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

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TenPlus1
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Fri Aug 10, 2018 19:37

Removed check_for_death calls, not required so should work ok now.
 

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

by bhree » Thu Aug 30, 2018 01:50

Wow nssm has awaken again. Always keeping this mod.
 

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

by Andrey01 » Thu Aug 30, 2018 05:55

bhree wrote:Wow nssm has awaken again. Always keeping this mod.

How?? Has npx begun to develop it again?
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by bhree » Sat Sep 01, 2018 09:40

Andrey01 wrote:
bhree wrote:Wow nssm has awaken again. Always keeping this mod.

How?? Has npx begun to develop it again?


TenPlus1 fix the nssm to be compatible with newer mobs redo. I use relatively original nssm with old mobs redo some monsters move in funny way (circling).
 

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

by grecaandreievich » Sun Sep 02, 2018 12:31

npx wrote:Dependencies:
- default
- mobs_redo
- fire
- tnt


I am curious. Are those special documents I need to download so I can play with this mod? If that's correct, where can I get them?
Hola, papu.
 

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

by bhree » Sun Sep 02, 2018 14:31

grecaandreievich wrote:
npx wrote:Dependencies:
- default
- mobs_redo
- fire
- tnt


I am curious. Are those special documents I need to download so I can play with this mod? If that's correct, where can I get them?


Those are required mods for nssm to work, default, fire and tnt are from minetest_game. mobs redo by tenplus1 can be found in this forum.
 

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

by bhree » Sat Sep 08, 2018 14:36

It seems that tarantula's thick web is indestructible by any means. I just can't see them lie eternally, the only logic is it can only destroyed by using tarantula warhammer and I added simple lines of code. Please anyone make it better.

Code: Select all
minetest.register_node("nssm:thick_web", {
   description = "Thick Web",
   inventory_image = "thick_web.png",
   tile_images = {"thick_web.png"} ,
    drawtype = "firelike",
   paramtype = "light",
   walkable = false,
   pointable = true,
   diggable = true,
   buildable_to = false,
   drop = "",
   drowning = 2,
   liquid_renewable = false,
   liquidtype = "source",
   liquid_range= 0,
   liquid_alternative_flowing = "nssm:thick_web",
   liquid_alternative_source = "nssm:thick_web",
   liquid_viscosity = 30,
   groups = {flammable=2, liquid=1},
   
   on_punch = function(pos, node, puncher)
      if puncher:get_wielded_item():get_name() == "nssm:tarantula_warhammer" then
         minetest.sound_play("fire_fire.1", {pos=pos})         
         minetest.swap_node(pos, {name = "fire:basic_flame"})
      end
   end
})
 

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

by thekiller81 » Sat Sep 15, 2018 13:22

hi, i am new with this. i got error when an item drop from monster

2018-09-15 21:11:57: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'item_tweaks' in callback environment_Step(): ...n\..\mods\dreambuilder_modpack\item_tweaks/item_drop.lua:159: attempt to index global 'drops' (a function value)
2018-09-15 21:11:57: ERROR[Main]: stack traceback:
2018-09-15 21:11:57: ERROR[Main]: ...n\..\mods\dreambuilder_modpack\item_tweaks/item_drop.lua:159: in function 'moveTowards'
2018-09-15 21:11:57: ERROR[Main]: ...n\..\mods\dreambuilder_modpack\item_tweaks/item_drop.lua:205: in function <...n\..\mods\dreambuilder_modpack\item_tweaks/item_drop.lua:167>
2018-09-15 21:11:57: ERROR[Main]: ...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:420: in function <...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:400>
2018-09-15 21:11:57: ERROR[Main]: stack traceback:
2018-09-15 21:11:58: ACTION[Server]: singleplayer leaves game. List of players:
 

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

by bhree » Sat Sep 15, 2018 16:06

i'm a noobie too, i think it has something to do with dreambuilder modpack. I'm not sure how but it modify dropped item by player and confuse mobs with player.
 

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

by SnarkBoojum » Thu Oct 18, 2018 20:07

I'm pondering packaging this mod in Debian, but I'm a bit annoyed by the licensing and copyright assignment, see here: https://notabug.org/TenPlus1/nssm/issues/2

If npx could get in touch there, that would be quite helpful.

Thanks!
 

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

by Andrey01 » Fri Oct 19, 2018 06:35

SnarkBoojum wrote:I'm pondering packaging this mod in Debian, but I'm a bit annoyed by the licensing and copyright assignment, see here: https://notabug.org/TenPlus1/nssm/issues/2

If npx could get in touch there, that would be quite helpful.

Thanks!

It looks like npx abandoned not only his development but the community and the game itself. Therefore all questions are to TenPlus1. He`s a manager of this mod now.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Chem871 » Sat Dec 01, 2018 22:20

I think the 'global check_for_death' is a deprecated function, or it isn't being used properly in the code, because several of the tools break the game when you try to use them. Also, how on earth is anyone supposed to beat the Morvalar boss mob? It just constantly keeps healing, and I can't make its health go down fast enough.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Sat Jan 12, 2019 20:24

I'm gonna post for what it's worth at this point...

I've been doing a refactor of NSSM code so that it works correctly with recent versions of mobs_redo and 3d_armor, and to ensure it works not only as a singleplayer mod, but also as a server/multiplayer mod. Also deduplication of code (more of that to come) and file organisation for maintainability.

Some tweaks and adjustments, extra settings, more protection checks (spiderwebs are hell), fixed bugs, sever lag solutions (the spears finally work on servers!)

https://github.com/taikedz-mt/nssm
 

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

by TenPlus1 » Sun Jan 13, 2019 11:03

this has already been done on the link above taiked
 

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

by taikedz » Sun Jan 13, 2019 13:35

tenplus1 I saw, I tried to merge your changes in at one point and realized you didn't even keep the commit history from the original repo... still on my todo, but I've been re-organising and splitting out the code to better manage it, at this point I can't even merge in your previous work.

I'm uncovering all sorts of bugs though, and unless you've been putting time into testing each and every facet of it, I'd be so bold as to say I might have made further headway on the corner cases, especially on making sure it works in a hosted environment...
 

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

by Sokomine » Sat Jan 19, 2019 21:49

After having seen how it works on the Not so simple server:

As each of these mobs is aggressive and attacks the player, the player is busy killing all those aggressors. Mob killing is a major undertaking. There ought to be a highscore for each player how many of each mob type he has defeated. Maybe a server-wide highscore as well?

Some of the mobs have fur (felucco, manticore, white wolf, ..). Those could be put on the floor as carpets. Perhaps with a small head attached. Armchairs, sofas and beds made out of those things the mobs drop at death might also be very decorative. Ant husks could be used as beer mugs.

In addition to the crafts, it would be nice to get a "reward" after killing a certain amount of mobs. Mob heads hung to the wall (as hunters do with innocent deer) - perhaps for killing the first one? And stuffed mobs to place in your house after having killed a much larger number.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Sun Jan 20, 2019 13:29

I LIKE THESE IDEAS!

Who wants to help make this happen? :-p

Leaderboard: I could probably knock out a leaderboard in a day, but not today because burning out. I can probably add something to at least start tracking now, and do the actual leaderboard later...

Carpets: I am a rubbish artist (someone needs to do carpet textures)

Trophy heads and mob plushies I have never done models (someone would have to do the heads, and their textures). But if someone wants to do those, I can add them. In the meantime, I could add itemframes of sorts... I note there are several implementations, so I'll have to check them out first
Last edited by taikedz on Sun Jan 20, 2019 21:38, edited 1 time in total.
 

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

by taikedz » Mon Jan 21, 2019 02:24

@StarNinjas that would be awesome :-)

I'm maintaining my fork here: https://github.com/taikedz-mt/nssm ; please do PR into it if you can find time !

Leaderboard: NSSM now tracks player's kills. You can see your own using '/killstats'. Actual leaderboard yet to come.
 

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

by taikedz » Mon Jan 21, 2019 23:00

I'd be integrating it as a {x=1,y=0.1,z=1} node, think "thin slices like in moreblocks" ; the textures by NPX are 16*16px so I'd stick with that...
 

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