[Modpack] Creatures MOB-Engine [2.3.1] [cme]

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Re: [Mod] Creatures [1.1.5 beta] [creatures]

by programmingchicken » Fri Aug 21, 2015 16:21

Well Zombies aren't realistic anyways, so why does it matter?
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Re:

by swordpaint12 » Tue Oct 06, 2015 20:15

RHR wrote:Here are some suggestions:
...
Ghosts could drop ... white dye or glass fragments


Yes! That would be awesome! Or maybe gray dye?
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Creatures MOB-Engine [2.0 beta] [cme]

by BlockMen » Fri Oct 09, 2015 10:28

Update Version 2.0 beta

Hi everyone,

finally I restructured the mod to be modular, so its provided as Modpack now. Therefore i rewrote the mod completely, the mainpart is now the "MOB-Engine" that handles registered "MOB-Modules". Since its a Modpack you can disable every creature now easily via world configuation.

By now there is not much new content, this first release includes the known creatures (Zombie, Ghost, Sheep), but new should come soon. The main focus was to make a solid engine, so this version should have better performance than older versions.

This behavior is slightly changed because of the rewrite:
- Sheep and Zombies can swim now and have falldamage
- Sheep andZombies will be able to jump over "default" fences, so either use a mod that improves the fences or built them higher than 1 Block.
- Sheep don't group currently anymore, therefore you can tame them with 5 wheat, then they won't despawn.

Please test this Beta version and post feedback or open an issue at http://github.com/BlockMen/cme

Download (Version 2.0 beta)
 

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Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

by cHyper » Fri Oct 09, 2015 18:21

+1 awesome please more mobs ...
 

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Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

by Minerz » Sun Oct 11, 2015 03:14

Does anyone know how to make the mobs of Creatures have more health and deal more damage? I would appreciate any help,
-Minerz
 

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Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

by bdjnk » Sun Oct 11, 2015 04:05

Minerz wrote:Does anyone know how to make the mobs of Creatures have more health and deal more damage? I would appreciate any help,
-Minerz

Sure. Each creature has an init.lua file with a def table which defines those values. Change them and viola. See the the api for details regarding the def table (and more).
 

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Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

by Minerz » Sun Oct 11, 2015 14:20

How do I make the mobs of "Creatures" have more health and pack more of a punch when they attack? Help is appreciated,
-Minerz
 

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Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

by BlockMen » Sun Oct 11, 2015 21:57

Minerz wrote:How do I make the mobs of "Creatures" have more health and pack more of a punch when they attack? Help is appreciated,
-Minerz


As bdjnk already said you can see that in the init.lua file of each mob, also the explanation in the API. Actually i forgot to add the documentation for the combat values, but a good example is the zombie. So here you can see where the health is set, and here where the attack damage is set.

Just increase these values to reach you goals ;)
 

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Re: [Modpack] Creatures MOB-Engine [2.0 beta] [cme]

by Minerz » Mon Oct 12, 2015 00:42

Woah man, thanks!
 

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Creatures MOB-Engine [2.1] [cme]

by BlockMen » Sun Oct 25, 2015 18:28

Update Version 2.1


Changelog:
- Added death animations
- Zombie spawners are now generated in dungeons (if they have more than 4 rooms)
- Fixed bug that hostile mobs did sometimes not attack
- Reduced sheep model size
- Tweak codestyle a bit/ added missing documentation of combat values


Video of death animations: https://www.youtube.com/watch?v=cyVLxNx4CDs
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by LNJ » Mon Oct 26, 2015 20:28

Very nice new Version!
Two screenshots of a dungeon with a zombie spawner!
Image
Image

And I have an idea:
You could add particles to the spawners (small flames or something like that).

I would be happy to see new hostile and peaceful Mobs.
And baby-sheeps would be very nice too!

And could you write a mod that generates chests in dungeons?
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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by Ferk » Tue Oct 27, 2015 11:55

I was wondering.. isn't the api in simple mobs and/or mobs redo mainly definitions with a set of values?

Perhaps it would be possible to write some compatibility layer to make those mobs also work here (a "mobs" mod that offers supports at least some of the parameters from mobs.register_mob but uses it to register the mobs in the creatures mod). Then there would be less of a compatibility chaos and this mod could be used with the rest of mobs.

EDIT: Oh well.. I guess it's not really worth it, it's probably ok to either include both mods or actually port the mob to use creatures if it was wanted
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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by LNJ » Tue Oct 27, 2015 19:49

I think I've found a bug!
The mob spawner have no description, so the itemstring will be displayed.
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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by BlockMen » Tue Oct 27, 2015 22:44

LNJ wrote:I think I've found a bug!
The mob spawner have no description, so the itemstring will be displayed.


It was actually intended, but I guess when spawn-eggs can have a description spawners should have one aswell. Will be added next version.
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by Joz » Tue Oct 27, 2015 23:53

Good mod composition!

I would love to see mobs (especially sheeps) to turn their heads to the next players, but I don't know if it will cause more server lagging (because of one additional lua entity), so it have to wait until client side mods are supported…
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by BlockMen » Wed Oct 28, 2015 12:25

Joz wrote:Good mod composition!

I would love to see mobs (especially sheeps) to turn their heads to the next players, but I don't know if it will cause more server lagging (because of one additional lua entity), so it have to wait until client side mods are supported…


That would cause a lot more traffic and won't look very good on servers because it would lag a lot.
Clientside modding would be an option for this, yeah, but a general way in the client would be even better IMO.
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by fireglow » Wed Oct 28, 2015 14:10

I like this mod very much, just installed it, looks very nice!
Spawners, nice animations, very cool.
Will be running this on my server in unison with another mobs mod.

When will there be more mobs like cows (milk), chickens (eggs), etc?
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by BlockMen » Wed Oct 28, 2015 22:38

fireglow wrote:I like this mod very much, just installed it, looks very nice!
Spawners, nice animations, very cool.
Will be running this on my server in unison with another mobs mod.

When will there be more mobs like cows (milk), chickens (eggs), etc?


Soon™ ;)
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by BrunoMine » Thu Oct 29, 2015 18:31

This is amazing. I will certainly study it.
The best MOD-Engine of minetest
Please create an API manual in PDF.
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by BrunoMine » Fri Oct 30, 2015 00:55

Here is my gratitude for this great job.
I created an API guide in Portuguese.
Link of PDF guide:
https://cloud.openmailbox.org/index.php/s/FPIgptwRHDlaQed
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by bbaez » Sun Nov 08, 2015 20:34

I just got the following error that isn't too descriptive. I believe it is CME since that is the only sheep I have.

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
2015-11-08 12:17:24: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-08 12:17:24: ERROR[main]: Lua: Double fault error from mod 'sheep' in callback luaentity_Step(): error in error handling

In thread 7ff57f83b7c0:
/home/aa0001/minetest/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Double fault error from mod 'sheep' in callback luaentity_Step(): error in error handling
Debug stacks:
DEBUG STACK FOR THREAD 7ff572192700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7ff572993700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7ff573194700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
DEBUG STACK FOR THREAD 7ff57f83b7c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
./Neuromancerserver.sh: line 3:  1124 Aborted                 (core dumped) ./minetestserver --gameid Neuromancer --world neuromancerworld --port 30001 --config neuromancerworld.conf
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by bbaez » Sun Nov 08, 2015 20:35

Sorry, this was before the error:

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
2015-11-08 12:16:21: ACTION[ServerThread]: ethan123 uses throwing:bow_steel, pointing at [object 630]
2015-11-08 12:16:21: ACTION[ServerThread]: ethan123 uses throwing:bow_steel, pointing at [object 630]
2015-11-08 12:16:22: ACTION[ServerThread]: ethan123 uses throwing:bow_steel, pointing at [object 630]
2015-11-08 12:16:22: ACTION[ServerThread]: ethan123 uses throwing:bow_steel, pointing at [object 630]
2015-11-08 12:16:26: ACTION[ServerThread]: ethan123 punches object 749: LuaEntitySAO at (121.587,8.55,-107.082)
2015-11-08 12:16:27: ACTION[ServerThread]: Player ethan123 punched by LuaEntitySAO at (121.539,10.3,-107.484), damage 1 HP
2015-11-08 12:16:36: ACTION[ServerThread]: ethan123 punches object 630: LuaEntitySAO at (122.733,-4.94216,-97.456)
2015-11-08 12:16:53: ACTION[ServerThread]: ethan123 damaged by 1 hp at (124.587,-2.451,-95.243)
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by NickelbackSlayer » Mon Nov 09, 2015 02:21

Hello, this might be a dumb question but I have been looking for a good while for the wool mod and haven't been able to find it. It is a dependency for this one. Could someone please point me in the right direction? Thanks. I'm new here.
 

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Re: [Modpack] Creatures MOB-Engine [2.1] [cme]

by necron099 » Mon Nov 09, 2015 02:30

Wool should be in the default mods folder.
 

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Update!

by BlockMen » Mon Nov 09, 2015 19:49

Update Version 2.2


Changelog:
- Added chicken
- Readded sheep spawner (by LNJ)
- Fix possible crash (reported by bbaez)
- Added descriptions to spawners
- Added option to set custom panic and swim animations


Please note that the chicken are not complete as is. They are added now to get feedback. I also added a poll about the drops on death of chicken, the result get merged with next update.


----
@bbaez I'm not sure what caused the crash, i fixed a possible cause, but the 'error in error handling' is not helpfull :\

NickelbackSlayer wrote:Hello, this might be a dumb question but I have been looking for a good while for the wool mod and haven't been able to find it. It is a dependency for this one. Could someone please point me in the right direction? Thanks. I'm new here.


No question is dumb ;) the wool mod is (as the "default" mod aswell) part of most games for Minetest, like Minetest Game or Minetest NeXt. So you can add this mod without the need to add anything else.
 

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Feedback

by BrunoMine » Thu Nov 12, 2015 14:22

Suggestion:
- Add sound strike;
- Add sound find enemy;
- Increase the volume of chicken sounds;
- Change chicken meat texture that is different from other meats.
- Continue developing.

Very good job!
 

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Re: [Modpack] Creatures MOB-Engine [2.2] [cme]

by cHyper » Thu Nov 12, 2015 16:36

+1 awesome mobs mod...

but we need

cows and spiders....

keep on the good work.
 

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Re: [Modpack] Creatures MOB-Engine [2.2] [cme]

by LNJ » Sat Nov 14, 2015 17:24

I got this error on my server after some time (MT 0.4.13-dev, CME 2.2):
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
2015-11-14 18:16:19: ERROR[Main]: ServerError: Lua: Runtime error from mod 'sheep' in callback luaentity_Step(): ...est/games/schokomt/mods/cme/creatures/functions.lua:484: attempt to index local 'sn' (a nil value)
2015-11-14 18:16:19: ERROR[Main]: stack traceback:
2015-11-14 18:16:19: ERROR[Main]:       ...est/games/schokomt/mods/cme/creatures/functions.lua:484: in function 'on_step'
2015-11-14 18:16:19: ERROR[Main]:       ...test/games/schokomt/mods/cme/creatures/register.lua:215: in function <...test/games/schokomt/mods/mobs/cme/creatures/register.lua:210>
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Re: [Modpack] Creatures MOB-Engine [2.2] [cme]

by bbaez » Sun Nov 15, 2015 18:18

Hi,

Just letting you know I got the same error:

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
2015-11-15 10:11:53: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-15 10:11:53: ERROR[main]: Lua: Runtime error from mod 'sheep' in callback luaentity_Step(): .../minetest-0.4.13/bin/../mods/cme/creatures/functions.lua:484: attempt to index local 'sn' (a nil value)
2015-11-15 10:11:53: ERROR[main]: stack traceback:
2015-11-15 10:11:53: ERROR[main]:    .../minetest-0.4.13/bin/../mods/cme/creatures/functions.lua:484: in function 'on_step'
2015-11-15 10:11:53: ERROR[main]:    ...t/minetest-0.4.13/bin/../mods/cme/creatures/register.lua:215: in function <...t/minetest-0.4.13/bin/../mods/cme/creatures/register.lua:210>

In thread 7f1a1065a7c0:
/home/aa0001/minetest/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'sheep' in callback luaentity_Step(): .../minetest-0.4.13/bin/../mods/cme/creatures/functions.lua:484: attempt to index local 'sn' (a nil value)
stack traceback:
   .../minetest-0.4.13/bin/../mods/cme/creatures/functions.lua:484: in function 'on_step'
   ...t/minetest-0.4.13/bin/../mods/cme/creatures/register.lua:215: in function <...t/minetest-0.4.13/bin/../mods/cme/creatures/register.lua:210>
Debug stacks:
DEBUG STACK FOR THREAD 7f1a02ffd700:
#0  virtual void* EmergeThread::Thread()
(Leftover data: #1  MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f1a037fe700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7f1a03fff700:
#0  virtual void* ServerThread::Thread()
#1  void Server::Receive()
(Leftover data: #2  void Server::SendBlocks(float))
(Leftover data: #3  void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7f1a1065a7c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)
./Neuromancerserver.sh: line 3:  2531 Aborted                 (core dumped) ./m


Thanks!
 

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Re: [Modpack] Creatures MOB-Engine [2.2.1] [cme]

by BlockMen » Mon Nov 16, 2015 16:38

Fixed in 2.2.1

@LNJ, bbaez: thanks for reporting!
 

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