latest development version of MineTest from git. The formspec the trader provides cannot be done with older versions. It's worth it.

The trader is a great thing. When you roam around your world exploring and suddenly discover one, that's always a good sight. It feels better if there are occasional buildings in singleplayer. And, of course, you can buy Mese.

The models and animations of the animals are really well done. The deer is great! Also the ostrich. And the other animals. They're fun to watch and make the world feel more lively.
A list of my mods can be found here.
 

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jojoa1997
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by jojoa1997 » Thu Feb 07, 2013 21:52

it would be cool to have a hostile mod that shoots arrows
Coding;
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12X tweaking to be just right
 

BZab
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by BZab » Thu Feb 07, 2013 22:13

Then cool will be easy option to turn on/off some mobs (not all) when i host server :D
@DOWN: THX, i was looking for it... w/o result
Last edited by BZab on Thu Feb 07, 2013 22:29, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Thu Feb 07, 2013 22:25

type in "/mobf_settings" you can decide what animals will be in the world. when you restart the settings will be in place.
Coding;
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celeave
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by celeave » Thu Feb 07, 2013 23:21

Sokomine wrote:aximx51v and celeave, please get the latest development version of MineTest from git. The formspec the trader provides cannot be done with older versions. It's worth it.

The trader is a great thing. When you roam around your world exploring and suddenly discover one, that's always a good sight. It feels better if there are occasional buildings in singleplayer. And, of course, you can buy Mese.

The models and animations of the animals are really well done. The deer is great! Also the ostrich. And the other animals. They're fun to watch and make the world feel more lively.


Thanks, it really works and i love this mod, the graphics are amazing =)
You can do anything, but not everything.
 

sapier
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by sapier » Fri Feb 08, 2013 21:25

Wow quite a lot of feedback for 2 days and not even a bug in there :-) thanks to everyone!

1) different graphics for different meat ... I was hoping someone could provide them ;-)
2) mob_npc uses standard minecraft skins, there's even a (unused) mob in there showing how this could be done for other mobs
3) recreating template skins for all other mobs ... NO ;-) at least I won't do this. I'm not a graphics guy I even hate creating graphics and this is really a lot of work to get it done. Especialy since I haven't completely understood UV-mapping in blender. This doesn't mean I'm against this suggestion, if someone provides it I'd gladly add it ... but plz have a look at file sizes ... models and textures are already too big.
4) hostile mob shooting arrows .... jojoa you already tried current mobf development version so you know support for this is already done in development branch ;-)
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jojoa1997
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by jojoa1997 » Fri Feb 08, 2013 21:44

sapier wrote:4) hostile mob shooting arrows .... jojoa you already tried current mobf development version so you know support for this is already done in development branch ;-)

That is where i got the idea for the arrow shooting hostile mobs. Also could you make the bones do something other than a sword. Maybe make them give health or something(an acid?)
Coding;
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sapier
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by sapier » Fri Feb 08, 2013 23:26

@jojoa1997 actually I was going to remove that sword to as with reduced mob live it's not necessary anymore
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Consolegamer29
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by Consolegamer29 » Fri Feb 08, 2013 23:39

The traders do not work and when mining it makes a popping noise...
 

sapier
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by sapier » Sat Feb 09, 2013 01:33

@Consolegamer29 traders do work ... read upper part of page ... if you do have latest git version of minetest please be more precise about "do not work"
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