[Mod] Mobs Redo [1.34] [mobs]

EdShouldBeInBed
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Re: [Mod] Mobs Redo [1.16] [mobs]

by EdShouldBeInBed » Fri Aug 28, 2015 21:05

Tenplus1: Has anyone ported the mob made for PilzAdam's Nether mod? viewtopic.php?id=5790 Also, I could see the Lava Flan and others spawning there; maybe a good compatibility hook.

I really do love all the work you do for this game. Ethereal makes lovely worlds, and your other works all make my game better.
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Re: [Mod] Mobs Redo [1.16] [mobs]

by KCoombes » Fri Aug 28, 2015 21:07

Actually, it's an issue with the birthstones mod; when using a birthstone tool and punching a mob, the result is this error. Thanks for your answer anyway!
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Sat Aug 29, 2015 07:01

KCoombes, are you using the latest version of Mobs Redo ?
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by KCoombes » Tue Sep 01, 2015 15:08

yes
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Wed Sep 02, 2015 19:58

EdShouldBeInbed: Mobs Redo already has the Lava flan and Mese monsters from zmobs and PilzAdams nether mob doesn't have any mods included...

KCoombes: I've installed birthstones and hit all sorts of mobs with the tools provided and cannot cause a crash... Are you using Minetest 0.4.12 and above ? on a Pc ?
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by KCoombes » Fri Sep 04, 2015 00:54

0.4.13 on 3 pcs and 2 laptops
 

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duane
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Re: [Mod] Mobs Redo [1.16] [mobs]

by duane » Fri Sep 04, 2015 12:55

Glünggi wrote:I always start my client from terminal to see output and nothing about missing textures ?!?!
2015-08-17 01:11:38: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
Thats a effort..
i mean.. it makes no noticeable Effekt to the game but it Spams every few second thats a little bit distrubing


I put in pull requests to fix this in mobs and mobs_sky.

I spent hours trying to figure out how to recreate the b3d files by either pulling them apart and rewriting them without textures or using blender to export the few original blend files I had. It was a huge pain and only partly successful.

Of course, the solution was "Absurdly simple, like most riddles when you see the answer." If anyone has this problem with any b3d file in the future, just run this ruby code on it.

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
fn = ARGV[0]

puts fn
s = File.open(fn, 'rb').read
s.gsub!(/TEXS/, 'XXXX')
File.open(fn, 'wb').write(s)
 

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FreeLikeGNU
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Re: [Mod] Mobs Redo [1.16] [mobs]

by FreeLikeGNU » Fri Sep 04, 2015 14:23

duane wrote:
Of course, the solution was "Absurdly simple, like most riddles when you see the answer." If anyone has this problem with any b3d file in the future, just run this ruby code on it.

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
fn = ARGV[0]

puts fn
s = File.open(fn, 'rb').read
s.gsub!(/TEXS/, 'XXXX')
File.open(fn, 'wb').write(s)


That is cool!
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by zzantozz » Mon Sep 07, 2015 21:22

I think this mod is causing crashes in 0.4.13. I'm seeing it cause the error mentioned in viewtopic.php?f=6&t=13177 in a server I'm running at home. One client saw a mobs:mese_monster fly out of the ocean and up into the sky right when this crash happened, and it kept happening and crashing the server when I restarted it. I think I've fixed it by disabling the mod and running the server for a while without it. A client saw an "unknown" flying up into the sky, but it didn't crash this time. I've enabled the mod again, and so far, all is well.
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by tinkerlevu » Wed Sep 09, 2015 19:16

okay, random noob question... if I want to make the mobs weaker, do I have to increase or decrease the armour levels, example: change amour = 200 to armour = 100 or armour = 300? thanks in advance
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Thu Sep 10, 2015 20:10

the higher the armor levels the weaker they are and harder to hit... smaller values like 80 and under means you need strong swords to hurt thm...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by tinkerlevu » Fri Sep 11, 2015 00:24

okay thanks alot!
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by Sokomine » Sat Sep 12, 2015 15:13

The breeding function is not very satisfying. It doesn't seem to always work (right now, new mobs cannot be tamed at all?), and tamed mobs can be killed by the next best player. At least mobs that are passive ought to be protected against killing when tamed. Fur color might also be preserved when catching the mob and placing it back into the world, althought that'd make eggs more complicated.
The very tiny young rabbits also tend to tunnel through solid blocks and thus manage to escape.
I'd prefer a system where each mob comes with a block that acts as his "house". When placed, the mob would leave the house. Food could be inserted there as well. And at night, most mobs would return to their stable/hen house/sleeping box/whatever. Whenever someone attacks the mob, it'd flee and enter its stable where it would despawn as an entity and emerge back later on (next morning or when fed?) through an ABM. New mobs could only be created if there's an empty stable nearby.
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Re: [Mod] Mobs Redo [1.16] [mobs]

by everamzah » Sat Sep 12, 2015 15:18

I fixed it locally, feed_tame was missing an additional bool arg, "tame".
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
function mobs:feed_tame(self, clicker, feed_count, breed, tame)

+ kitten.lua example
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by mtmodder148 » Tue Sep 15, 2015 14:07

Could you make it so mobs are attracted to certain nodes? Maybe even add a function for mod makers to register these nodes?
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Wed Sep 16, 2015 07:32

I could add a feature where mobs would walk towards a particular node but in doing so it would slow down the mobs api considerably having to check an area to find them...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by tinkerlevu » Thu Sep 17, 2015 07:02

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

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Re: [Mod] Mobs Redo [1.16] [mobs]

by Inocudom » Fri Sep 18, 2015 16:13

Do mobs spawn in creative mode too? I could use their company, though I will remove the dungeon master for obvious reasons.
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Fri Sep 18, 2015 19:37

Yes, so long as damage is enabled then mobs will respawn in your world, if it's disabled then only animals will spawn...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by mtmodder148 » Sat Sep 19, 2015 23:17

Oh I see nvm then thanks.
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by swordpaint12 » Wed Sep 23, 2015 18:19

Whenever I try to open a server with this mod running, it says "path" is a nil value(line 5). WHat can I do to make it work?
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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Wed Sep 23, 2015 19:30

swordpaint12: if you have installed mobs redo from the github account then please make sure that the folder name is simply called 'mobs' without quotes and NOT mobs-master, otherwise an error will appear...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by swordpaint12 » Wed Sep 23, 2015 23:56

Yes, that is what it is. I'll check, and double check.
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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Re: [Mod] Mobs Redo [1.17] [mobs]

by TenPlus1 » Thu Sep 24, 2015 17:54

Mobs Redo 1.17 release with new 'dogshoot' attack type that shoots a pre-defined arrow when beyond self.reach and switches to dogfight attack when within reach. Also many api tweaks.

Mob mod writers please note that the default reach for each new mob will be 3 if not set which can result in smaller mobs attacking player from a distance, a quick guide is standing mobs set to 2, smaller one's like tiny slime set to 1 and huge entities like large green slime set to 3.
 

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Re: [Mod] Mobs Redo [1.17] [mobs]

by blert2112 » Thu Sep 24, 2015 18:00

Nice!
My new laptop is supposed to be here tomorrow but Saturday is my son's birthday. Nevertheless, I will try my best to get my mob repos updated this weekend.
 

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Re: [Mod] Mobs Redo [1.17] [mobs]

by eduardomezencio » Thu Sep 24, 2015 19:30

when you place mob eggs in creative mode they disappear from your inventory... shouldn't they stay?
 

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Re: [Mod] Mobs Redo [1.17] [mobs]

by TenPlus1 » Thu Sep 24, 2015 20:01

Good point eduard, will change that soon...
 

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Re: [Mod] Mobs Redo [1.17] [mobs]

by EdShouldBeInBed » Thu Sep 24, 2015 20:35

Sorry it took a bit to get back to this. Tenplus1, the mob for PilzAdam's nether mod is here, being made by sdzen with the Simple Mobs API: http://ompldr.org/vaWFrZw/lawyers.zip

No idea how portable it would be.

Also, liking the new Ai setting. Makes for interesting fights.
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Re: [Mod] Mobs Redo [1.17] [mobs]

by TenPlus1 » Fri Sep 25, 2015 08:05

Ed, the link doesn't work unfortunately.
 

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Re: [Mod] Mobs Redo [1.17] [mobs]

by EdShouldBeInBed » Fri Sep 25, 2015 11:28

Just checked it after work, sorry for the false lead. :(
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