[Mod] Mobs Redo [1.34] [mobs]

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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Thu Apr 07, 2016 12:18

What is the most realistic fact in Minetest?

"Taming" female NPCs with diamonds ;-)
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Wed Apr 13, 2016 09:36

Updated:

- Added Trader mob to right-click and shop for goodies :)
- Fixed spawner not spawning certain mobs
- Added y_offset to spawner
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by redblade7 » Wed Apr 13, 2016 21:26

Is there an easy way to remove all the mobs from creative mode inventory? A lot of people like to create "bunny shops" and the like, which causes lag until I sign on and do a /clearobjects.
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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Thu Apr 14, 2016 06:45

You could always comment out the mobs:spawn_egg line inside of the bunny.lua file to remove it's spawn egg completely.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by ExeterDad » Thu Apr 14, 2016 09:49

redblade7 wrote:A lot of people like to create "bunny shops" and the like, which causes lag until I sign on and do a /clearobjects.

Well... Bunnys will be Bunnys. :P
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Re: [Mod] Mobs Redo [1.28] [mobs]

by redblade7 » Thu Apr 14, 2016 19:56

TenPlus1 wrote:You could always comment out the mobs:spawn_egg line inside of the bunny.lua file to remove it's spawn egg completely.


No, I want the animals in the game, I just dont want people to take 99 kittens out of inventory and dump them everywhere. I already commented out all the monsters from my server and the spawner tool a long time ago. What I want is to remove the animals from creative inventory, like some mods have "not_in_creative_inventory = 1"
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Re: [Mod] Mobs Redo [1.28] [mobs]

by mahmutelmas06 » Fri Apr 15, 2016 13:05

redblade7 wrote:
TenPlus1 wrote:You could always comment out the mobs:spawn_egg line inside of the bunny.lua file to remove it's spawn egg completely.


No, I want the animals in the game, I just dont want people to take 99 kittens out of inventory and dump them everywhere. I already commented out all the monsters from my server and the spawner tool a long time ago. What I want is to remove the animals from creative inventory, like some mods have "not_in_creative_inventory = 1"


There wont be in inventory if you delete mobs:register_egg("mobs:animalname", "animalname", "mobs_animalname_inv.png", 0) line from each mobs lua files.
But they still be exist in game.
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Re: [Mod] Mobs Redo [1.29] [mobs]

by mahmutelmas06 » Fri Apr 15, 2016 18:31

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
-------------
  Separator
-------------

2016-04-15 21:12:32: ERROR[Main]: Irrlicht: Switch to fullscreen: The graphics mode is not supported.
2016-04-15 21:13:09: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mobs_animal' in callback ScriptApiEntity::luaentity_Punch(): ...Minetest\bin\..\mods\mobs_redo/api.lua:1877: attempt to index local 'tool_capabilities' (a nil value)
2016-04-15 21:13:09: ERROR[Main]: stack traceback:
2016-04-15 21:13:09: ERROR[Main]:    ...Minetest\bin\..\mods\mobs_redo/api.lua:1877: in function <...Minetest\bin\..\mods\mobs_redo/api.lua:1858>
2016-04-15 21:13:09: ERROR[Main]:    ...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:290: in function <...n\Kurulan\Minetest\bin\..\builtin\game\mod_profiling.lua:288>


Do you have any suggestion to fix it ?
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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Fri Apr 15, 2016 19:45

What version of minetest are you using ? This work fine for me.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by mahmutelmas06 » Fri Apr 15, 2016 19:58

TenPlus1 wrote:What version of minetest are you using ? This work fine for me.


I use latest version of Krocks build.
Which version do you use ? I will try yours
Or what is causing this error do you think ? I try to fix to mine
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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Sat Apr 16, 2016 07:11

I also use Minetest 0.4.13 and the latest daily version to test with... Try downloading the latest Mobs Redo 1.29 as it has been changed since it's initial upload and if error still appears post it and I will see what may be the cause for you.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by burli » Sat Apr 16, 2016 15:58

Is it possible to add more animations? Like jump, die, different idle animations...
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Sat Apr 16, 2016 17:58

I don't make the models for mobs redo, that's up to the blender magicians out there, but I could add a facility for extra animations in the api.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by mahmutelmas06 » Sat Apr 16, 2016 19:56

Yes still the same error.
But i have found the source of the issue. When i deleted minetest.conf file it runs perfect.
I have many changed settings in it so it will be hard to find. which setting do you think should i change to fix ?
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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Sun Apr 17, 2016 07:42

You probably have some sort of debug switch set for mods, not sure which but it could be that it crashes instead of simply reporting as an error.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by mahmutelmas06 » Sun Apr 17, 2016 18:04

mahmutelmas06 wrote:Yes still the same error.
But i have found the source of the issue. When i deleted minetest.conf file it runs perfect.
I have many changed settings in it so it will be hard to find. which setting do you think should i change to fix ?


I found it
If i do mod profiling = true it crashes. if i disable mod profiling it doesnt crash.
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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Sun Apr 17, 2016 18:07

That's quite a weird bug indeed... Glad you found it though :)
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by JingoJagget » Mon Apr 25, 2016 02:14

Could you probably make it so that NPCs can walk through open doors?

Also, what decides what color nametags are? I have three NPCs with nametags and one is green and two are yellow.
EDIT: Never mind, I figured it out. The color shows the health they have left.
Last edited by JingoJagget on Fri Apr 29, 2016 02:06, edited 2 times in total.
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Re: [Mod] Mobs Redo [1.29] [mobs]

by burli » Wed Apr 27, 2016 06:36

Is it possible to add a list oft random sounds?
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by Martno » Thu Apr 28, 2016 13:41

TenPlus1 wrote:
- Added Trader mob to right-click and shop for goodies :)


I like those traders, simple and easy to trade with them. Unfortunately, trading is little slow sometimes.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Sat May 21, 2016 18:40

Jingo: Nametag colours show health, green for good, yellow then orange and red for low.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by nanotime » Mon May 23, 2016 03:16

Stupid question: how can i get wool of sheeps? Right click don't works :(
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by TheReaperKing » Mon May 23, 2016 03:31

Can you give me any insight on to how I'd create set monster waves with the spawners? I was hoping I could use the min daylight to use multiple spawners to spawn them 30 seconds apart, like 10 zombies at one point using one spawner and then 30 seconds later 15 skeletons using another spawner, etc. I appreciate any help :) I'll be experimenting in the meantime!
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Re: [Mod] Mobs Redo [1.29] [mobs]

by TenPlus1 » Mon May 23, 2016 06:49

Wool can be obtained by crafting shears and right clicking sheep...

Spawners run every 10 seconds with a 1 in 4 chance of spawning a mob, so multiple spawners hidden in an area setup for different mobs with a low light level should spawn what you need at night.
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by nanotime » Wed May 25, 2016 01:33

Hey, i have a big problem... not sure if it's the mobs_redo mod or something else, but here i go:

I'm having the following log:

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
GenericCAO::addToScene(): Could not load mesh mobs_tree_monster.x

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
GenericCAO::getMesh(): Mesh not found "mobs_tree_monster.x"


This happens, for example with Creepers... they exists, they explode but i cant see them. Same with a lot of missing monsters like tree_monsters and so on...

The only real monsters that spawn are zombies and rarely creepers and, well, they are invisible.

I have no more logs or hints... I don't know Lua but i know how to programming so any idea D: ?
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by burli » Wed May 25, 2016 04:03

You need to open the init.lua file from the creeper mod with a text editor, search for mobs_tree_monster.x and change the ending to .b3d
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by benrob0329 » Wed May 25, 2016 14:29

Or my updated vertion using the original creeper textures: download/file.php?id=4342
 

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Re: [Mod] Mobs Redo [1.29] [mobs]

by burli » Tue May 31, 2016 18:20

benrob0329 wrote:Or my updated vertion using the original creeper textures: download/file.php?id=4342

This Creeper can jump through 1 node high windows (no glass). Happens twice right now

He could jump into the house, but not the other way around
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by TenPlus1 » Thu Jun 09, 2016 11:01

Updated to 1.30:

- Added support for Invisibility mod, mobs cannot attack what they don't see
- Added mob lava/water checks when walking
- Tweaked and tidied code
 

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Re: [Mod] Mobs Redo [1.30] [mobs]

by D00Med » Thu Jun 09, 2016 20:26

I don't know if it has been mentioned before or not, or if it is already possible, but it would be cool if mobs could have different damage groups. It would allow more specialised weapons, for example; If the lava flan had a fire damage group, then perhaps only weapons with a fire damage group would work.
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