Re: [Mod] MOB Framework [2.1.2] [mobf] self defence?
I can't use the 0.4 version of the mod... Minetest says that it couldn't load... :( PLEASE SOMEONE HELP ME!
I use minetest-0.4.dev-20111209
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Minetest Forums → Mod Releases → [Mod] MOB Framework [2.1.2] [mobf] self defence?
I can't use the 0.4 version of the mod... Minetest says that it couldn't load... :( PLEASE SOMEONE HELP ME!
I use minetest-0.4.dev-20111209
@rahonejm I can't help if you don't post the error message minetest is throwing
ModError: Failed to load and run C:\Documents and Settings\Marcelino\My Documents\Downloads\minetest-0.4.dev-20111209-1-win32.....
I can't read the rest of the message, but it only appears after installing your mod =/
I have had that too. WIN7 ULTIMATE.
@sfan5 you mean this one?
13:56:25: ERROR[main]: [LUA]
13:56:25: ERROR[main]: [LUA] ...v-20111209-1-win32\bin\..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
13:56:25: ERROR[main]: stack traceback:
13:56:25: ERROR[main]: ...v-20111209-1-win32\bin\..\data\mods\animals\init.lua:1227: in main chunk
13:56:25: ERROR[main]: [LUA]
13:56:25: ERROR[main]: Server: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
BanManager: saving to C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\world\ipban.txt
AuthManager: saving to C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\world\auth.txt
13:56:25: ERROR[main]: ModError: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
13:56:25: ERROR[main]: error_message = ModError: Failed to load and run C:\Documents and Settings\Marcelino\Meus documentos\Downloads\minetest-0.4.dev-20111209-1-win32\bin\..\data\mods\animals\init.lua
13:56:25: ERROR[main]: Check debug.txt for details.
for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
For ME the answer was to [re]compile newest minetest from github.
MrThebuilder3 wrote:for me it says ..\data\mods\animals\init.lua:1227: attempt to call field 'get_modpath' (a nil value)
For ME the answer was to [re]compile newest minetest from github.
i'll try that
Sorry my fault, the init.lua file you are using is automaticaly created from the modular files, normaly I remove the lines 1227 - 1234 manualy seems i forgot it this time.
pleas comment out lines
local animals_modpath = minetest.get_modpath("animals")
dofile (animals_modpath .. "/generic_functions.lua")
dofile (animals_modpath .. "/movement_gen.lua")
dofile (animals_modpath .. "/harvesting.lua")
dofile (animals_modpath .. "/fighting.lua")
dofile (animals_modpath .. "/spawn_algorithms.lua")
dofile (animals_modpath .. "/management_functions.lua")
or take 0.4.1 comming soon
current git version should at least give a different error
Sugestion: we should be able to capture animals without killing them, so we can make a little "farm". Only getting the meat after cooking them on the furnace! It would be awesome!
@rahonejm good idea I'm going to add a rope to catch animals
EDIT1: Meat already present in animals mod is raw meat only. I don't intend to add cooking recipes to animals mod. In my opinion cooking would be better done in a separate mod eg baking.
fixed bug animals disapearing if another animal at the same pos is harvested/transformed
I really like this Mod! :D
The only thing is it seems to make the map load slower with dead block data areas (like MineCraft).
Might just be me though.
I plan to include this in my texture pack on the next update:

I swear, that looks EXACTLY like the sheep face from minecraft 0.o
Looks great, really like it.
You'll have to add some more graphics as of 0.6.0 as it now supports different looking directions ;-)
wait..now you can make the entity point towards the player :D and other directions...so now you can have 3d entities!
Sorry jordan4ibanez it's just sprites that do support it by now.
And I'm sad to tell celeron doesn't like having to many 3d-objects within minetest. I'll have a try to persuade him later, first I'll improove animals mod to the point it's capable of replacing rats, fireflys oerkkis and dungeon masters.
There's still some work to do to achieve this.
I love those fireflys and rats and all the other mobs how dare regular animals come into the mix and try to replace these glorious things! correct me if I misunderstood you
The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
i think he means to make it so that his mod not only powers regular animals, but also the ones we have so far
how do you get 20120103?
oh but if not ill rough him up!
The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
Here's a mod to help remove all animals from the current world if you want to uninstall the Animals mod for any reason:
minetest.register_entity(":animals:sheep",
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "sprite",
visual_size = {x=4,y=4},
textures = {"wieldhand.png"},
spritediv = {x=6,y=1},
initial_sprite_basepos = {x=0, y=0},
on_step = function(self, dtime)
self.object:remove()
end,
on_punch = function(self, hitter) end,
on_rightclick = function(self, clicker) end,
on_activate = function(self,staticdata) end,
}
)
minetest.register_entity(":animals:sheep_naked",
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "sprite",
visual_size = {x=4,y=4},
textures = {"wieldhand.png"},
spritediv = {x=6,y=1},
initial_sprite_basepos = {x=0, y=0},
on_step = function(self, dtime)
self.object:remove()
end,
on_punch = function(self, hitter) end,
on_rightclick = function(self, clicker) end,
on_activate = function(self,staticdata) end,
}
)
minetest.register_entity(":animals:deer",
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "sprite",
visual_size = {x=4,y=4},
textures = {"wieldhand.png"},
spritediv = {x=6,y=1},
initial_sprite_basepos = {x=0, y=0},
on_step = function(self, dtime)
self.object:remove()
end,
on_punch = function(self, hitter) end,
on_rightclick = function(self, clicker) end,
on_activate = function(self,staticdata) end,
}
)
minetest.register_entity(":animals:cow",
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "sprite",
visual_size = {x=4,y=4},
textures = {"wieldhand.png"},
spritediv = {x=6,y=1},
initial_sprite_basepos = {x=0, y=0},
on_step = function(self, dtime)
self.object:remove()
end,
on_punch = function(self, hitter) end,
on_rightclick = function(self, clicker) end,
on_activate = function(self,staticdata) end,
}
)
minetest.register_entity(":animals:big_red",
{
physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "sprite",
visual_size = {x=4,y=4},
textures = {"wieldhand.png"},
spritediv = {x=6,y=1},
initial_sprite_basepos = {x=0, y=0},
on_step = function(self, dtime)
self.object:remove()
end,
on_punch = function(self, hitter) end,
on_rightclick = function(self, clicker) end,
on_activate = function(self,staticdata) end,
}
)It's some repetitive and hackish code, but I'm still learning Lua so bear with me :).
Yes it's inteded to replace them by animals powered by this mod. NOT to remove them ;-)
@temperest although I'd prefere people not to remove animals mod I'm going to add your idea to my mod if you don't mind ;-)
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