[Mod] Mobs Redo [1.34] [mobs]

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Nathan.S
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Re: [Mod] Mobs Redo [1.32] [mobs]

by Nathan.S » Mon Dec 19, 2016 00:43

add not_in_creative_inventory=1 to the groups, that would make them not show in creative, but still exist when captured with the net.
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Re: [Mod] Mobs Redo [1.32] [mobs]

by redblade7 » Mon Dec 19, 2016 01:40

Nathan.S wrote:add not_in_creative_inventory=1 to the groups, that would make them not show in creative, but still exist when captured with the net.


There is no group in register_mob, and adding "groups = {not_in_creative_inventory=1}" has no effect, unlike register_node in other mods.
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Re: [Mod] Mobs Redo [1.32] [mobs]

by zing269 » Mon Dec 19, 2016 02:00

There is an additional 5th parameter available for the register_egg function, no_creative. So if you modify the register_egg line in kitten.lua file to be mobs:register_egg("mobs_animal:kitten", S("Kitten"), "mobs_kitten_inv.png", 0, true) then the kitten egg should not be available in the creative inventory.
 

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Re: [Mod] Mobs Redo [1.32] [mobs]

by redblade7 » Mon Dec 19, 2016 02:31

redblade7 wrote:
Nathan.S wrote:add not_in_creative_inventory=1 to the groups, that would make them not show in creative, but still exist when captured with the net.


There is no group in register_mob, and adding "groups = {not_in_creative_inventory=1}" has no effect, unlike register_node in other mods.


Actually Nathan I found from api.txt that if you add "true" as a fifth field to register_egg, it prevents the mob from showing up in creative inventory.

One problem though - when in creative inventory, the mob isn't removed when dropped, which still allows for griefing (though makes it harder). Is it possible to remove the mob when you drop it rather than leave it in inventory? I've noticed with creative mode that with some mods this happens and with other mods it doesn't, so there must be some setting.
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Re: [Mod] Mobs Redo [1.32] [mobs]

by TenPlus1 » Tue Dec 27, 2016 11:12

Update:

- Added 'mob_show_health' flag to minetest.conf to hide health status when punching mob.
- Few bugfixes addressed with line of sight attacks.
 

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Re: [Mod] Mobs Redo [1.32] [mobs]

by Christian9 » Tue Dec 27, 2016 20:41

Is it at all possible to make the spawners only spawn baby mobs?
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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Thu Dec 29, 2016 12:31

Updated to 1.33:

- Added functions for players to ride mobs (thanks to blert2112)

... here's an example horse mob you can try for yourself (updated 30th Dec 2016):
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Last edited by TenPlus1 on Fri Dec 30, 2016 11:36, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Fixerol » Thu Dec 29, 2016 15:40

Very nice!
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by ExeterDad » Thu Dec 29, 2016 17:27

Awesome! Mobs Redo has come a very long ways :)
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Re: [Mod] Mobs Redo [1.33] [mobs]

by FreeLikeGNU » Thu Dec 29, 2016 19:24

now if only there was a way to attach the bone of one mob to a bone of another mob...

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Thu Dec 29, 2016 20:29

Great! Nice to see lib_mount merged in
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Re: [Mod] Mobs Redo [1.33] [mobs]

by Bread » Fri Dec 30, 2016 07:01

It is a great function to ride a mob but I found bugs.

I am standing on a horse after using a bed when I am riding the horse.

I have lost my saddle after exit a game while I am riding a horse.
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Fri Dec 30, 2016 09:20

Some quirks to iron out still :) e.g. saddle loss, player sitting when horse killed by mobs etc.

Update: horse example above updated to fix known issues :) saddle drops when horse dies, player disconnects from horse properly on death.
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by echosa » Fri Dec 30, 2016 15:28

What's the difference between your horse example and the mobs_more_animals horse? I currently have mobs_more_animals in my game. Do I need to replace its horse with yours?
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Chibi ghost » Fri Dec 30, 2016 17:24

I cracked up when I looked up from building and saw a wild chicken get raptured
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Griiimon » Wed Jan 11, 2017 19:41

Would it be possible to create a spawn method, that spawns a bunch of mobs instantly as soon as a new chunk is created?

I find it annoying when animals pop up in an area i already searched and found empty. So far from what i figured, the spawn methods provided can't accomplish this.
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Wed Jan 11, 2017 20:34

echosa: the mobs_more_animals horse is from kpgmobs and can still be ridden using lib_mount, but the horse example uses mobs redo's own riding functions as a test :)

Griimon: maybe I could play with lbm's to spawn mobs in specific areas of map as they are loaded instead of an abm which is checking for spawns all around player.
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Griiimon » Wed Jan 11, 2017 21:21

I'm just starting to get acquainted with modding mintest, so this might be a stupid idea but how about:

- option to set chance to appear for mob by biome mob_cow: [ "Grassland", 20%], "Iceland", 0%]
- set group size/ how many to spawn in a map block, if chanced
- using minetest.register_on_generated(), determine if generated block is not entirely underground, get biome id and loop through all animals. if random(100) < chance look for random spot to spawn group

Btw, this API rocks. Your work is much appreciated.
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by addi » Thu Jan 12, 2017 13:46

I getting some warnings on my client while playing with this mod. The warnings even occour while playing on a dedicated 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
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Resizing window (1920 1001)
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Loaded mesh: zmobs_mese_monster.x
Loaded mesh: zmobs_mese_monster.x
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Loaded mesh: mobs_chicken.x
Loaded mesh: mobs_chicken.x
Loaded mesh: mobs_spider.x
Loaded mesh: mobs_spider.x
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Loaded mesh: mobs_bunny.b3d
Loaded mesh: mobs_bunny.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d

If you know what caused this, you may fix them some day. It seems the unknown chunk exist only in some mobs_monster.

Its a realy great collection of mobs that runs fine without any lag. Congratulation :)
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by zorman2000 » Fri Jan 13, 2017 01:17

Hi TenPlus1,

I know that since a few versions ago, mobs_redo has a good pathfinding thanks to the integration of rnd's smart mobs function. However, this is used mostly on the attack functionality of mobs. I think it would be extremely useful if this could be refactored to create an API for pathfinding, meaning, one could give a specific position at some point to the mob and the mob would try to reach it using the already built pathfinding method. Do you think this would be possible?

As I'm using mobs_redo for a NPC mod, pathfinding became very tricky for me. I wanted to use this functionality but was unable to figure out how. Maybe you can do it :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by xeranas » Sun Jan 15, 2017 16:58

Hi,
I like to know if mobs arrows can be rotated appropriate on shoot? Any advice? see screenshot and arrow definition.

Image

Arrow definition looks like that. I trying reuse throwing:arrow_box entity.

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
mobs:register_arrow("mc_mobs:arrow", {
   visual = "wielditem",
   visual_size = {x=0.2, y=0.1},
   velocity = 9,
   textures = {"throwing:arrow_box"},
   tail = 1,
   tail_texture = "arrow_particle.png",
   tail_size = 0.5,
})

P.S. Skeleton model is from stampy subgame by morn76, if any interested :)
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Sat Jan 21, 2017 19:26

I just updated Mobs Redo API so that arrow definition has a 'rotate' setting so you can rotate arrows e.g.

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
mobs:register_arrow("mc_mobs:arrow", {
   visual = "wielditem",
   visual_size = {x=0.2, y=0.1},
   velocity = 9,
   textures = {"throwing:arrow_box"},
   tail = 1,
   tail_texture = "arrow_particle.png",
   tail_size = 0.5,
   rotate = 180,
})


... also we have new mob eggs when picked up with magic lasso, all mob information like skin texture, health, milking/sheared status, nametag etc. is saved inside the mod egg for when you place it down again :)
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Sat Jan 21, 2017 20:09

Awesome, I've been waiting for this :D
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Re: [Mod] Mobs Redo [1.33] [mobs]

by Alcyone » Tue Jan 24, 2017 11:13

Hi TenPlus1,

I tried to use the different mods of Mob Redo with an v7 Ethereal mapgen on a world I created (animal, monster, npc), but when I try to load the map, I have this kind of error for all three mods

Image

I wonder what I can do. I tried to use the latest version, but nothing changed. Simple Mobs, the dependency, didn't change for a long time, so I have no answer.
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Re: [Mod] Mobs Redo [1.33] [mobs]

by MinisterFarrigut » Tue Jan 24, 2017 13:00

Oh wow. I get that warning all the time. To fix it, I just simply don't use the mod. Depressing, but I'm not a coder or modder. I couldn't fix it. :|
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Alcyone » Tue Jan 24, 2017 13:01

In fact it happens with animals, monsters and npc and I want to use them x) that's not the solution
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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Tue Jan 24, 2017 20:24

Do you have the mod security on ? if so add this line to minetest.conf :

secure.enable_security = false
 

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Alcyone » Tue Jan 24, 2017 20:48

Thanks for your quick answer !

TenPlus1 wrote:Do you have the mod security on ?


I don't know in fact, nor how to check :/

TenPlus1 wrote: if so add this line to minetest.conf :

secure.enable_security = false


No change, 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
2017-01-24 21:50:08: ERROR[Main]: ModError: Failed to load and run script from /home/vincent/.minetest/mods/mobs_npc/init.lua:
2017-01-24 21:50:08: ERROR[Main]: /home/vincent/.minetest/mods/mobs_npc/npc.lua:116: attempt to call method 'spawn' (a nil value)
2017-01-24 21:50:08: ERROR[Main]: stack traceback:
2017-01-24 21:50:08: ERROR[Main]:    /home/vincent/.minetest/mods/mobs_npc/npc.lua:116: in main chunk
2017-01-24 21:50:08: ERROR[Main]:    [C]: in function 'dofile'
2017-01-24 21:50:08: ERROR[Main]:    /home/vincent/.minetest/mods/mobs_npc/init.lua:27: in main chunk


When I disable NPC, same thing with monster, and so on for animals

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
2017-01-24 21:52:08: ERROR[Main]: ModError: Failed to load and run script from /home/vincent/.minetest/mods/mobs_monster/init.lua:
2017-01-24 21:52:08: ERROR[Main]: /home/vincent/.minetest/mods/mobs_monster/dirt_monster.lua:52: attempt to call method 'spawn' (a nil value)
2017-01-24 21:52:08: ERROR[Main]: stack traceback:
2017-01-24 21:52:08: ERROR[Main]:    /home/vincent/.minetest/mods/mobs_monster/dirt_monster.lua:52: in main chunk
2017-01-24 21:52:08: ERROR[Main]:    [C]: in function 'dofile'
2017-01-24 21:52:08: ERROR[Main]:    /home/vincent/.minetest/mods/mobs_monster/init.lua:15: in main chunk


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
2017-01-24 21:52:21: ERROR[Main]: ModError: Failed to load and run script from /home/vincent/.minetest/mods/mobs_animal/init.lua:
2017-01-24 21:52:21: ERROR[Main]: /home/vincent/.minetest/mods/mobs_animal/chicken.lua:82: attempt to call method 'spawn' (a nil value)
2017-01-24 21:52:21: ERROR[Main]: stack traceback:
2017-01-24 21:52:21: ERROR[Main]:    /home/vincent/.minetest/mods/mobs_animal/chicken.lua:82: in main chunk
2017-01-24 21:52:21: ERROR[Main]:    [C]: in function 'dofile'
2017-01-24 21:52:21: ERROR[Main]:    /home/vincent/.minetest/mods/mobs_animal/init.lua:15: in main chunk


EDIT :

UNDERSTOOD !!!

The thing was so simple that it wasn't obvious :
1. We need the Mob Redo Api downloaded and installed as a mod
2. We need then to activate it in the configuration of the world where it is called "mobs" in total conflict with the Simple Mobs mod also called "mobs"

I completely missed the point and though Simple Mobs was needed as a dependency...I just had an inspired stroke of genius :D

I suggest that the first post sould be edited to explain these two facts for the next who will have the issue :)

I just saw a sheep and a rabbit, I will do further checks to see if there are monsters and npc
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Re: [Mod] Mobs Redo [1.33] [mobs]

by afflatus » Sun Jan 29, 2017 00:49

A couple of little feature requests:
Tameable penguins? about 4 fish would be right. We all want pet penguins. Don't we?
Oh and penguins should be able to swim - I'm starting a campaign to save the drowning penguins ...
Tameable / rideable dragons - I know, the impossible may take a little longer ;-) They should be expensive to train, maybe diamonds?
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Re: [Mod] Mobs Redo [1.33] [mobs]

by firefox » Sun Jan 29, 2017 12:22

afflatus wrote:Tameable penguins? about 4 fish would be right. We all want pet penguins. Don't we?
Oh and penguins should be able to swim - I'm starting a campaign to save the drowning penguins ...

yes, yes!
+1
 

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