[Mod] Mobs Redo [1.34] [mobs]

blert2112
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Re: [Mod] Mobs Redo [1.12] [mobs]

by blert2112 » Thu Jun 11, 2015 23:34

Sokomine wrote:Turtles are not known for their aggressive behaviour. Animals the size of those spawned by mods can be considered adults. Those have a solid enough shell and not too many enemies. There's no reason for them to attack a player - unless the player looks eadible.

LOL! I think you misunderstand... Not trying to make angry attack turtles. I was talking about the sharks and crocs.
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by Wuzzy » Fri Jun 12, 2015 20:42

TenPlus1, assuming I would “fix” all the “flaws” I have constantly complained about recently (especially about this mod not being “generic” and “API-ish” enough), how likely would it be to get them merged? And which “fixes” would you reject?
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Sat Jun 13, 2015 19:27

It depends what the flaws you are talking about and ideas you present... I'm always open to updating this mod...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by nvrsbr » Wed Jun 17, 2015 20:32

Anyone help me with this...

viewtopic.php?f=3&t=12637

Thanks
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by RoseLite » Fri Jun 19, 2015 20:35

It would be nice if you could tame rats by giving them 3 cheese wedges, so they turn into a (tamed) rat, or hamster. You could use some textures (As in the pelt) for the hamsters/rats.
Rainbows Rainbows! Rainbows!! Rainbows!!! Rainbows!!!! Rainbows!!!!! Rainbows!!!!!!
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by amadin » Mon Jun 29, 2015 11:16

I see only "unknown item" on the air and ground.
07:05:56: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:05:56: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:10: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:26: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:32: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:34: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:34: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:38: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:38: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:41: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:46: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:50: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:58: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:07:04: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:07:10: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:07:11: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by mahmutelmas06 » Mon Jun 29, 2015 12:45

amadin wrote:I see only "unknown item" on the air and ground.
07:05:56: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:05:56: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:10: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:26: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:32: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:34: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:34: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:38: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:38: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:41: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:46: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:06:50: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:06:58: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:07:04: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined
07:07:10: ERROR[ServerThread]: LuaEntity name "animal_rat:rat" not defined
07:07:11: ERROR[ServerThread]: LuaEntity name "adv_spawning:spawn_seed" not defined



Because you have installed animals_modpack by sapier and deleted it.
Its not related to this mod.
My Mods:

Beverage
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.12] [mobs]

by TenPlus1 » Mon Jun 29, 2015 14:05

Exactly... those are all elements from a different mod entirely, but if you type:

/clearobjects

...during the game it will get rid of them all for you...
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by dannyplaysminetest » Mon Jun 29, 2015 18:07

Thanks for this cool Mod, i had a scary and Epic battle the first day i installed it with a Dungeon Master deep underground, after diging for quite a while i finally found some Gold and Diamond Ore however a Dungeon Master did not let me just take it, fireballs flying around left and right my face with a cool sound effect, i barely survived the battle but i won and took the Gold and Diamonds, my skills and Diamond Sword were no match for that evil creature ^_^
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Mon Jun 29, 2015 18:08

Hehehe, not something you want to stumble upon in a hurry, although you should see the Dungeon Lord in Xanadu server, *scary*...
 

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Re: [Mod] Mobs Redo [1.12] [mobs]

by amadin » Mon Jun 29, 2015 20:07

TenPlus1 wrote:Exactly... those are all elements from a different mod entirely, but if you type:

/clearobjects

...during the game it will get rid of them all for you...

Thanks, 2-nd day mob mods not worked, but now working.
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by amadin » Wed Jul 01, 2015 21:38

Prompt please, where i can increase the number of monsters undeground (caves)? I find this for mese monster "mobs:register_spawn("mobs:mese_monster", {"default:stone"}, 5, 0, 5000, 1, -20)", but i don't know what do this numbers.
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Thu Jul 02, 2015 06:26

-- mobs:register_spawn(name, {nodes to spawn above}, max light, min light, chance of spawning [lower=more], max objects in area, max height to spawn)
mobs:register_spawn("mobs:mese_monster", {"default:stone"}, 5, 0, 5000, 1, -20)
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by amadin » Thu Jul 02, 2015 11:15

Thanks, i find your instruction about all parameters and place here for other peoples - http://github.com/tenplus1/mobs/wiki/Mob-Api
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Code: Select all

Mob API

The mob api is a function that can be called on by other mods to add new animals or monsters into minetest.

mobs:register_mob(name, definition)

This functions registers a new mob as a Minetest entity.

    name is the name of the mob (e.g. "mobs:dirt_monster")
    definition is a table with the following fields
        type the type of the mob ("monster" or "animal")
        passive will mob defend itself, set to false to attack
        attacks_monsters usually for npc's to attack monsters in area
        group_attack true to defend same kind of mobs from attack in area
        hp_min minimum health
        hp_max maximum health (mob health is randomly selected between both)
        physical same is in minetest.register_entity()
        collisionbox same is in minetest.register_entity()
        visual same is in minetest.register_entity()
        visual_size same is in minetest.register_entity()
        textures same is in minetest.register_entity()
            although you can add multiple lines for random textures {{"texture1.png"},{"texture2.png"}},
        gotten_texture alt. texture for when self.gotten value is set to true (used for shearing sheep)
        child_texture texture of mod for when self.child is set to true
        mesh same is in minetest.register_entity()
        gotten_mesh alternative mesh for when self.gotten is true (used for sheep)
        makes_footstep_sound: same is in minetest.register_entity()
        follow item when held will cause mob to follow player
        view_range the range in that the monster will see the playerand follow him
        walk_chance chance of mob walking around
        jump_chance chance of mob jumping around, set above to 0 for jumping mob only
        walk_velocity the velocity when the monster is walking around
        run_velocity the velocity when the monster is attacking a player
        stepheight minimum node height mob can walk onto without jumping (default: 0.6)
        jump can mob jump, true or false
        jump_height height mob can jump, default is 6
        fly can mob fly, true or false (used for swimming mobs also)
        fly_in node name that mob flys inside, e.g "air", "default:water_source" for fish
        damage the damage per second
        recovery_time how much time from when mob is hit to recovery (default: 0.5)
        knock_back strength of knock-back when mob hit (default: 3)
        blood_amount number of droplets that appear when hit
        blood_texture texture of blood droplets (default: "mobs_blood.png")
        drops is list of tables with the following fields:
            name itemname
            chance the inverted chance (same as in abm) to get the item
            min the minimum number of items
            max the maximum number of items
        armor the armor (integer)(3=lowest; 1=highest)(fleshy group is used)
        drawtype "front" or "side" (DEPRECATED, replaced with below)
        rotate set mob rotation, 0=front, 1.5=side, 3=back, 4.5=other side
        water_damage the damage per second if the mob is in water
        lava_damage the damage per second if the mob is in lava
        light_damage the damage per second if the mob is in light
        fall_damage will mob be hurt when falling from height
        fall_speed speed mob falls (default: -10 and has to be lower than -2)
        on_die a function that is called when the mob is killed
            the parameters are (self, pos)
        floats 1 to float in water, 0 to sink
        on_rightclick its same as in minetest.register_entity()
        attack_type the attack type of a monster ("dogfight", "shoot", "explode")
        arrow if the attack_type="shoot" needed: the entity name of the arrow
        shoot_interval the minimum shoot interval
        shoot_offset +/- value to position arrow/fireball when fired
        sounds this is a table with sounds of the mob
            random random sounds during gameplay
            war_cry sound when starting to attack player
            attack sound when attacking player
            damage sound when being hit
            death sound when killed
            jump sound when jumping
            explode sound when exploding
            distance maximum distance sounds are heard from (default is 10)
        animation a table with the animation ranges and speed of the model
            stand_start
            stand_end
            walk_start
            walk_end
            run_start
            run_end
            punch_start
            punch_end
            speed_normal
            speed_run used when mob runs behind player to make animation faster
        replace_what group if items to replace e.g. {"farming:wheat_8", "farming:carrot_8"}
        replace_with replace with what e.g. "air" or in chickens case "mobs:egg"
        replace_rate how many seconds to wait until next check
        replace_offset +/- value to check specific node to replace

The mob api also has some preset variables and functions that it will remember for each mob

    self.gotten this is used for obtaining milk from cow and wool from sheep
    self.horny when animal fed enough it is set to true and animal can breed with same animal
    self.child used for when breeding animals have child, will use child_texture and be half size
    self.owner string used to set owner of npc mobs, typically used for dogs
    self.order set to "follow" or "stand" so that npc will follow owner or stand it's ground
    on_die a function that is called when mob is killed
    do_custom a custom function that is called every second while mob is active

mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)

mobs:space_specfic(name, nodes, neighbors, min_light, max_light, interval, chance, active_object_count, min_height, max_height)

These functions register a spawn algorithm for the mob. Without this function the call the mobs won't spawn.

    name is the name of the animal/monster
    nodes is a list of nodenames on that the animal/monster can spawn on top of
    neighbors is a list of nodenames on that the animal/monster will spawn beside (default is {"air"} for mobs:register_spawn)
    max_light is the maximum of light
    min_light is the minimum of light
    interval is same as in register_abm() (default is 30 for mobs:register_spawn)
    chance is same as in register_abm()
    active_object_count mob is only spawned if active_object_count_wider of ABM is <= this
    min_height is the maximum height the mob can spawn
    max_height is the maximum height the mob can spawn

For each mob that spawns with this function is a field in mobs.spawning_mobs. It tells if the mob should spawn or not. Default is true. So other mods can only use the API of this mod by disabling the spawning of the default mobs in this mod.

mobs:register_arrow(name, definition)

This function registers a arrow for mobs with the attack type shoot.

    name is the name of the arrow
    definition is a table with the following values:
        visual same is in minetest.register_entity()
        visual_size same is in minetest.register_entity()
        textures same is in minetest.register_entity()
        velocity the velocity of the arrow
        drop if set to true any arrows hitting a node will drop as item
        hit_player a function that is called when the arrow hits a player; this function should hurt the player
            the parameters are (self, player)
        hit_mob a function that is called when the arrow hits a mob; this function should hurt the mob
            the parameters are (self, player)
        hit_node a function that is called when the arrow hits a node
            the parameters are (self, pos, node)

mobs:register_egg(name, description, background, addegg)

This function registers a spawn egg which can be used by admin to properly spawn in a mob.

    name this is the name of your new mob to spawn e.g. "mob:sheep"
    description the name of the new egg you are creating e.g. "Spawn Sheep"
    background the texture displayed for the egg in inventory
    addegg would you like an egg image in front of your texture (1=yes, 0=no)

mobs:explosion(pos, radius, fire, smoke)

This function generates an explosion which removes nodes in a specific radius and replace them with fire or air. Protection nodes, obsidian and locked chests will not be destroyed although a normal chest will drop it's contents.

    pos centre position of explosion
    radius radius of explosion (typically set to 3)
    fire should fire appear in explosion (1=yes, 0=no)
    smoke should smoke appear in explosion (1=yes, 0=no)
    sound sound played when mob explodes

mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso, force_take, replacewith)

This function is generally called inside the on_rightclick section of the mob api code, it provides a chance of capturing the mob by hand, using the net or magic lasso items, and can also have the player take the mob by force if tamed and replace with another item entirely.

    self mob information
    clicker player information
    chance_hand chance of capturing mob by hand (1 to 100) 0 to disable
    chance_net chance of capturing mob using net (1 to 100) 0 to disable
    chance_lasso chance of capturing mob using magic lasso (1 to 100) 0 to disable
    force_take take mob by force, even if tamed (true or false)
    replacewith once captured replace mob with this item instead

 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by necron099 » Sat Jul 04, 2015 00:02

TenPlus1, enjoying your mod it's the best. I poked around and I noticed there was a missing png for the tribute. Any chance of getting one for that?
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Sat Jul 04, 2015 06:33

tribute ???
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by necron099 » Sat Jul 04, 2015 11:18

Line 74 in the rabbit.lua file. There isn't a png that goes with it in the textures folder. I did a /giveme for the lava orb, and a /spawnentity right clicked and the darn thing almost killed me XD

Now all we need is a Holy Hand Grenade:)
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by ExeterDad » Sat Jul 04, 2015 15:16

Evil Bunny! Love it TenPlus1 :P
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by Don » Sun Jul 05, 2015 19:37

Exeter bunny!
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
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by DrMature » Mon Jul 06, 2015 21:59

Hi,

I have been playing with creating coloured sheep for mobs_redo. I can get this to work fine (changing mob picture, dropping coloured wool etc) but I can't get the colour of the sheep to be saved (all sheep are white on reloading game). The colour is stored in an attribute called self.colour

Can you tell me how to adjust what is saved?

Many thanks.
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Tue Jul 07, 2015 19:50

Show me your code please, I was going to add coloured sheep but each as a different sheep entity to save adding new features into the api for 1 mob...
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by amadin » Thu Jul 09, 2015 13:17

mese monster did not deal damage
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Thu Jul 09, 2015 19:25

amadin: download latest mobs redo, arrow bug was fixed in the api...
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by DrMature » Sat Jul 11, 2015 16:35

Hi TenPlus1,
Sorry for the delay in posting my code, it's taken me a while to get started on github. Anyway, you can view my code changes for coloured sheep here:
https://github.com/tenplus1/mobs/compar ... ler:master
Plus some images to be added later.

I wondered about creating a separate mob for each colour (inheriting from main sheep class). There are two things I don't know about this approach. First is how this affects the speed of the code. Second is how to destroy the original mob, and create an exact copy of the coloured mob in its place.

Cheers.
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Sat Jul 11, 2015 19:18

DrMature: I've added coloured sheep to Mobs Redo using a separate entity for each colour... Only white sheep that you own can be dye'd by right-clicking with any dye colour and wool of the same colour will be returned when sheared and regrown...

Bug: sheep are now racist and will only breed with their same coloured counterpart... Will fix this :)

Notice: sheep sent to sensitivity training, are no longer racist towards their coloured counterparts :)
Last edited by TenPlus1 on Wed Jul 15, 2015 09:57, edited 2 times in total.
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by DrMature » Sat Jul 11, 2015 20:48

Ok. How do you destroy and respawn a coloured sheep?
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Sun Jul 12, 2015 19:54

DrMature: How do you mean destroy and respawn ? Coloured sheep are made by dye'ing white sheep and can be picked up using magic lasso and placed in inventory...
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by Routhinator » Thu Jul 16, 2015 19:27

I've updated the mobs_tree_monster.x to mobs_tree_monster.b3d in the creeper mob to fix a bug caused by the recent update.

Is it possible that we can consolidate the extra mobs like the creeper and ghost mobs into an extra mobs pack so we can update them on github? Would be nice to do PRs for this stuff.
Attachments
creeper.zip
Fixed creeper for mobs_redo update of tree_monster mesh.
(28.75 KiB) Downloaded 96 times
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Fri Jul 17, 2015 07:31

I'll ask the mod authors if they would be willing to make a Mobs Redo Additions mod that I could host on github maybe, although having the choice of which mobs you want is always a good thing too...
 

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Re: [Mod] Mobs Redo [1.13] [mobs]

by TenPlus1 » Fri Jul 17, 2015 08:13

Routhinator: you missed the new collisionbox changes also for the new .b3d model, here's the fixed creeper mod...
Attachments
creeper.zip
(28.73 KiB) Downloaded 146 times
 

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