[Mod] Mobs Redo [1.34] [mobs]

amadin
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Re: [Mod] Mobs Redo [1.26] [mobs]

by amadin » Mon Feb 15, 2016 12:58

Propose add to beehive producing honey (from beehive gui window). Because now beehive is only decoration but in real life it can produce honey. If player try to take honey from beehive (right click) he will get small damage (like from bees). Get honey from one bee which spawn sometimes after placing a beehive not good idea i think.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by mahmutelmas06 » Mon Feb 15, 2016 20:24

blert2112 wrote:
mahmutelmas06 wrote:I found it. It is about aditional mobs

Your default animals ok but the animals you have linked in the main page are causes this error when punched.

Which ones specifically? I am not having any trouble with any of my mob packages.


For example if i punch to turtle i get the error.
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Re: [Mod] Mobs Redo [1.26] [mobs]

by blert2112 » Tue Feb 16, 2016 02:20

mahmutelmas06 wrote:
blert2112 wrote:
mahmutelmas06 wrote:I found it. It is about aditional mobs

Your default animals ok but the animals you have linked in the main page are causes this error when punched.

Which ones specifically? I am not having any trouble with any of my mob packages.


For example if i punch to turtle i get the error.

I can't reproduce this at all, been punching mobs all day. Anyway, it looks like Tenplus1 put up a fix a few hours ago.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by afflatus » Tue Feb 16, 2016 03:44

amadin wrote:Propose add to beehive producing honey (from beehive gui window). Because now beehive is only decoration but in real life it can produce honey. If player try to take honey from beehive (right click) he will get small damage (like from bees). Get honey from one bee which spawn sometimes after placing a beehive not good idea i think.


I agree totally. Killing bees to get honey is neither nice nor realistic. Hives absolutely should produce the honey - and more bees. A 1 in 5 chance of a bee on placing is not enough. Or please tell me I read that wrong. I like the idea you could get stung.
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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Wed Feb 17, 2016 11:15

Notice: Would any texture creators out there like to make some new skin textures for the current array of animals and monsters in this mod ?
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Wed Feb 17, 2016 12:13

Quick Update:

- As requested, beehives now produce honey during daytime and hurt player when punched
- Only mobs with 'pathfinding = true' set will use the new pathfinding feature
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by firefox » Wed Feb 17, 2016 13:26

TenPlus1 wrote:Notice: Would any texture creators out there like to make some new skin textures for the current array of animals and monsters in this mod ?

long time ago someone posted a great sheep texture.
we had it in xanadu for a while, but it was then reverted to the old sheep when coloured sheep were added.

i have some skills with image manipulation, so i could make coloured versions of the good sheep, so we can use it again.
and i could try to update the dirt, stone and tree monster textures to the current dirt, stone and tree textures, but their faces would stay the same ...
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by afflatus » Wed Feb 17, 2016 21:41

TenPlus1 wrote: - As requested, beehives now produce honey during daytime and hurt player when punched


Nice one TenPlus1! That took the waiting out of wanting!
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Re: [Mod] Mobs Redo [1.26] [mobs]

by afflatus » Wed Feb 17, 2016 21:43

TenPlus1 wrote:Notice: Would any texture creators out there like to make some new skin textures for the current array of animals and monsters in this mod ?


It's on my ToDo, but a long way down, don't hold your breath.
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Re: [Mod] Mobs Redo [1.26] [mobs]

by benrob0329 » Thu Feb 18, 2016 05:04

The sheep model and texture from Blockmens CME mod is my favorite, perhaps it's time to revamp both model and texture?

I should have my desktop built by next week (hopefully by the end of the week, if my motherboard doesn't take a week to get here) so I might mess around in Blender and try to make some new models.
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Thu Feb 18, 2016 10:49

Quick Update:

- New coloured sheep textures added, used cblocks routine to colour wool :)
- Added extra stone monster texture by AMMOnym

Thanks to AMMOnym for converting the Summerfields sheep texture across to minetest :)

Note: If textures look funny after update pick-up and place sheep back down to fix, or right-click with a new dye colour.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by benrob0329 » Thu Feb 18, 2016 15:07

Are the most recent changes to smart_mobs implemented?
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Thu Feb 18, 2016 19:59

benrob: yep, pathfinding is enabled for certain monsters although breaking of blocks is disabled in api (can be set to true though)
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Sat Feb 20, 2016 21:05

FYI: This might be related to this mod? Just got flooded debug log with following 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
ERROR[ServerThread]: pathfinder: failed to update cost map


UPDATE:
Today 3 errors at the same time - running until i don't restart the server :/
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
2016-02-21 14:19:59: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:19:59: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:19:59: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:01: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:01: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:01: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:03: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:03: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:03: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:05: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:05: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:05: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:07: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:07: ERROR[ServerThread]: pathfinder: failed to update cost map
2016-02-21 14:20:07: ERROR[ServerThread]: pathfinder: failed to update cost map
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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Sun Feb 21, 2016 20:56

The pathfinder command is very verbose and I currently do not know how to keep it quiet apart from disable logging. Am looking into this.

Quick Update (25th Feb 2016):

- Swimming mobs have a new routine to make them flop on land when not in water
- They can also detect and attack players underwater now
- Added self.standing_in string for do_custom functions so you know what mob is standing in
Last edited by TenPlus1 on Thu Feb 25, 2016 12:06, edited 2 times in total.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Sun Feb 21, 2016 23:18

it was the sand monsters below me... i was on the balcony and they were below, couldn't find the path to me - i had a lava door enabled (closed entrance with lava)... after killing them the error massages stopped ;) ...well at least the errors don't crash the server... thanks for looking in to this ;)
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Re: [Mod] Mobs Redo [1.26] [mobs]

by benrob0329 » Thu Feb 25, 2016 23:24

Say TenPlus1 are you going to try to merge some of the CME code and models/textures?

Since Blockmen left, I don't think that anyone is going to really work in it anymore.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Fri Feb 26, 2016 01:19

how do you know that BlockMen left ?
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Re: [Mod] Mobs Redo [1.26] [mobs]

by benrob0329 » Fri Feb 26, 2016 01:49

 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Fri Feb 26, 2016 08:05

CME has it's own api which is vastly differnet from the Mobs Redo api, if you want a specific feature added then let me know and I'll see what I can do, but for now mobs redo has a ton of features and additional mobs to play with...
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Fri Feb 26, 2016 11:21

Thanks benrob0329
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Re: [Mod] Mobs Redo [1.26] [mobs]

by Martno » Sat Feb 27, 2016 02:51

It's great that animals cannot jump fences, but I suppose this applies to only the default fences (in Minetest Game). I want to use Blockmen's fences mod (they connect to nodes, players cant jump), but the animals escape all the time. Any solution for this?
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Sat Feb 27, 2016 08:12

Not being able to jump fences works on any fence that has the word 'fence' in it's node name... Works well with Ethereal fences also.

Note: latest Minetest daily build already has fences for all types of wood.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by Martno » Sat Feb 27, 2016 17:17

TenPlus1 wrote:Not being able to jump fences works on any fence that has the word 'fence' in it's node name... Works well with Ethereal fences also.


I see now. I tested a little, and I saw that they don't jump over fences, but somehow escaping at the corners. Actually I found some bugs in that mod (sometimes not connecting properly) so maybe it's something to do with that.
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Silverfish for Mobs Redo

by TenPlus1 » Sat Feb 27, 2016 20:25

Here's a nasty little critter that spawns in dungeons and can sometimes be found lurking inbetween stone blocks... The infamous silverfish.

Thanks to Nathan S. for the model and texture, freesfx.co.uk for sounds :)

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Last edited by TenPlus1 on Mon Feb 29, 2016 21:34, edited 2 times in total.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Sat Feb 27, 2016 20:46

YAY! Thanks.
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Re: [Mod] Mobs Redo [1.26] [mobs]

by xeranas » Sun Feb 28, 2016 09:38

Why mobs have such big jump ability? I was trapped sheep in 2 blocks depth hole and it just jump out like it would be kangaroo.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Sun Feb 28, 2016 09:41

Sheep can jump pretty high irl :P
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by xeranas » Sun Feb 28, 2016 15:56

TenPlus1 wrote:Sheep can jump pretty high irl :P

Any plans to normalize jumping height? It does not look good when on fields mobs glide after 1 block jumps.

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Re: [Mod] Mobs Redo [1.26] [mobs]

by ufa » Sun Feb 28, 2016 19:30

How do I disable Goblins mod? I have already put load_mod_goblins = false on world.mt, but it keeps loading it.
If I delete the folder, i get lots of errors.
 

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