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

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

by taikedz » Post

I suspect fur - if you think of a carpeted room, a whole load of monster faces might not be the most appealing effect !

Head textures relate more to the trophies.... if you have ability to create models for animal heads, then head/face textures would work well there.... we'd have a "not so simple trophies" mod to bolt on to NSSM :-p

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

by StarNinjas » Post

Okay I cant make models, but I will start on it as soon as possible.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Sokomine » Post

taikedz wrote: I suspect fur - if you think of a carpeted room, a whole load of monster faces might not be the most appealing effect !
*g* You might be right about that. Still, the "standard" fur might come with an animal head (some do, some don't). Of such furs, only one or two might fit into one room. Else it would look too crowded.
taikedz wrote: Head textures relate more to the trophies.... if you have ability to create models for animal heads, then head/face textures would work well there.... we'd have a "not so simple trophies" mod to bolt on to NSSM :-p
The mobs already exist as models. I was hoping that someone with some blender skill might extract the heads from these models and thus save time.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Post

Sokomine wrote:
taikedz wrote: I suspect fur - if you think of a carpeted room, a whole load of monster faces might not be the most appealing effect !
*g* You might be right about that. Still, the "standard" fur might come with an animal head (some do, some don't). Of such furs, only one or two might fit into one room. Else it would look too crowded.
Hmmm I believe I am thinking of "carpeting" like when you cover the entire floor of a room with a soft material, as opposed to your suggestion of a "rug" which is literally a single piece, not necessarily attached to the floor - and in this case an animal skin rug with little feet and a little head... that's what you're thinking I guess? :-)

Using a block that exceeds its 1x1x1 size is generally a bit of a bother - beds and doors are examples of this, and even jungle grass... But not impossible. It's an option.
Sokomine wrote:
taikedz wrote: Head textures relate more to the trophies.... if you have ability to create models for animal heads, then head/face textures would work well there....
The mobs already exist as models. I was hoping that someone with some blender skill might extract the heads from these models and thus save time.
Two problems with this approach: 1) Unless .x files can be directly worked on, some conversion utility will be needed, not sure how well the data will survive that
But mainly 2) the head is not likely to be a discrete/standalone part of the model, and even then the texture wrapping would have to be remapped (it's 1 texture -> 1 model -- as soon as you remove the head, you have a different model requiring a different texture layout). So starting from scratch would actually make more sense.

That being said, I only know this from watching through a couple of Blender for Minetest tutorials so I don't necessarily know what the possibilities are.

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

by twoelk » Post

head trophies?

hm...
there was
Bring Me The Head [heads] by thefamilygrog66,
Small Head by davedevils and also
Heads 2.0 [heads] by bosapara

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

by taikedz » Post

Just need to adapt to NSSM heads of course!

There is an option of course to simply extract portions of the current textures, and define the heads as cubic items... at least, as an interim solution.... in which case I might be able to do something about it...

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

by mcbits » Post

Is it just me or can the mobs see through walls and even many layers of rock? I dug into the middle of a mountain, at least 10 blocks away from any edge, and after idling for a bit, there were all kinds of mobs around the perimeter blindly trying to walk/fly into the side of the mountain. And they're LOUD at any distance.

How much work would be involved to port these guys to another API, maybe mobkit?

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

by taikedz » Post

Which version of NSSM are you using?

NPX's version does indeed have a bug which causes this.

I fixed it in the version I maintain, you can copy the fix too into your version if you want https://github.com/minetest-mobs-mods/n ... 2ae83fb0f9

That version is heavily modified with some features that are intended to make it server-friendly, it may or may not be suitable for your needs.

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

by mcbits » Post

Actually I am using your version, but I may very well have been using the original (from ContentDB) when I ran into that problem. I've wiped and rebuilt with different mods a few times since then, and the first thing I always do is plop a base deep underground so I can idle in peace. But I just tested with a little house on the surface, and it seems that is no longer necessary! Thanks!

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

by darkzumi » Post

I love the mod but the spiders are driving me crazy. I clear an area and 10 minutes later, webs EVERYWHERE. How do I turn down the frequency of the spiders putting webs down???

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

by TenPlus1 » Post

darkzumi: here's the section that places webs for spiders: https://notabug.org/TenPlus1/nssm/src/m ... os.lua#L64

you can change it to something like this to slow down the spread:

Code: Select all

do_custom = function(self,dtime)
	self.web_timer = (self.web_timer or 0) + dtime
	if self.web_timer < 1 then return end -- every 1 second
	webber_ability(self, "nssm:web", 2)
	self.web_timer = 0
end,

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

by darkzumi » Post

TenPlus1 wrote:darkzumi: here's the section that places webs for spiders: https://notabug.org/TenPlus1/nssm/src/m ... os.lua#L64

you can change it to something like this to slow down the spread:

Code: Select all

do_custom = function(self,dtime)
	self.web_timer = (self.web_timer or 0) + dtime
	if self.web_timer < 1 then return end -- every 1 second
	webber_ability(self, "nssm:web", 2)
	self.web_timer = 0
end,
Good to know, but I'm new to minetest, and this style of coding, where do I put this snippet of code? Do I just tack it on to the bottom of the code in that file? Or do I have to search for the section with the webber_ability section and change it to what you have shown above?

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

by TenPlus1 » Post

gotta load the. lua file and change the code in your favourite editor.

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

by uwu666 » Post

How can I keep the world from being filled with so many cobwebs?
cdb_71b6f99a808c

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

by uwu666 » Post

uwu666 wrote:
Thu May 14, 2020 21:56
How can I keep the world from being filled with so many cobwebs?
Forget what I said! I didn't see the previous comment
cdb_71b6f99a808c

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

by uwu666 » Post

TenPlus1 wrote:
Sun Mar 15, 2020 06:52
darkzumi: here's the section that places webs for spiders: https://notabug.org/TenPlus1/nssm/src/m ... os.lua#L64

you can change it to something like this to slow down the spread:

Code: Select all

do_custom = function(self,dtime)
	self.web_timer = (self.web_timer or 0) + dtime
	if self.web_timer < 1 then return end -- every 1 second
	webber_ability(self, "nssm:web", 2)
	self.web_timer = 0
end,
What is the .lua file to edit? (link down)
cdb_71b6f99a808c

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

by BlockStar » Post

Hello,

For me, all the mobs are just black. I'm using Minetest 5.2.0, a fresh world using the basic Minetest subgame, and I have mobs redo (which, confusingly, shows up as just "mobs" in the configure window) and nssm enabled, and that's it. Here's a screenshot:

black_monsters.jpg
black_monsters.jpg (575.04 KiB) Viewed 1495 times

EDIT: Now I've created a fresh world, same as above but v6 instead of flat. A few of the mobs had color, but most of them are black. This is true on my desktop (Windows 7) and my laptop (Windows 10).

EDIT #2: I turned off shaders and that fixed it. Oh well.

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

by oladola » Post

Hello.


I've just installed minetestserver on a raspberry pi with raspbian lite.
I access from 2 tablets amazon fire connected on the same land ( it works ).
Is it possible to install this mod on the server ?
Thanks in advance ... and sorry if its a very stupid question, but I'm very noob on this ...

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

by Nathan.S » Post

You can install the mod on a raspberry PI, not sure how performance will be, but it should work.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by oladola » Post

Only unzip on /home/user/.minetest/mods/nssm and change /home/user/.minetest/worlds/world/world.mt adding a line with load_mod_nssm = true to active it ???

Thanks !

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

by Nathan.S » Post

Yep, that should be all you have to do to activate it.
You'll also need mobs_redo, as NSSM uses that for the mob behavior.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by oladola » Post

Thanks Nathan !

And to add the mobs to the world ? I can't see any mob and It seems to be loaded without any problem.

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

by Nathan.S » Post

They'll automatically spawn. Just wander around the world, you'll see some mobs start showing up.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by FrostRanger » Post

BlockStar wrote:
Fri Jun 19, 2020 20:24
Hello,

For me, all the mobs are just black. I'm using Minetest 5.2.0, a fresh world using the basic Minetest subgame, and I have mobs redo (which, confusingly, shows up as just "mobs" in the configure window) and nssm enabled, and that's it. Here's a screenshot:


black_monsters.jpg


EDIT: Now I've created a fresh world, same as above but v6 instead of flat. A few of the mobs had color, but most of them are black. This is true on my desktop (Windows 7) and my laptop (Windows 10).

EDIT #2: I turned off shaders and that fixed it. Oh well.
It's due to an issue with 5.2 and above rn. It should be fixed at some point but in the meantime you can turn off shaders to get rid of the problem
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by BlockStar » Post

FrostRanger wrote:
Mon Jun 29, 2020 18:55
It's due to an issue with 5.2 and above rn. It should be fixed at some point but in the meantime you can turn off shaders to get rid of the problem
Hey, thanks for the info. I'm glad to hear it's on the to-do list.

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