[Mod] KPGMobs [kpgmobs]

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TenPlus1
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Re: [Mod] KPGMobs [kpgmobs]

by TenPlus1 » Sat Apr 04, 2015 16:16

They can be picked up by right-clicking them...
 

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Don
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Re: [Mod] KPGMobs [kpgmobs]

by Don » Sun Apr 05, 2015 00:18

Awesome work TenPlus1
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

LA411
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Re: [Mod] KPGMobs [kpgmobs]

by LA411 » Sun Apr 05, 2015 16:10

okay hello everybody ,I am new here ,and Love what I have seen so far ,...anyway... ♥ I was browsing the mods here ♥ and when I did see the pictures of your mod ,I thought this is ”Pumbaa” (Lion King the movie ),what is pumbaa without his “timon” ? :)

Image
 

CamryRainbow
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Re: [Mod] KPGMobs [kpgmobs]

by CamryRainbow » Tue Jun 16, 2015 00:57

krupnovpavel wrote:KPGMobs by KrupnovPavel
ImageImageImageImage
Based on MOBS-MOD by PilzAdam

Little has changed: added animal and deleted monster.
Removed some bugs, when attacking now overcomes obstacles.
The game now many living creatures.
The sheep and the rat from MOBS-MOD
Deer by Pavel_S

Version info:
+ Spoiler


Add in v5:
  • To ride a horse
  • beehive
+ Spoiler


Add in v6:

  • rename my mod to "kpgmobs"
  • jump on horse
  • species of the horses
Screen:

+ Spoiler

[/spoiler]

Comment:
+ Spoiler

If you like, please the post to me in this forum! For me it is important what you think. Thanks in advance!

License

The MIT License (MIT) https://www.dropbox.com/s/mij0dptwvvztl5b/README.txt

So What your saying is no hostile mobs?
 

Miner59
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Re: [Mod] KPGMobs [kpgmobs]

by Miner59 » Tue Jun 16, 2015 03:49

Basically mobs peaceful, except for a wolf. I decided to do that was an incentive at night not to walk about.


Hi, you need to open the spoiler, there was the info you wanted. There is one hostile animal, the wolf. But it only spawns at night or in dark areas and it is not hard to kill. Even with your bare hand you should be able to kill a wolf.
 

amadin
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Re: [Mod] KPGMobs [kpgmobs]

by amadin » Fri Jul 31, 2015 19:01

Why if i press F7 i see my skin in the horse but it must be ON the horse?
 

tinkerlevu
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Re: [Mod] KPGMobs [kpgmobs]

by tinkerlevu » Sun Sep 13, 2015 09:30

hey one question... what do you have to edit to change the speed of the horses in the kpgmobs addon
 

bbaez
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Re: [Mod] KPGMobs [kpgmobs]

by bbaez » Tue Nov 03, 2015 22:21

After upgrading to 0.4.13 the following error happens randomly:

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
2015-11-03 13:31:32: ACTION[ServerThread]: Player Killer moved too fast; resetting position
13:31:34: WARNING: Undeclared global variable "v" accessed at ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:95
13:31:34: WARNING: Undeclared global variable "v" accessed at ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:390
13:31:34: WARNING: Assignment to undeclared global "NPC" inside a function at ...inetest/minetest-0.4.13/bin/../mods/creatures/zombie.lua:247.
13:31:34: WARNING: Assignment to undeclared global "PLAYER" inside a function at ...inetest/minetest-0.4.13/bin/../mods/creatures/zombie.lua:248.
2015-11-03 13:31:34: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-11-03 13:31:34: ERROR[main]: Lua: Runtime error from mod 'kpgmobs' in callback luaentity_Step(): ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: attempt to index a nil value
2015-11-03 13:31:34: ERROR[main]: stack traceback:
2015-11-03 13:31:34: ERROR[main]:       ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: in function <...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:106>

In thread 7ff9573b97c0:
/home/aa0001/minetest/minetest-0.4.13/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'kpgmobs' in callback luaentity_Step(): ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: attempt to index a nil value
stack traceback:
        ...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:148: in function <...01/minetest/minetest-0.4.13/bin/../mods/kpgmobs/init.lua:106>
Debug stacks:
DEBUG STACK FOR THREAD 7ff949d62700:
#0  virtual void* EmergeThread::Thread()
#1  MapBlock* ServerMap::loadBlock(v3s16)
#2  void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool)
(Leftover data: #3  void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7ff94a563700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7ff94ad64700:
#0  virtual void* ServerThread::Thread()
#1  void Server::AsyncRunStep(bool)
#2  void Server::SendBlocks(float)
(Leftover data: #3  virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(-9,2,-1), create_blank=1)
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5  bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
DEBUG STACK FOR THREAD 7ff9573b97c0:
#0  int main(int, char**)
#1  Dedicated server branch
#2  void dedicated_server_loop(Server&, bool&)
#3  void Server::step(float)


What is the best way to check for nil in the code?

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
if minetest.registered_nodes[minetest.get_node(p).name].walkable then
                        self.v = 0
                end
 

blackjack
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Re: [Mod] KPGMobs [kpgmobs]

by blackjack » Thu Jan 07, 2016 10:56

Great mod, cool animations!

But steering of the horse while riding feels like steering a super-tanker.
Is there any chance to make this more usable?
Best regards
blackjack
 

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