[Mod] Mobs Redo [1.34] [mobs]

User avatar
ufa
Member
 
Posts: 49
Joined: Mon Feb 27, 2012 14:19

Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Tue Jan 05, 2016 20:47

TenPlus1 wrote:are you taming the chickens with wheat seeds ? I've had the same chicken for a week on server and it's still there behind fence...


Yes. I give them 8 seeds, until they make sound and hearts particles sparkle from them. So I get them, and release on a fence square. They stay there for a while, but when I leave for something, they are gone.
I will try to keep them inside the house to see what happens.
Weird. Nothing on logs
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Mobs Redo [1.23] [mobs]

by duane » Wed Jan 06, 2016 00:41

ufa wrote:Yes. I give them 8 seeds, until they make sound and hearts particles sparkle from them. So I get them, and release on a fence square. They stay there for a while, but when I leave for something, they are gone.
I will try to keep them inside the house to see what happens.
Weird. Nothing on logs


The last time that happened to me with a sheep (in a big, closed room) it turned out that the sheep hadn't been despawned, it just vanished from sight. When I logged out and logged back in (after grabbing another sheep), it reappeared. The two would appear and disappear intermittently.
 

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

Re: [Mod] Mobs Redo [1.23] [mobs]

by TenPlus1 » Wed Jan 06, 2016 08:57

Hrm, strange indeed... I know that each map block has a limit of 48 entities so things like dropped items, itemframes, signs and even mobs add to the count and going over that limit will cause entities to be removed.

Quick Update:

- Animals will display a text message when tamed
- Cows display a text message if they have already been milked
- Code tweak and tidy
Last edited by TenPlus1 on Wed Jan 06, 2016 12:07, edited 1 time in total.
 

User avatar
ufa
Member
 
Posts: 49
Joined: Mon Feb 27, 2012 14:19

Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Wed Jan 06, 2016 10:05

I will update my server to 0.4.13 to see if that bug persists.
 

User avatar
ufa
Member
 
Posts: 49
Joined: Mon Feb 27, 2012 14:19

Re: [Mod] Mobs Redo [1.23] [mobs]

by ufa » Wed Jan 06, 2016 23:36

Problem solved. I updated my server to version 0.4.13 and now,even with client 0.4.12, my pets do not disappear.
Thank you all for the help.
 

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

Re: [Mod] Mobs Redo [1.23] [mobs]

by TenPlus1 » Thu Jan 07, 2016 16:06

Glad to hear things are working again :)

Update: Mobs api has been optimized a tad and nametag colours fixed on activate.
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Mobs Redo [1.23] [mobs]

by SaKeL » Thu Jan 07, 2016 23:34

Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Mon Jan 11, 2016 11:57

Updated to version 1.24

- Run away feature added when sheep/bunny/kitten/rats are punched
- Code tidy and tweak
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Mobs Redo [1.24] [mobs]

by SaKeL » Mon Jan 11, 2016 12:04

Hi TenPlus1... are the sheeps growing wool by eating a grass ? i think mine don't :/
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Mon Jan 11, 2016 12:13

Sheep will grow new wool but only by eating the long grass that grows on TOP of normal grass block or tall wheat.
 

User avatar
SaKeL
Member
 
Posts: 193
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Mobs Redo [1.24] [mobs]

by SaKeL » Mon Jan 11, 2016 12:14

ah ok, good to know, thanks ;)
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

blackjack
Member
 
Posts: 23
Joined: Thu Jan 07, 2016 09:54

Re: [Mod] Mobs Redo [1.24] [mobs]

by blackjack » Thu Jan 14, 2016 09:13

Is there any howto which describes, what the tamed animals need to stay healthy?
Which do need water, which don't?
Which kind of food do they need?

I managed to keep most of them fine. Chicken, sheep, cow, rabbit went fine. Source code helped a bit :)
But the warthogs always get hungry. Do they need to be fed manually?
Best regards
blackjack
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Thu Jan 14, 2016 20:47

Mobs Redo has it's own wiki page: https://github.com/tenplus1/mobs/wiki
 

blackjack
Member
 
Posts: 23
Joined: Thu Jan 07, 2016 09:54

Re: [Mod] Mobs Redo [1.24] [mobs]

by blackjack » Fri Jan 15, 2016 08:43

I already read through this wiki. But I did not find anything, how to treat the animals once they are tamed.

Since I found 'horse out of water' or 'sheep out of water' messages in the server log, which lead to a lifetimer expired and despawn of the tamed mobs, I expected, that some mobs need special environment after taming ...
Am I wrong with this expectation?
Best regards
blackjack
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Fri Jan 15, 2016 09:30

Those were debug messages in the github version while I was testing, the "out of water" messages can be ignored... Each mob spawned has a 3 minute lifetimer then it disappears, if tamed using foods listed in wiki the animal will not despawn and you can pick them up using magic lasso or net and place them back down again at a later date, also you can only use nametags on tamed animals.
 

blackjack
Member
 
Posts: 23
Joined: Thu Jan 07, 2016 09:54

Re: [Mod] Mobs Redo [1.24] [mobs]

by blackjack » Fri Jan 15, 2016 13:22

ok, great & thanks for your quick response.
That means, water is not necessary now.

But without food, hp decreases and the name tags become yellow and red before the mobs despawn.
Cows, sheeps and rabbits feed themselves, as long as grown wheat, grass and carrots are available.
When running out of grown food, they also start to decrease hp.

Chicken do not seem to get hungry. Or do they use the growing grass as food without removing it?
Warthogs do not touch any growing food, they just starve when not fed with apples or potatoes.

Is that status quo? Or did I get something wrong?
Best regards
blackjack
 

User avatar
mahmutelmas06
Member
 
Posts: 355
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: [Mod] Mobs Redo [1.24] [mobs]

by mahmutelmas06 » Fri Jan 15, 2016 14:09

Am i the only one who gets this error after punching a mob ?

I get this error even in the new created world with no other mods activated.
What could be possible wrong with my game ?
Windows 10 - 64 bit


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
2016-01-15 16:05:10: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback luaentity_Punch(): D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1635: attempt to index local 'dir' (a nil value)
2016-01-15 16:05:10: ERROR[Main]: stack traceback:
2016-01-15 16:05:10: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1635: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1578>
2016-01-15 16:05:10: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>
My Mods:

Beverage
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by maikerumine » Fri Jan 15, 2016 17:03

mahmutelmas06 wrote:Am i the only one who gets this error after punching a mob ?

I get this error even in the new created world with no other mods activated.
What could be possible wrong with my game ?
Windows 10 - 64 bit


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
2016-01-15 16:05:10: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback luaentity_Punch(): D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1635: attempt to index local 'dir' (a nil value)
2016-01-15 16:05:10: ERROR[Main]: stack traceback:
2016-01-15 16:05:10: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1635: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1578>
2016-01-15 16:05:10: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>


Looks like knock back part of the code:
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
   if self.knock_back > 0 then
local v = self.object:getvelocity()
local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * 5
self.object:setvelocity({
x = dir.x * kb,
y = 2,
z = dir.z * kb
})
self.pause_timer = r
end


maybe add
local dir ={}
above the local v part?
 

User avatar
everamzah
Member
 
Posts: 490
Joined: Thu Jan 29, 2015 00:47
GitHub: everamzah
IRC: everamzah
In-game: everamzah

Re: [Mod] Mobs Redo [1.24] [mobs]

by everamzah » Fri Jan 15, 2016 17:18

I get that on CME when I turn mod_profiling on, too.
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Sat Jan 16, 2016 10:56

Quick update:

- DIR crash when punching fixed
- Tidied code
 

User avatar
ufa
Member
 
Posts: 49
Joined: Mon Feb 27, 2012 14:19

Re: [Mod] Mobs Redo [1.10] [mobs]

by ufa » Sun Jan 17, 2016 00:32

TenPlus1 wrote:Update: Added explosion routine for exploding mobs (and Dungeon Master)... Removed footstep feature (use replace instead)...

And for good show here's an exploding mob to try out, Davedevil's Creeper mod...



I am getting messages that "mobs tree monster.x cannot find mesh" and creeper never appears itself. I only know because I exploded when he's around :(
 

User avatar
mahmutelmas06
Member
 
Posts: 355
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: [Mod] Mobs Redo [1.24] [mobs]

by mahmutelmas06 » Sun Jan 17, 2016 01:28

Open creepers init.lua and change tree_monster.x to tree_monster.b3d
My Mods:

Beverage
 

User avatar
benrob0329
Member
 
Posts: 1192
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
In-game: benrob03

Re: [Mod] Mobs Redo [1.24] [mobs]

by benrob0329 » Sun Jan 17, 2016 06:22

You could also try my edited version that is more faithfull to the original creeper mod:

viewtopic.php?f=11&t=9917&start=500#p200694
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Mobs Redo [1.24] [mobs]

by amadin » Wed Jan 20, 2016 19:26

Does last version of mobs-redo will work stable on 0.4.13 stable? I don't want to update minetest server but i want have latest version of mobs-redo.
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Wed Jan 20, 2016 19:53

amadin: latest mobs redo should always work with 0.4.13 stable unless otherwise stated in update.
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Mobs Redo [1.24] [mobs]

by amadin » Thu Jan 21, 2016 17:03

Animals sometimes disappear near player. Is this normal?
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Thu Jan 21, 2016 18:00

each mob has a life timer that will eventually run out unless tamed (or attacking) and then they disappear.
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Mobs Redo [1.24] [mobs]

by amadin » Thu Jan 21, 2016 19:32

TenPlus1 wrote:each mob has a life timer that will eventually run out unless tamed (or attacking) and then they disappear.

Is there any way to disable mobs disappear if near players?
 

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

Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Thu Jan 21, 2016 20:37

I could add a check before they disappear to see if player is nearby.
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Mobs Redo [1.24] [mobs]

by amadin » Fri Jan 22, 2016 11:31

TenPlus1 wrote:I could add a check before they disappear to see if player is nearby.

Good
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: Google [Bot] and 10 guests

cron