No mobs

kule8897
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No mobs

by kule8897 » Sun Oct 19, 2014 16:04

When will mobs be back in game?I feel like the game is empty without mobs.Also why did the old mobs get taken out.I can settle for mods for mobs but i would like them in the base game.
 

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Minetestforfun
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Re: No mobs

by Minetestforfun » Sun Oct 19, 2014 16:14

unfortunately, the mobs aren't yet in the default game...
 

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Calinou
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Re: No mobs

by Calinou » Sun Oct 19, 2014 16:28

A default mobs mod should remain fairly simple (only a few mobs, hostile and friendly) to not be too slow and annoy people who don't want it. As long as there's “something to be scared of and something to make food of”, it's probably enough provided there are minetest.conf settings to disable mob spawning individually.
 

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Re: No mobs

by Dragonop » Sun Oct 19, 2014 23:00

I really will love to see Dungeon Master, Oerkky, The Rat(s), the Lightbugs, and maybe a 2D sheep. Why the mobs where removed? They where not buggy, and fast, in the older versions :)
 

kule8897
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Re: No mobs

by kule8897 » Sun Oct 19, 2014 23:20

Exactly.

:)
 

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Esteban
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Re: No mobs

by Esteban » Mon Oct 20, 2014 13:06

.
Last edited by Esteban on Sat Mar 19, 2016 12:43, edited 1 time in total.
 

twoelk
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Re: No mobs

by twoelk » Wed Oct 22, 2014 18:09

look here for some info on mods that provide mobs:
http://wiki.minetest.net/Mobs
 

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stormchaser3000
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Re: No mobs

by stormchaser3000 » Thu Oct 23, 2014 03:41

the last thing we need is hostile mobs but peaceful mobs like sheep or pigs i wouldn't mind
 

greydmiyu
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Re: No mobs

by greydmiyu » Thu Oct 23, 2014 06:05

Dragonop wrote:I really will love to see Dungeon Master, Oerkky, The Rat(s), the Lightbugs, and maybe a 2D sheep. Why the mobs where removed? They where not buggy, and fast, in the older versions :)


Aren't those provided by SimpleMobs?
 

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Re: No mobs

by Dragonop » Thu Oct 23, 2014 14:09

Those are in the oldest versions, exept the sheep.
 

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Calinou
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Re: No mobs

by Calinou » Thu Oct 23, 2014 19:40

The old mobs were coded in C++, the code was removed in early 2012 (last build to have it was 0.4_201201022). The problem was that you couldn't tweak the spawning conditions (except preventing hostile mob spawns) or the mobs themselves.
 

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Re: No mobs

by Dragonop » Sun Oct 26, 2014 15:51

@Calinou ¿Why is a problem that you can't tweak the spawning? For me, those mobs are way too much better than the new lua mobs. Why where removed? Who tought that it was a good idea? Isn't possible to take back the code?
 

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Calinou
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Re: No mobs

by Calinou » Sun Oct 26, 2014 17:49

Dragonop wrote:@Calinou ¿Why is a problem that you can't tweak the spawning? For me, those mobs are way too much better than the new lua mobs. Why where removed? Who tought that it was a good idea? Isn't possible to take back the code?


It is clearly a problem for modders. Lua mobs can be made well and they can be fast. To me (and I guess many other modders/developers), they are a better solution than C++ mobs.

It would be very hard (and pointless) to take back the old code. Game stuff has nothing to do in engine code.
 

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Re: No mobs

by Dragonop » Fri Oct 31, 2014 02:06

@Calinou Well, the Lua mobs, work very laggy to me, and don't notice me until some time next to them; and the C++ mobs (before removed) where working a lot better.
 

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Re: No mobs

by twoelk » Sat Nov 01, 2014 00:08

@Dragonop, which mob mods have you used? Singleplayer or on a server?
 

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Linuxdirk
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Re: No mobs

by Linuxdirk » Sat Nov 01, 2014 00:11

There should only be a well-documented mob API and the mob AI (friendly/hostile/ambiguous) and spawing logic in the game. Mobs of all kind should be implemented via mods only.
 

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Calinou
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Re: No mobs

by Calinou » Sat Nov 01, 2014 09:55

Dragonop wrote:@Calinou Well, the Lua mobs, work very laggy to me, and don't notice me until some time next to them; and the C++ mobs (before removed) where working a lot better.


Have you tried this one? The non-noticing bug was fixed and they are overall quite fast.

C++ mobs were occasionally desynchronized from the server…
 


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