[Modpack] Animals Modpack [2.5] -- 2.6 approaching

sapier
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by sapier » Sun Aug 25, 2013 20:12

@Mossmanikin I already thought about something very similar to Neuromancer suggestions but didn't want to conflict with your mod. So if you're ok to join forces I'll put this enhancement on list for 2.3. I don't wanna add new features to 2.2 right now as release is scheduled end of august ;-)

@neuromancer
1) you don't need a bone to tame a wolf ... but I guess it'd be way more intuitive if it was that way --> issue for 2.3
2) should be fixed with current version I pushed a fix today ... not sure if you got that one
3) big red is meant to be very rare ... as it's a big mob it's chances are even less. It only spawns in large caves below ground. (at least it's meant to spawn there)

Edit1:
@All I'm about to switch development center to github, I still will announce important things here . If you wanna know whats going on in details have a look at github site of animals modpack
Last edited by sapier on Sun Aug 25, 2013 20:30, edited 1 time in total.
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Mossmanikin
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by Mossmanikin » Sun Aug 25, 2013 20:58

sapier wrote:@Mossmanikin I already thought about something very similar to Neuromancer suggestions but didn't want to conflict with your mod. So if you're ok to join forces I'll put this enhancement on list for 2.3. I don't wanna add new features to 2.2 right now as release is scheduled end of august ;-)

Sounds good.
This way I'll have some time to try and understand the mobf code. :D

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by sapier » Sun Aug 25, 2013 21:20

I'm about to write a mob making tutorial but I guess to add that feature some changes in core are necessary
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Neuromancer
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by Neuromancer » Sun Aug 25, 2013 22:41

Awesome that both of you like integrating this Mods fish with the Fishing Mod! I don't want to slow that process down at all, but I think somewhere a ways down the road it would be cool to add bears that are attracted to fishing activity and beehives and beekeeping activity. They could steal fish and honeycombs, and attack the player who gets in their way.
 

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by Neuromancer » Sun Aug 25, 2013 23:21

Holy macrel, I just saw a sheep with it's knees bent laying on the ground! Is it resting, giving birth, or hurt?
 

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by sapier » Mon Aug 26, 2013 11:16

it's resting
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EDDIEDUCE
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by EDDIEDUCE » Mon Aug 26, 2013 20:01

I've got the error on_step issue too. Seen it for quite a long time too.
 

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by sapier » Mon Aug 26, 2013 22:02

@EDDIEDUCE almost everything is done on_step could you post a little bit more error information? I intend to release a new stavke version next weekend so any error report is helpfull.
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by Neuromancer » Mon Aug 26, 2013 23:49

For the most part, players can ignore the animals except when they want to harvest them. What if the animals had an agenda?

For example what if rats and deer were attracted to the players crops and would start munching on them. If the player didn't drive them off they could destroy those crops. What if wolves were attracted to the player's livestock and would attack and eat the chickens & sheep? And as I mentioned before bears could be attracted to hooked fish and players behives and would eat those as well. Suddenly these animals could no longer be ignored.

The upside is that most of this logic could be shared between all the animals. Attraction & moving towards their dinner. This could pretty much just steal a bit of the logic where hostile mobs are attracted to players. If a rat spawns near your crops, he is going to move towards them.

Then there should be some sound effect when they next to and are attacking the player's resource, chewing noises, growling, etc. And then the ruined players resource if they don't get their soon enough to drive the animal off.
Last edited by Neuromancer on Mon Aug 26, 2013 23:52, edited 1 time in total.
 

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by sapier » Tue Aug 27, 2013 08:29

Yes Neuromancer that's same direction I was thinking at, improve movgen by some sort of "prefered" direction which is chosen by some criteria and selected with a chance bigger than random.
This way fish could move towards a bobber, as well as rats towards crop.
Making a wolf attack players lifestock should work with minor changes, at least as soon as I have sorted out why wolf isn't attacking anyone atm . But it rwuires additional changes to wolf as it's staying where it spawns atm. Maybe switch wolf to some patrol mode similar to guard if player lifestock is around, pathfinding could provide the path to move.

The one big problem is mobs don't stay active if a player is next to them, I can't use the keepactive too. There are huge numbers of mobs withing the whole world, that'd result in almost same load as a x-k player server. x not being a small number too. Usually once a server starts a world in activated area around him are 150-200 mobs ... and thats only one small piece of world.

Don't take me wrong, the direction is correct for 2.3 it just wont be done at once and will be flawed until all issues are sorted out ;-)

I suggest you post you suggestions to github issues, they're way more easy to sort than 46 pages of forum posts ;-)
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by Neuromancer » Wed Aug 28, 2013 00:34

sapier wrote:I suggest you post you suggestions to github issues, they're way more easy to sort than 46 pages of forum posts ;-)

Glad you like the ideas. I put them on the issues list. I may still post new ones here to see what your thoughts are, and then add them to the issues list if you like them. Here's a bonus one, just to see what you think, tamed wolves could patrol and discourage wolves from attacking livestock. Otherwise, I'm thinking building good fences and barns would keep the wolves out. Tamed dogs might even keep deer and rats out of crops.

You liked the rats eating crops. I hope you do the deer also. Any experienced farmer will tell you deer are even worse than rats when it comes to crop damage.
Last edited by Neuromancer on Wed Aug 28, 2013 00:36, edited 1 time in total.
 

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by DigAmy » Wed Aug 28, 2013 11:31

Not good :/ there is some bug in the enviorement.lua file..Also is very laggy...
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by sapier » Wed Aug 28, 2013 11:46

DigAmy I'm sorry but I can't do anything if you don post the "some bug in environment.lua" error information ;-). If you do so plz tell what version you're using too. If you did test stable branch, I suggest waiting for weekend as new stable is almost finished, fixing a lot of performance issues.
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by Inocudom » Wed Aug 28, 2013 14:36

As Minetest's support for moving entities improves, this mod should become more widely used. It certainly has more variety and more peaceful creatures than simple_mobs does.
 

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by george90867 » Thu Aug 29, 2013 17:22

cant open mobf menu
EDIT it says invalid command
Last edited by george90867 on Thu Aug 29, 2013 17:22, edited 1 time in total.
 

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by sapier » Thu Aug 29, 2013 18:51

/mobf is only in new version in old one this was /mobf_settings
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by Neuromancer » Sat Aug 31, 2013 13:14

There are often times when a world becomes completely unresponsive. Usually when this happens the last message I see is "Cannot find path". This usually means that I'm standing somewhere near to a monster, but they have no way of reaching me. And so the system freaks out trying over and over again to find a path to me, but there never can be one because there is a huge chasm or wall between me and the hostile mob. If you close minetest and come back in, the world is still completely unplayable and the last message you will see again is "Cannot find path".
Last edited by Neuromancer on Sat Aug 31, 2013 13:15, edited 1 time in total.
 

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by sapier » Sat Aug 31, 2013 16:49

@Neuromancer https://github.com/minetest/minetest/pull/887 fixes your issue
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by Jouster27 » Sat Aug 31, 2013 19:51

I realize this is probably a dumb question but how do you kill an oerkki? I'm using a steel sword and after hitting it for several minutes, I'm starting to think it's not a viable method of attack.
 

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by TenPlus1 » Sat Aug 31, 2013 20:09

Jouster27 wrote:I realize this is probably a dumb question but how do you kill an oerkki? I'm using a steel sword and after hitting it for several minutes, I'm starting to think it's not a viable method of attack.


This sounds like a glitched mob where sometimes you hit it many times and it's still there...
 

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by sapier » Sun Sep 01, 2013 12:41

I just released mobf 2.2 ... I usually prefere to release bound to minetest but this seems to be impossible atm
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by Neuromancer » Mon Sep 02, 2013 17:12

Another idea, if you hit a mob with a flaming arrow from PilzAdam's throwing Mod, the animal should catch on fire run around setting things on fire, die and leave you with cooked meat. Kind of gruesome, but really convienient. It kind of stinks that the throwing mod doesn't do any damage to Mobs anymore. Maybe just make Mobs flammable? Maybe there should be other ways to catch them on fire, if they go into a burning forest?
Last edited by Neuromancer on Mon Sep 02, 2013 18:18, edited 1 time in total.
 

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by Jouster27 » Wed Sep 04, 2013 17:12

Just found out that I can't seem to kill a wolf either. Yeah, something isn't working right. I was using a mithril sword on the wolf so something isn't working right. I'll see if the 2.2 version is any more reasonable.
 

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by Jouster27 » Wed Sep 04, 2013 17:25

Jouster27 wrote:Just found out that I can't seem to kill a wolf either. Yeah, something isn't working right. I was using a mithril sword on the wolf so something isn't working right. I'll see if the 2.2 version is any more reasonable.


I just tried 2.2 and the wolf isn't taking any damage with it either. I enabled the lifebar to see if my attacks were doing anything at all but if they were, the amout of damage from the my attacks was too small to see. Since I deleted the old mod outright, I can't see this being a faulty copy of the mod... the only remaining possibilities are that there's something wrong with my game config or the mod doesn't allow you to attack dangerous mods (I haven't tried to kill a chicken or sheep yet so they might be invincible as well for all I know). Anyone have any useful advice?

By the way, I like the new menu system and "/mobf" is MUCH easier to remember than "/mobf_settings". Any chance we can put a formspec control in so we can access this from Inventory ++?
Last edited by Jouster27 on Wed Sep 04, 2013 17:26, edited 1 time in total.
 

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by sapier » Thu Sep 05, 2013 20:29

Jouster27 I just tried a steel sword, wolf is killed with a single punch ... I assume there's a bug in mithril sword. Weapons need to have correct damage groups in order to work correct.

yea I was to lazy to type mobf_settings everytime too ;-) ... of course inventory++ support could be added there was support for it once but it seemed to be discontinued. If someone provides a patch to use inventory++ if available I'll add it to next release
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by Inocudom » Thu Sep 05, 2013 22:32

When you use the creative inventory to place mobs, they stand still for a long time. Sometimes, they will eventually move around. Sometimes, they will not.
 

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by sapier » Mon Sep 09, 2013 15:01

That's not a bug but correct behaviour. Mobs have different states which are switched based on their chance. Initial state is "stand" which is valid for 30s after that a new state radomly selected. This states duration is gauss distributed around it's typical duration.
If the random state is "stand" too the mob may stand for quite some time.
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by Johnyknowhow » Tue Sep 10, 2013 18:40

If I get this mod ill change the textures a lot lol
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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by fishyWET » Wed Sep 11, 2013 05:51

<offtopic> How do you make those mesh? Is there a program that u use?
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by Rhys » Wed Sep 11, 2013 06:49

fishyWET wrote:<offtopic> How do you make those mesh? Is there a program that u use?


It is on topic, and, you use mesh.x files and skins. That's for Simple Mobs.
 

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