[Mod] Not So Simple Mobs [3.0] [nssm]

Chem871
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Chem871 » Post

No, creative only, I'm afraid.
What is SCP-055?

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by batnoob » Post

im in creative, how do you build it

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Chem871 » Post

It's a node/block.
What is SCP-055?

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by batnoob » Post

whats it called? sorry... serious noob

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by batnoob » Post

nvm i found it, thanks for help

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Post

batnoob wrote:i was under the impression that they did
Yes they should. Big black fountain kind of structure with purple liquid or gas in it.

Very rare.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bhree » Post

Is there anyone experiencing crash when fighting pumpking and the traceback leads to mobs_redo. i am using nssm 3.0 and mobs redo 1.42. i,ll try to find the log and reproduce. btw, awesome mods though i must reduce the multimobs value. thanks

edit:

Code: Select all

2018-06-19 11:06:45: WARNING[Server]: Undeclared global variable "set_animation" accessed at ...e/bhree/.minetest/mods/nssm/mobs/pumpking.lua:65
2018-06-19 11:06:45: ACTION[Server]: brian leaves game. List of players: 
2018-06-19 11:06:46: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'nssm' in callback luaentity_Step(): ...e/bhree/.minetest/mods/nssm/mobs/pumpking.lua:65: attempt to call global 'set_animation' (a nil value)
2018-06-19 11:06:46: ERROR[Main]: stack traceback:
2018-06-19 11:06:46: ERROR[Main]: 	...e/bhree/.minetest/mods/nssm/mobs/pumpking.lua:65: in function 'custom_attack'
2018-06-19 11:06:46: ERROR[Main]: 	/home/bhree/.minetest/mods/mobs_redo/api.lua:2218: in function 'do_states'
2018-06-19 11:06:46: ERROR[Main]: 	/home/bhree/.minetest/mods/mobs_redo/api.lua:2986: in function </home/bhree/.minetest/mods/mobs_redo/api.lua:2818>

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Astrobe » Post

Looking at the current source at github, it seems it should be self.object.set_animation(self, "punch") at line 65 (or maybe just self.set_animation(...), I'm not sure).

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Post

When I was running servers I found that taking the version of mobs_redo corresponding to the date when NSSM 3.0 was first being developed helped.

mobs redo updates regularly, and tends to introduce breaking changes.
Last edited by taikedz on Fri Jun 22, 2018 09:08, edited 1 time in total.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bhree » Post

I will try to look at my mobs redo, most mobs redo are version 1.42 is there possibility same version with different code updates? I usually use mods which I think latest. Other monsters looks well run though I haven't chance to fight them all. Needs to go to biomes. Mostly i'm building and farming in survival mode and i like nssm as occasional pests. Rather than fighting them in hordes, i like it when stalked by a manticore or spider in the middle of building. It's creepy. Thanks for great mod.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Post

NSSM 3.0 was first release around November 2016 so is coming up for two years old.

The likelihood is that mobs_redo is no longer the same beast it was back then - I remember in 2017 several functions that were global got namespaced for example, breaking some of NSSM.

If you want to run NSSM, you'll likely need an older version of mobs_redo

See https://github.com/tenplus1/mobs/commit ... 435862+209

you can do

Code: Select all

git clone https://github.com/tenplus1/mobs
cd mobs
git checkout 99825ef6
and that will put the mobs mod into the state it was at the end of 2016.

I doubt NPX is likely to retro-fix all the mobs to match current mobs_redo, and I certainly ain't offering yet....

Image

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bhree » Post

Thanks, i'll save it in case something happens. Haven't met pumpking again and other monsters don't crash.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bhree » Post

suitable mobs redo is this commit 4bcfa6b https://github.com/tenplus1/mobs/commit ... ba37e7c467

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Post

I feel npx either left the development or Minetest game itself. He has not been logged in since March 26th, he has not updated his nssm development repo long ago (where all his mobs have been storing) and he has not answered my letter up to day and it looks like he has not read it at all.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bhree » Post

Well, everyone has something else to do, so him. The goodness of foss is the code can be taken over by someone interested. I don't really understand lua neither minetest API (i'm a pythonist), but the whole minetest ecosystem is interesting to me right now. May be nssm is overwhelmingly complex but it opens to new programming style and a good way to learn programming using lua, and a game environment.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bell07 » Post

bhree wrote:The goodness of foss is the code can be taken over by someone interested. I don't really understand lua neither minetest API (i'm a pythonist), but the whole minetest ecosystem is interesting to me right now...
Agree. I learned lua trough minetest, did never heard about this great language before. Previous I was just an bashist / abapist / cobolist (old-scool, yea ;-)
Last edited by bell07 on Mon Jul 09, 2018 20:27, edited 1 time in total.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Post

bell07 wrote:
bhree wrote:The goodness of foss is the code can be taken over by someone interested. I don't really understand lua neither minetest API (i'm a pythonist), but the whole minetest ecosystem is interesting to me right now...
Agree. I learned lua trough minetest, did never heard about this great language before. Previous I was just an bashist / abapist / cobolist (old-scool, yea ;-)
I have learned lua through Minetest, too and i have never heard about this language, too as you :)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by StarNinjas » Post

Hey npx can i use your giant sand-worm for WasteLands: viewtopic.php?f=49&t=20192

thanks

SN
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

I'll look into fixing any issues with nssm3 so that it works with the latest mobs redo api.

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[Mod] Not So Simple Mobs [3.01] [nssm]

by TenPlus1 » Post

Updated to version 3.01:

- Fixed missing functions so that Nssm uses the latest Mobs Redo globals
- Fixed performance issues thanks to Ihofhansl
- Updated to use Minetest 0.4.16 and above functions

Source: https://notabug.org/TenPlus1/nssm

Download: https://notabug.org/TenPlus1/nssm/archive/master.zip

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Re: [Mod] Not So Simple Mobs [3.01] [nssm]

by Andrey01 » Post

TenPlus1 wrote:Updated to version 3.01:

- Fixed missing functions so that Nssm uses the latest Mobs Redo globals
- Fixed performance issues thanks to Ihofhansl
- Updated to use Minetest 0.4.16 and above functions

Source: https://notabug.org/TenPlus1/nssm

Download: https://notabug.org/TenPlus1/nssm/archive/master.zip
Wow, nice!

Btw, may should we make a fork of NSSM to proceed to develop the mod?

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

I'll tidy and tweak the mod over time and any issues found can be posted or pull requests :)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Andrey01 » Post

TenPlus1 wrote:I'll tidy and tweak the mod over time and any issues found can be posted or pull requests :)
If you are going to fork the mod can you please add those mobs that npx wanted to add? (From nssm-models-texrures github repo)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

I'll check them out and maybe have an Nssm-additions mod since this one is already pretty huge.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Chem871 » Post

The Sword of Envy is still broken
What is SCP-055?

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