[Mod] Mobs Redo [1.34] [mobs]

shellkr
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Re: [Mod] Mobs Redo [1.24] [mobs]

by shellkr » Sat Jan 23, 2016 23:30

@TenPlus1: I know you said you didn't want to bundle all the mobs into one place. It would be nice if you could reconsider. I get that you don't want the potential extra maintenance by doing so and you shouldn't. What I am thinking is that you could add a separate directory for third party submissions. That way you would not be responsible yourself but still making it easy to find compatible mobs.

I am making packages of mods for Arch Linux to make it easier for people to try out Minetest. While I could fetch the sources from this forum, it is not optimal. I would not be able to track if a newer version got posted. Having them on GitHub which also offer versioning is much much better.
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by blert2112 » Sun Jan 24, 2016 01:37

shellkr wrote:@TenPlus1: I know you said you didn't want to bundle all the mobs into one place. It would be nice if you could reconsider. I get that you don't want the potential extra maintenance by doing so and you shouldn't. What I am thinking is that you could add a separate directory for third party submissions. That way you would not be responsible yourself but still making it easy to find compatible mobs.

I am making packages of mods for Arch Linux to make it easier for people to try out Minetest. While I could fetch the sources from this forum, it is not optimal. I would not be able to track if a newer version got posted. Having them on GitHub which also offer versioning is much much better.

If it helps... mobs_more_animals, mobs_water, mobs_more_monsters and mobs_sky are all available on GitHub:
https://github.com/blert2112/mobs_more_animals.git
https://github.com/blert2112/mobs_water.git
https://github.com/blert2112/mobs_more_monsters.git
https://github.com/blert2112/mobs_sky.git
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by duane » Sun Jan 24, 2016 02:53



And, shellkr, you could always make them all into a modpack and put it on your own github account. Then all you need is a little script to pull the github mods from upstream and/or download others.
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by TenPlus1 » Sun Jan 24, 2016 09:17

On page 1 of this thread you will find a spoiler titled "Additional mob addons" which list a good number of 3rd part mods that work with MObs Redo.
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by shellkr » Tue Jan 26, 2016 19:39

Thanks all for the suggestions... but forking is not really a solution. It means fragmentation and risk for not being up-to-date with upstream. Blert2112's mobs_redo fork is for instance 103 commits behind TenPlus1.

@Duane: Is there a way to have a fork auto-update from the original repo without webhooks (GitHub -> GitHub)? That would maybe work. If it was webhooks you thought of.. it would not. :/

@TenPlus1: Yes, I saw.. and a really good idea to add them to the OP. It doesn't solve my issue though. :/

Anyway.. just thought it could have been a good idea to centralize it. I guess I'll have to find an alternative way to solve it. ;)
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by blert2112 » Tue Jan 26, 2016 20:18

I don't really maintain my mobs_redo fork. It is only there if I need to tinker with it and then I submit pull requests to Tenplus1 and I only bother to rebase it when I need to work on it. You can still use the actual mob adding repos that I linked above, those I tend to and only require Tenplus1's mod not a special fork. It's simple enough to write a script to grab mobs_redo from one place and any various other additive mobs from other places.
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by duane » Wed Jan 27, 2016 12:28

shellkr wrote:@Duane: Is there a way to have a fork auto-update from the original repo without webhooks (GitHub -> GitHub)? That would maybe work. If it was webhooks you thought of.. it would not. :/


I was just thinking of updating it from your PC or a server you can run cron on. If the subordinate packages are on git, all your script has to do is fetch upstream, merge, and push, since you won't be modifying them. If you're trying to make it independent of any maintainer, then it won't work.
 

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Re: [Mod] Mobs Redo [1.24] [mobs]

by TailsTheFoxDoes MT » Sat Jan 30, 2016 22:30

The dungeon boss is awsome.
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
 

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Re: [Mod] Mobs Redo [1.25] [mobs]

by TenPlus1 » Tue Feb 02, 2016 10:36

Updated to version 1.25

- Mobs spawn away from player (no more monsters on top of you)
- Mobs will despawn away from players also (no sudden disappearing)
- Mob spawners have player detection (0 to disable, 1 to 20 for distance)
- More performance tweaks
 

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rnd
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Re: [Mod] Mobs Redo [1.25] [mobs]

by rnd » Sun Feb 07, 2016 21:48

made a fork that adds pathfinding to mobs https://github.com/ac-minetest/smart_mobs
- when mob attack follows player and gets stuck it will look for a path to player after stuck timeout
- mob will then follow this path until timeout or bumping into player

problems:

it works really well, only trouble is minetest builtin buggy pathfinding minetest.find_path. I use
self.path.way = minetest.find_path(s, p1, 16, 2, 6,"A*_noprefetch");
where
minetest.find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm)

Sometimes path is really short and obvious one but this will return path with 150+ nodes or nil... It is also very sensitive about start/end near walls so positions were rounded to centers of nodes. There were also problems with
y-positions being reported too high for certain mob models had to be adjusted by substracting mob sizes or find_path wouldnt work..
 

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Re: [Mod] Mobs Redo [1.25] [mobs]

by TenPlus1 » Mon Feb 08, 2016 08:59

This is why I kept mobs api simple and never added pathfinding, it was too glitchy... Good work on the addition though, will test it out and maybe add as a switchable feature.
 

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Re: [Mod] Mobs Redo [1.25] [mobs]

by rnd » Mon Feb 08, 2016 11:20

update:
1. added option: local enable_pathfinding = true

2. As i said its very important where pos1 (mob position) is for pathfinding to work. So now i do:
-round x,z to be in center of node
-used line of sight to position y exactly one node above ground ( stupid mobs like to jump :P)

I must say im quite pleased the way it works now, sometimes is still doesnt find path but is much better. I left debug msg enabled so you can see whats going on. To test make obstacle course, do /spawnentity mobs:pumba , punch him and run around obstacles.
 

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Re: [Mod] Mobs Redo [1.25] [mobs]

by TenPlus1 » Mon Feb 08, 2016 12:09

rnd: I tried your new code and monsters were getting stuck and just standing still making noises, the old code worked well so I've added to the mobs api and uploaded to github... A big thank you for making monsters super scary that they can find you inside rooms now :)

Updated to version 1.26:

- Pathfinding feature added thanks to rnd
- Fast punched mobs no longer rise up into the air
- A punched mob will attack it's puncher instead of just a single player
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by rnd » Mon Feb 08, 2016 12:39

1.new code works well for me. only problem is:
builtin pathfinding considers things like default:dry_grass as a solid block but mobs clearly cant walk on that so... it can find useless path and mob is stuck on it
2. when it finds path it makes attack sound if path is nil it makes random sound
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Mon Feb 08, 2016 12:48

I made a cobble path shaped like an L, plopped sand monster at the top of the L, walked to the other end and mob got confused with new code... old code worked great... I dont get it ?!?!

Update: it was the "Dijkstra" in the pathfinder line that messed things up, reviewed latest update and it works now :)
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by benrob0329 » Tue Feb 09, 2016 01:26

THEY WILL FIND YOU

Now Orkkis are twice as creepy...stop looking at me like that, you faceless bastered!
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by nyje » Tue Feb 09, 2016 17:35

Hmmm, I have a issue.
I just git pulled the latest version (first time since TenPlus1 was kind enough to add code to stop mobs spawning if the spawn chance is set to 0 in late Jan).
Suddenly upon server start, i am getting monsters spawning all over again.

I checked my minetest.conf, and it contains
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
mobs:bee_chance = 0
mobs:bunny_chance = 0
mobs:chicken_chance = 0
mobs:cow_chance = 0
mobs:dirt_monster_chance = 0
mobs:dungeon_master_chance = 0
mobs:kitten_chance = 0
mobs:lava_flan_chance = 0
mobs:mese_monster_chance = 0
mobs:npc_chance = 0
mobs:oerkki_chance = 0
mobs:rat_chance = 0
mobs:sand_monster_chance = 0
mobs:sheep_white_chance = 0
mobs:spider_chance = 0
mobs:stone_monster_chance = 0
mobs:tree_monster_chance = 0
mobs:warthog_chance = 0
mobs_bear:medved_chance = 0
mobs_better_rat:rat_chance = 0
mobs_bugslive:bug_chance = 0
mobs_deer:deer_chance = 0
mobs_giraffe:jeraf_chance = 0
mobs_mr_goat:goat_chance = 0
mobs_wolf:wolf_chance = 0
mobs_wolf:dog_chance = 0
mobs_bat:bat_chance = 0
mobs_birds:gull_chance = 0
mobs_birds:bird_lg_chance = 0
mobs_birds:bird_sm_chance = 0
mobs_butterfly:butterfly_chance = 0
mobs_crocs:crocodile_chance = 0
mobs_crocs:crocodile_float_chance = 0
mobs_crocs:crocodile_swim_chance = 0
mobs_fish:clownfish_chance = 0
mobs_fish:tropical_chance = 0
mobs_jellyfish:jellyfish_chance = 0
mobs_sharks:shark_lg_chance = 0
mobs_sharks:shark_md_chance = 0
mobs_sharks:shark_sm_chance = 0
mobs_turtles:turtle_chance = 0
mobs_turtles:seaturtle_chance = 0

(as can be seen i have several extra 'mob packs' installed)

On server start, the logs note
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
'[Mobs Redo] Chance setting for mobs:chicken is now 0'

instead of the expected
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
'...has spawning disabled'
message.

A quick look thru the current code still shows the 'if chance = 0' change that TenPlus1 was kind enough to make for me in api.lua, so I'm a little puzzled.
Does anyone have a clue if any of the recent updates to this fine mod have overridden the way mobs are spawned?

Server is 0.4 stable branch of the minetest git (i.e.0.4.13) running on Debian 64bit.

Any help appreciated ;-)
TIA, Nigel
Map of Elektra's Creative UK | forum thread | Server at nyje.e-it.gr port 30000
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Tue Feb 09, 2016 17:40

Nyje: It should work ok now, was a typo when checking settings...

Update:

- Mobs can be spawned at day or night (or anytime if disabled)
- Fixed error in spider model
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by nyje » Tue Feb 09, 2016 18:14

Yes, that got it. Thanks again, your support of this superb mod is better than most paid support contracts.

This game is all the better for skilled, dedicated persons such as yourself selflessly creating content and supporting it ;-)

The denizens of Elektra's Creative Server thank you.
Map of Elektra's Creative UK | forum thread | Server at nyje.e-it.gr port 30000
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by benrob0329 » Tue Feb 09, 2016 19:38

@TenPlus1 The new path finding is really cool, however not all mobs seem to be as smart:

    NPCs fall off cliffs
    Mobs that don't fall off cliffs wont walk down 1 block drops unless in non path finding mode (crude stairs)
    Mobs must be a distance away from player to initiate path finding

Perhaps making so that if player is within a certain range, mobs will walk to player until within sight, which it will then chase player in the standard strait line.

Don't know if it could be implemented like that, but it'd be cool!
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Tue Feb 09, 2016 20:21

rnd made the pathfinding routine and has just released his next version of it, will ask if I can use his new code in mobs redo :)
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by amadin » Thu Feb 11, 2016 21:05

I think "lava flan" monster must swim on the surface of lava, because now if lava lake is deep then player can't see monster.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Thu Feb 11, 2016 21:25

Good idea amadin, will make the lava flan float on liquids.

Update:

- Lava flan now float on lava
- rnd's new path finder code added (pathfinder enabled, breaking walls disabled)
- Tidied code
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by mahmutelmas06 » Sat Feb 13, 2016 21:55

I have this erroe with the latest version

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
2016-02-13 21:02:35: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs' in callback ScriptApiEntity::luaentity_Punch(): D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1754: attempt to index local 'dir' (a nil value)
2016-02-13 21:02:35: ERROR[Main]: stack traceback:
2016-02-13 21:02:35: ERROR[Main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1754: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:1691>
2016-02-13 21:02:35: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>
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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Sun Feb 14, 2016 09:22

mahmutelmas06: are you sure that you are using the latest mobs redo mod ? I have checked the error and the lines in question have nothing to do with dir being a nil value ?!?!
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by mahmutelmas06 » Sun Feb 14, 2016 22:39

I found it. It is about aditional mobs

Your default animals ok but the animals you have linked in the main page are causes this error when punched.
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Re: [Mod] Mobs Redo [1.26] [mobs]

by blert2112 » Mon Feb 15, 2016 05:31

mahmutelmas06 wrote:I found it. It is about aditional mobs

Your default animals ok but the animals you have linked in the main page are causes this error when punched.

Which ones specifically? I am not having any trouble with any of my mob packages.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Mon Feb 15, 2016 08:35

Wearing just an iron armor (3d armor) will prevent any monster hurting you, armor above that is for sure that monster will keep hitting you without you taking any damage, so eventually you walk in the world full of monsters what can't heart you. Is there any way how to make the mobs a bit more stronger without changing the code, or am i doing something wrong ?
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Re: [Mod] Mobs Redo [1.26] [mobs]

by Echoes91 » Mon Feb 15, 2016 10:01

SaKeL wrote:Wearing just an iron armor (3d armor) will prevent any monster hurting you, armor above that is for sure that monster will keep hitting you without you taking any damage, so eventually you walk in the world full of monsters what can't heart you. Is there any way how to make the mobs a bit more stronger without changing the code, or am i doing something wrong ?

Just go for a trip underground to find that stone monsters and oerkki will punch you hard enough for any kind of armour, also have you ever meet a fireball?
Monsters above ground would become too dangerous for the "naked" player at the beginning of the game if they were able to damage through heavy armours, however if you like challenges just don't wear it above sea level :)
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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Mon Feb 15, 2016 11:27

Monsters above ground would become too dangerous for the "naked" player at the beginning of the game if they were able to damage through heavy armours


I though of more like adding also damage trough armor:group or something like that, but not sure if that is possible. That way the mobs stay strong the same as they are now, but will not completely ignore armor:group damage.
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