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

Ziie
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by Ziie » Fri May 10, 2013 13:46

How to Delete/Take Back The Zombies or Animals ??
 

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rubenwardy
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by rubenwardy » Fri May 10, 2013 13:47

Ziie wrote:How to Delete/Take Back The Zombies or Animals ??


/clearobjects deletes every mob and dropped item (slow)

or you can just kill them.
Last edited by rubenwardy on Fri May 10, 2013 13:47, edited 1 time in total.
 

sapier
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by sapier » Fri May 10, 2013 13:49

a little bit less invasive way is just disabling the vombie mob and selecting delete disabled mobs within settings
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PilzAdam
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by PilzAdam » Fri May 10, 2013 14:59

sapier wrote:a little bit less invasive way is just disabling the vombie mob and selecting delete disabled mobs within settings

... or use my clean mod.
Sapier, maybe you could provide a modified clean mod that contains all the mob names if someone wants to remove mobf?
 

sapier
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by sapier » Fri May 10, 2013 17:18

cleanup is implemented for almost half a year now I can't help if anyone is to lazy to read documentation or one of at least 5 posts it's mentioned.

mobf isn't a simple one line mod plz read doc and at least some pages of this thread before complaining about things already included for ages
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PilzAdam
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by PilzAdam » Fri May 10, 2013 17:28

The clean mod is much smaller. If you want to remove mobf then its better to have only this small mod arround.
 

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Inocudom
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by Inocudom » Tue May 14, 2013 00:20

This is the most interesting mobs mod there is for Minetest. I hope that servers will be able to use it one day. I think it would work better if Minetest itself had new entity classifications for mobs within it.
 

vktRus
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by vktRus » Thu May 16, 2013 21:36

How to kill slime? When I kill one, then comes the second.
 

shaneroach
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by shaneroach » Wed May 22, 2013 01:20

When using this mod I always seem to get this same error - 20:16:27: ERROR[main]: Client: Cannot create image from data of file "animal_dm_mesh2.jpg"

A little debug file context.

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
20:16:27: INFO[main]: Client: Received files: bunch 0/2 files=1 size=9860
20:16:27: VERBOSE[main]: Client: Attempting to load image file "animal_dm_mesh2.jpg"
20:16:27: ERROR[main]: Client: Cannot create image from data of file "animal_dm_mesh2.jpg"
20:16:27: INFO[main]: Client: Failed to load received media: "animal_dm_mesh2.jpg". Not caching.


Doesn't seem to be doing anything harmful, but then I can't see all the animals out there wandering around. lol

4.6 is my version of Minetest. I have several mods, but it doesn't seem to matter which ones I remove or replace. Remove the animals mod though and bing - no more error.
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sapier
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by sapier » Wed May 22, 2013 11:45

animal_dm_meshw.jpg2 ??? there shouldn't be any jpg files within mobf if this was added by mistake I'm gona fix it. until then just find this file and delete it.
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by shaneroach » Wed May 22, 2013 12:56

sapier wrote:animal_dm_meshw.jpg2 ??? there shouldn't be any jpg files within mobf if this was added by mistake I'm gona fix it. until then just find this file and delete it.


What is a dm anyhow? Looks like a shaggy Strong Mad.

this jpg is in the textures folder of the dm. Thanks for the tip!
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rubenwardy
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by rubenwardy » Wed May 22, 2013 12:59

Dungeon Master.

It is/was a 'trademark' of Minetest 0.3
Last edited by rubenwardy on Wed May 22, 2013 12:59, edited 1 time in total.
 

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by shaneroach » Wed May 22, 2013 13:04

rubenwardy wrote:Dungeon Master.

It is/was a 'trademark' of Minetest 0.3


Oh. I did see references to that on the forums here. I sure thought I saw screen shots of that DM as a more sinister looking critter.
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by PilzAdam » Wed May 22, 2013 13:17

shaneroach wrote:
rubenwardy wrote:Dungeon Master.

It is/was a 'trademark' of Minetest 0.3


Oh. I did see references to that on the forums here. I sure thought I saw screen shots of that DM as a more sinister looking critter.

The Dungeon Master was was one of the mobs that were in 0.3. It throws fireballs at the player and can cause huge damage. The ones were the rat, wich you can cook and eat, and the Oerkki wich was a ghost looking thing.
All of these mobs are in my Simple Mobs mod, if you want to try them out. Although they have a 3D model now.
 

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by shaneroach » Wed May 22, 2013 13:23

PilzAdam wrote:
shaneroach wrote:
rubenwardy wrote:Dungeon Master.

It is/was a 'trademark' of Minetest 0.3


Oh. I did see references to that on the forums here. I sure thought I saw screen shots of that DM as a more sinister looking critter.

The Dungeon Master was was one of the mobs that were in 0.3. It throws fireballs at the player and can cause huge damage. The ones were the rat, wich you can cook and eat, and the Oerkki wich was a ghost looking thing.
All of these mobs are in my Simple Mobs mod, if you want to try them out. Although they have a 3D model now.


Not gonna make it into the default game eh? Is there a thread anywhere about the plans for minetest-game?
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by rubenwardy » Wed May 22, 2013 14:39

 

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by sapier » Thu May 23, 2013 10:48

all of those mobs (rat dm oerkki) are included within mobf too pilzadam ;-P and of course 3d as well as 2d
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by shaneroach » Thu May 23, 2013 13:16

sapier wrote:all of those mobs (rat dm oerkki) are included within mobf too pilzadam ;-P and of course 3d as well as 2d


OOPs. So I don't need animals if I have modf?
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Mossmanikin
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by Mossmanikin » Fri May 24, 2013 07:04

Love this mod!
Use it almost all the time.
Can't imagine doing without.

Noob 4 life!
My stuff
 

vktRus
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by vktRus » Sun May 26, 2013 15:58

Adjust the algorithm respawn. I added mobf mod after the world was created. Now the animals appear only in the new territories. There is no animal on the old areas that were created before adding the mod.
 

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by sapier » Mon May 27, 2013 14:00

vktRus that's not a bug but a feature. abm based spawning is quite heavy and adds lag. that's why secondary spawning is disabled by default. If you enable it you get some mobs in "old" areas too but not all. e.g. vombies boombomb ...
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by vktRus » Thu May 30, 2013 08:00

sapier wrote:If you enable it you get some mobs in "old" areas too but not all. e.g. vombies boombomb ...

Add a test, is there somewhere near such a mob. Even now you can meet a few sheep, which are on the same point.
 

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by tinoesroho » Thu May 30, 2013 13:35

Brother mine went testing. He liked it, he did. Especially the part when the wolves went hunting. He does wish they went in packs, though.

Funny story about spawning. A big cow spawned on top of a trader in a house. Funniest sight ever- don't ask me what the guy was doing under the cow!
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by sapier » Fri May 31, 2013 18:08

there is a check to not spawn mobs next to another mob of same type, unfortunately there was a bug. it's fixed in dev but it's not compatible to current master.
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hansuke123
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by hansuke123 » Fri May 31, 2013 19:01

yei
 

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by oxenfreedan » Mon Jun 03, 2013 12:54

How do you use trader?
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
I've played minetest since 0.3.1 came out!
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vktRus
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by vktRus » Mon Jun 03, 2013 13:16

Right click.
 

Utilizador Anónimo
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by Utilizador Anónimo » Fri Jun 07, 2013 23:13

Hello.

I found a bug when vombie comes near to me, appear this error and the game shuts down:

OS= Ubuntu 13.04
Minetest 0.4.7

ERROR[main]: ServerError: LuaError: error running function 'on_step': /usr/share/minetest/builtin/deprecated.lua:41: bad argument #6 to 'func' (string expected, got no value)
 

vktRus
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by vktRus » Sat Jun 08, 2013 00:01

Utilizador Anónimo wrote:bad argument #6 to 'func'
confirm
 

kahrl
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by kahrl » Sat Jun 08, 2013 00:53

Can you try if the following change to minetest.find_path has any effect?

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
diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp
index a287281..689ff53 100644
--- a/src/script/lua_api/l_env.cpp
+++ b/src/script/lua_api/l_env.cpp
@@ -572,7 +572,7 @@ int ModApiEnvMod::l_find_path(lua_State *L)
     unsigned int max_jump       = luaL_checkint(L, 4);
     unsigned int max_drop       = luaL_checkint(L, 5);
     algorithm algo              = A_PLAIN_NP;
-    if(! lua_isnil(L, 6)) {
+    if(! lua_isnoneornil(L, 6)) {
         std::string algorithm       = luaL_checkstring(L,6);
 
         if (algorithm == "A*")
 

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