[Mod] Mobs Redo [1.34] [mobs]

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

by Routhinator » Sun Jul 19, 2015 14:01

Thanks for that TenPlus1.

On the point of mob choice: Agree, I actually think we can achieve that the same way sky_mobs and water_mobs are handling it, simply make each mob a mod itself which can be enabled or disabled in world.mt, giving the subgame designer the choice. We should just be careful to prefix the individual mob names with something to make their names unique. Right now there is an issue with water_mobs as the turtle mobs name conflicts with the programmable turtles mod.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Wed Jul 22, 2015 17:30

If i permanently attack a monster it stops at a distance from me and stands. Can i do so he continued to come even if I beat? If i not attack it come closer. Кnock_back = 0. In api.lua on 777 string i edit 2 to 1, but it not help:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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if self.attack.dist > ((-self.collisionbox[1] + self.collisionbox[4]) / 2) + 1 then
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Wed Jul 22, 2015 17:58

Monsters only need to be at arms length to attack player, different mobs have different attack distances...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Wed Jul 22, 2015 19:09

TenPlus1 wrote:Monsters only need to be at arms length to attack player, different mobs have different attack distances...

I think you not undestand me. While i attack, monster can not get closer of MY attack distance pick. But if i not attack, this same monster came much closer to me.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Wed Jul 22, 2015 19:35

amadin: which monster is it, I'll check it out...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Thu Jul 23, 2015 05:40

TenPlus1 wrote:amadin: which monster is it, I'll check it out...

It is all monsters. See my videos about 2 monsters: http://www.filedropper.com/treemonster and http://www.filedropper.com/onekki (gray button "Download this file").
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Thu Jul 23, 2015 19:40

When you attack their is knockback on the monsters so they are hit backwards which puts them out of attack range, but when they recover they will move towards you again ready to attack you... I see no problem in your videos...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Fri Jul 24, 2015 04:30

TenPlus1 wrote:When you attack their is knockback on the monsters so they are hit backwards which puts them out of attack range, but when they recover they will move towards you again ready to attack you... I see no problem in your videos...

But knock_back = 0 in api.lua (i replaced this default string "knock_back = def.knock_back or 3,"). In my video they don't deal any damage to me. But i think if knock_back = 0 they must attack me even if i attack them. I want turn off knock back of all monsters and animals, i want they attack me then i attack them. What i do wrong?
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Sun Jul 26, 2015 08:20

Mobs Api has been changed slightly, so any mod makers out there adding their own mobs be careful of the rotate value when setting it: 0=front (default), 90=side, 180=back, 270=side2...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by blert2112 » Sun Jul 26, 2015 15:32

TenPlus1 wrote:Mobs Api has been changed slightly, so any mod makers out there adding their own mobs be careful of the rotate value when setting it: 0=front (default), 90=side, 180=back, 270=side2...

Nice updates to the code and a great start at breaking that OnStep function up a bit! But... the rotated mobs are still running away. They are walking in the correct direction and are no longer skewed though. Because of the changes to the code I went and deleted my rotation fix branch so it's going to take me a few minutes to reacquaint myself with the code and find the fix. You will likely get to it before me though. I will post on github when I find it, unless you find it first.

Edit: Found the problems, very easy fixes. I opened an issue on github with the pertinent information.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by Minetestforfun » Mon Jul 27, 2015 11:47

Hi Tenplus1,

Please can you chekc this issue we made ? :) https://github.com/Ombridride/minetest- ... issues/138
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Mon Jul 27, 2015 12:24

I have checked each of the issues you listed and none of them occur on my setup...

Cows, Hogs and Goats will attack a player when hit unless they are tamed.

Slimes will continue to attack a player even when hit and knocked back, so long as they are in attack range they do not need to jump. check the terminal output and it will show you this.

Knockback is dependent on the tool you are using to hit the mob with, it uses the tool properties and strength to generate how much knockback is used.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by Minetestforfun » Mon Jul 27, 2015 13:29

Cows, Hogs and Goats will attack a player when hit unless they are tamed. => OK thank you for this answer, we will check what is wrong with our config

Slimes will continue to attack a player even when hit and knocked back, so long as they are in attack range they do not need to jump. check the terminal output and it will show you this. => yes also in my case, the problem is the knockback in the jump of the slimes even if the knockback is set to 0 ... The problem for slimes mob is the jump wich "freeze" a small time even if the knockback is set to 0, we don't want this "small freeze"
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Mon Jul 27, 2015 13:39

Are you running the latest Mobs Redo api ? check my github page for latest release: www.github.com/tenplus1
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by blert2112 » Mon Jul 27, 2015 18:11

I have a question regard def.armor ...
In the code it applies this value to the "fleshy" group which, according to the dev wiki, should have a value between one and three. Why, in most mobs, is it set somewhere between 80 and 200? What are the appropriate values for this setting and does a lower value mean better armor protection?

Oh, btw, rotation is working perfectly. :)
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Tue Jul 28, 2015 20:05

Yes, lower value for amor means better protection, so 80 is harder to kill and requires diamond axe whereas 100 can be killed with stone tools... I was thinking of re-doing the armor but keep getting side tracked :)

Thanks for your help with rotation bug :)
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Sat Aug 01, 2015 11:15

I set in sandmonster.lua mobs:register_spawn("mobs:sand_monster", {"default:desert_sand"}, 2, 0, 1000, 5, 31000) and set light_damage 999. Every morning all sand monsters died but if i go to another desert_sand location sand monsters spawn and dies in a second, it is on every desert_sand location at day, but monsters must spawn only at night.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Sat Aug 01, 2015 20:53

Fixed animal breeding bug, api no longer crashes...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Sun Aug 02, 2015 14:07

Question: Should I change it so that mobs are removed when they are out of player range (except tamed animals and npc)? This would be a lot lighter on servers and only show mobs spawned in the local area...

Active area can be changed by adding setting active_object_send_range_blocks to minetest.conf file...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Sun Aug 02, 2015 14:11

How to disable monsters but save animals? I want use another monsters.
Last edited by amadin on Sun Aug 02, 2015 15:24, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by blert2112 » Sun Aug 02, 2015 14:45

amadin wrote:How to disable monsters but save animals? I want use nother monsters.

Add to minetest.conf...
spawn_hostile_mobs = false

TenPlus1 wrote:Question: Should I change it so that mobs are removed when they are out of player range (except tamed animals and npc)? This would be a lot lighter on servers and only show mobs spawned in the local area...

Active area can be changed by adding setting active_object_send_range_blocks to minetest.conf file...

Not sure. Let's say I set out of my house to find that I am under siege by a group of angry ninjas that spawned while I was plinking around inside. All I would have to do to get rid of them is run run run out of the area. Then I could come back right away and they would all be gone? Is that about correct as to what could happen? Seems a little cheat-y.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Sun Aug 02, 2015 14:45

To disable monsters in the default mod edit the init.lua file and comment each of the dofile lines containing a monster... e.g...

-- dofile(path.."/dirtmonster.lua")
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by amadin » Sun Aug 02, 2015 15:28

I want disable monsters from mobs redo but save animals from mobs redo. Do you undestand me correctly?
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by ExeterDad » Sun Aug 02, 2015 15:57

blert2112 wrote:Not sure. Let's say I set out of my house to find that I am under siege by a group of angry ninjas that spawned while I was plinking around inside. All I would have to do to get rid of them is run run run out of the area. Then I could come back right away and they would all be gone? Is that about correct as to what could happen? Seems a little cheat-y.


Not the example I would of dreamed up... but pretty much sums up my opinion of the purposed change.
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Re: [Mod] Mobs Redo [1.14] [mobs]

by blert2112 » Sun Aug 02, 2015 16:24

Had a thought... You could make everyone happy by allowing the feature to be turned off for those that don't want to use it.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by TenPlus1 » Sun Aug 02, 2015 16:31

The new feature hasn't been added, was getting feedback beforehand... And yes, I would make sure it could be disabled... As for monsters, they can only spawn and attack in same area as player anyway but will fiddle with the ninja thought and see what I can come up with :)

amadin: yes I understand you correctly and had given you the answer to your query...
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by Linuxdirk » Sun Aug 02, 2015 18:49

TenPlus1 wrote:To disable monsters in the default mod edit the init.lua file and comment each of the dofile lines containing a monster... e.g...

-- dofile(path.."/dirtmonster.lua")

Why not adding a minetest.conf value for disabling monsters?
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by blert2112 » Sun Aug 02, 2015 19:00

Linuxdirk wrote:
TenPlus1 wrote:To disable monsters in the default mod edit the init.lua file and comment each of the dofile lines containing a monster... e.g...

-- dofile(path.."/dirtmonster.lua")

Why not adding a minetest.conf value for disabling monsters?

Look up seven posts
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by KCoombes » Mon Aug 03, 2015 22:24

TenPlus1 wrote:Question: Should I change it so that mobs are removed when they are out of player range (except tamed animals and npc)? This would be a lot lighter on servers and only show mobs spawned in the local area...

Active area can be changed by adding setting active_object_send_range_blocks to minetest.conf file...


Yes please!
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by FreeLikeGNU » Tue Aug 04, 2015 13:58

TenPlus1 wrote:Question: Should I change it so that mobs are removed when they are out of player range (except tamed animals and npc)? This would be a lot lighter on servers and only show mobs spawned in the local area...

Active area can be changed by adding setting active_object_send_range_blocks to minetest.conf file...


Seconded!
 

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