[Mod] Mobs Redo [1.34] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Sun Oct 02, 2016 20:04

Bruno: To disable an animal, say the cow place this line in minetest.conf file:

mobs_animal:cow = 0

... by setting the spawn chance to 0 it disables spawning altogether. Check the api.txt file for more information on settings.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by Icalasari » Mon Oct 03, 2016 03:44

So if I want to have my mod use this system, do I just package it in with the mod as a mod pack and do the usual credit giving and such? Also, just confirming that the API link is just the API, no mobs included, correct?
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Mon Oct 03, 2016 07:03

Mobs Redo consists of the API, Animals, Monsters and NPC mods... They aren't a modpack as such so it lets you run the API with whatever mobs you want in your world... If you want to create your own mob you just need the API running and your mod containing 'mobs' as a dependency... The API is just that, and a few key items like meat, lasso etc. for use with the API itself.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by ph8jPf9M » Wed Oct 05, 2016 05:40

BrunoMine to set spawn frequency you should find and play around with this line of code: chance and active object count you can find it here https://github.com/tenplus1/mobs_animal/blob/master/cow.lua on line 98, 99

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mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, day_toggle)
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mobs:register_spawn("mobs_animal:cow",
{"default:dirt_with_grass", "ethereal:green_dirt"}, 20, 10, 15000, 3, 31000, true)
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by BrunoMine » Wed Oct 05, 2016 09:52

Right. But as I said, I do not want to change the source code as this hinders the update in later versions of mod.
The most interesting solution is the configuration via minetest.conf as:
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mobs_animals:cow_chance = 0

This works brilliantly.
Thanks a lot for the help.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Wed Oct 05, 2016 14:08

using the minetest.conf settings will let you change the chance of a mob spawning as well as disabling the mob itself by setting chance to 0. Check the api.txt for more settings.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by flummi » Wed Oct 05, 2016 21:42

Hello again,

I would like to ask, if anybody else has the problem with mobs from mobs_redo slipping/sliding through fences (as I described some posts above)? Or how do you build a sheep / cow farm (I need lot's of red wool, and for that I need a sheep farm with red-dyed sheeps) without loosing your tamed sheeps (they slide through the fences and fell into holes in the ground or just walk away).

Thanks
Flummi
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by BrunoMine » Wed Oct 05, 2016 22:36

flummi wrote:Hello again,

I would like to ask, if anybody else has the problem with mobs from mobs_redo slipping/sliding through fences (as I described some posts above)? Or how do you build a sheep / cow farm (I need lot's of red wool, and for that I need a sheep farm with red-dyed sheeps) without loosing your tamed sheeps (they slide through the fences and fell into holes in the ground or just walk away).

Thanks
Flummi


I believe the best solution is a double fence (one on top of the other) or the low roof.

But I believe that the sheep and cows should not jump a fence (perhaps the source code must be changed).
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by flummi » Thu Oct 06, 2016 19:03

Thanks for your reply BrunoMine,

the problem is not, that they jump over the fence, but they "vibrate" through the fence:

I have made a short screencast (ca. 20 MB in size) :

http://meiforth.org/videos/screener-2016-10-06_22.54.48.mkv

The tamed sheeps from mobs_redo keep "vibrating" through the corners of my fences - and only there in the corners. They can't jump over the fences or slip through at any other places. They just walk around in the corral until they reach a corner. There they stand still for some moments with their backside to the corner and then slowly start "vibrating" and sliding backwards until they are approx. half through the fence. Then they turn around and walk away - outside the corral. This seems to not happen to the cows from mob_redo [EDIT: well the cows can escape the corrals, but I haven't seen how they made it.] or the sheeps from the cme creature mod.



Flummi
Last edited by flummi on Fri Oct 07, 2016 19:43, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by BrunoMine » Fri Oct 07, 2016 18:27

flummi wrote:I have made a short screencast (ca. 20 MB in size) :

http://meiforth.org/videos/screener-2016-10-06_22.54.48.mkv



it really seems bizarre.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by azekill_DIABLO » Fri Oct 07, 2016 20:31

BrunoMine wrote:
flummi wrote:I have made a short screencast (ca. 20 MB in size) :

http://meiforth.org/videos/screener-2016-10-06_22.54.48.mkv



it really seems bizarre.

i agree, never happened to me, it may be intense lag/ram
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Re: [Mod] Mobs Redo [1.31] [mobs]

by BrunoMine » Fri Oct 07, 2016 20:38

azekill_DIABLO wrote:never happened to me


This actually happens (happened to me).
For this to happen forcefully, place 1 sheep in a fenced area with 1 block.
The sheep moves backward.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by flummi » Fri Oct 07, 2016 20:47

I feel like it could be a problem with the collision box of the two fences in the corner and the sheep. I imagine, that the sheep doesn't know which box of the two fences counts. And so it has alternating a collision with the one fence, "gets pushed away/steps back from the fence" into the collision box of the other fence... and then the other way round. So it vibrates through the fences.

But I dont know enough of the programming of this mod, so it is just a thought.

For the RAM / lag question: It even happend in "singleplayer" on my desktop pc, it is a 3,4 Ghz Quadcore Xeon with 8 GB RAM. The multiplayer-minetest.server is a raspi3 with one player (me), just waiting for action - enough RAM free and no real cpu usage. The database is stored on an nfs filesystem (the sd card is to slow).
Last edited by flummi on Sat Oct 08, 2016 14:34, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by azekill_DIABLO » Sat Oct 08, 2016 09:32

OK so i will try.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Sat Oct 08, 2016 21:00

Update

- Mobs_NPC has a new Igor mob available with 8 halloween textures.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by abcd_z » Tue Oct 11, 2016 06:38

TenPlus1 wrote:Update:

- Added 'mob_difficulty' setting in minetest.conf (defaults to 1.0) which multiplies mob health and damage when hit.


So, do I have to go into my minetest.conf file and manually add the line, "mob_difficulty=2.0"?
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Tue Oct 11, 2016 19:36

abcd_z - yep, to increase mob difficulty levels add that line to minetest.conf:

mob_difficulty = 2.0
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by theblackwolf » Fri Oct 14, 2016 01:24

I know this page is old but I wanted to give thanks for this mod. :) I like it alot and I have used it in my game. Im hoping to upload it soon. I just wanted to give praise. :)
EDIT: woops no it shows 2016 ok so i must have looked at an earlier sorry for that.
https://s000.tinyupload.com/index.php?f ... 4098245523


Its my game if people wish to try it. :)
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by azekill_DIABLO » Fri Oct 14, 2016 17:59

Yeah. this is a very active page!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [Mod] Mobs Redo [1.31] [mobs]

by EdShouldBeInBed » Sun Oct 16, 2016 21:35

Tenplus1, is there a way to get a list of mobs using the API? A command I can type so I can find the name of a Mob I want to make a bit rarer in my game.
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Mon Oct 17, 2016 20:01

Ed: sadly no but that sounds like a good idea... for now you'd have to go through code and see which mods are registered, but will look into this.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by EdShouldBeInBed » Mon Oct 17, 2016 20:14

Thanks. I'm not afraid to read a few lua files, but given the number of mobs I've installed... ;)
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Re: [Mod] Mobs Redo [1.31] [mobs]

by bell07 » Tue Oct 18, 2016 13:35

https://github.com/bell07/minetest-qa_block
+
checks/redo_spawn.lua
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for name, def in pairs(mobs.spawning_mobs) do
        print(name)
end

+
chat-command "/qa_block redo_spawn"
=

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QA checks started   
dmobs:waterdragon_2   
mobs_monster:tree_monster   
mobs_slimes:green_big   
dmobs:dragon4   
mobs_monster:dirt_monster   
dmobs:pig_evil   
mobs_turtles:seaturtle   
dmobs:dragon_great_tame   
dmobs:golem_friendly   
zombies:normal   
mobs_sharks:shark_lg   
mobs_npc:npc   
mobs_animal:bunny   
mobs_monster:oerkki   
mobs_zombie:zombie   
mobs_sandworm:sandworm   
mobs_animal:sheep_grey   
mobs_giraffe:jeraf   
dmobs:dragon_blue   
mobs_animal:sheep_yellow   
dmobs:panda   
mobs_animal:pumba   
mobs_sharks:shark_sm   
mobs_jellyfish:jellyfish   
mobs_wolf:wolf   
mobs_animal:sheep_white   
mobs_birds:bird_sm   
mobs_monster:spider   
mobs_crocs:crocodile_swim   
mobs_monster:stone_monster   
mobs_animal:cow   
mobs_slimes:lava_big   
dmobs:nyan   
mobs_animal:sheep_blue   
mobs_birds:gull   
mobs_butterfly:butterfly   
mobs_monster:mese_monster   
dmobs:golem   
mobs_crocs:crocodile   
dmobs:gnorm   
dmobs:wyvern   
dmobs:owl   
mobs_monster:dungeon_master   
mobs_slimes:lava_medium   
mobs_snowman:snowman   
mobs_animal:sheep_black   
mobs_animal:sheep_violet   
dmobs:orc_redesign   
mobs_animal:sheep_cyan   
mobs_senderman:senderman   
mobs_sharks:shark_md   
mobs_pumpking:pumpking   
mobs_mr_goat:goat   
mobs_bear:medved   
dmobs:dragon_black   
dmobs:fox   
mobs_better_rat:rat   
mobs_deer:deer   
mobs_animal:sheep_orange   
mobs_animal:sheep_dark_green   
mobs_horse:horse   
mobs_creeper:creeper   
mobs_pumpking:pumpboom   
mobs_turtles:turtle   
mobs_crocs:crocodile_float   
mobs_slimes:green_medium   
zombies:1arm   
mobs_yeti:yeti   
mobs_zombie:zombie_mini   
mobs_dolphin:dolphin   
dmobs:whale   
dmobs:elephant   
dmobs:badger   
dmobs:treeman   
mobs_animal:sheep_red   
dmobs:hedgehog   
mobs_fish:tropical   
dmobs:pig   
dmobs:dragon_green   
mobs_animal:sheep_pink   
mobs_animal:chicken   
mobs_bugslive:bug   
mobs_fish:clownfish   
dmobs:dragon2   
mobs_npc:igor   
dmobs:dragon3   
mobs_wolf:dog   
dmobs:skeleton   
mobs_birds:bird_lg   
mobs_animal:sheep_brown   
dmobs:dragon_great   
mobs_npc:trader   
dmobs:dragon_red   
mobs_animal:sheep_magenta   
dmobs:waterdragon   
zombies:crawler   
mobs_monster:lava_flan   
mobs_monster:sand_monster   
mobs_animal:rat   
dmobs:ogre   
mobs_animal:sheep_dark_grey   
mobs_slimes:lava_small   
mobs_animal:sheep_green   
mobs_bat:bat   
mobs_animal:kitten   
dmobs:orc   
dmobs:dragon   
mobs_animal:bee   
mobs_slimes:green_small   
QA checks finished

;)
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by EdShouldBeInBed » Tue Oct 18, 2016 18:56

Just what I needed. Thanks.
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Re: [Mod] Mobs Redo [1.31] [mobs]

by EdShouldBeInBed » Wed Oct 19, 2016 10:53

TenPlus1 wrote:Anxious: It's not just the spawn rate you have to change, that only makes them spawn more in an area, but there is also spawn number as well which is usually set to 1 or 2 and that means only a certain amount of active objects are allowed inside that map block at any one time and if it exceeds that, dont spawn a mob. e.g. if a mob already exists, dropped items, itemframe, sign, these contain entities which can affect mob spawning. Will work on this soon also.

I want to make sure I understand the setting, and perhaps api.txt could bare an update to clarify: 0 disables. A higher number implies a 1 in X chance, IE setting foomobs:bar_chance = 1000 means "Set bar's chance of spawning to 1 in 1000"

Also, spawn number: How do I increase that, is that a global or mob variable I can poke in my game's minetest.conf?
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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Wed Oct 19, 2016 10:59

Mob spawn chance setting is 0 to disable and 1+ to spawn every 1 in (number set)... So if you do:

mob_animals:cow = 1000

...then you will spawn 1 cow every 1000 grassy nodes generated, every 30 seconds... and as for spawn number, that's hard-coded into the mob definition and cannot be changed (yet).
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by EdShouldBeInBed » Wed Oct 19, 2016 11:02

Excellent. Thanks. You give us good mods and good support.
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Re: [Mod] Mobs Redo [1.30] [mobs]

by abcd_z » Thu Oct 20, 2016 05:31

TenPlus1 wrote:You cannot spam attack mobs anymore you have to wait for weapon punch intervals before next attack...


I *really* don't like this setting. Is there some way to disable it?
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by TenPlus1 » Thu Oct 20, 2016 06:42

abcd_z: nope, basically it's an anti-cheat thing.
 

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Re: [Mod] Mobs Redo [1.31] [mobs]

by azekill_DIABLO » Thu Oct 20, 2016 09:15

yay for no spam attack! that make the mobs so easy to defeat!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
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