[Modpack] Animals Modpack [2.5] -- 2.6 approaching

User avatar
Tedypig
Member
 
Posts: 286
Joined: Tue Mar 05, 2013 12:33
Location: Largo, FL, USA
IRC: Piggybear87
In-game: Piggybear

by Tedypig » Tue Dec 03, 2013 02:31

sapier wrote:2.3.2 is out fixing the spam issue .... yet I suggest installing luasocket without it time quotas will not work as good as they could ... spam was result of lack of luasocket installation



What exactly is Luasocket? I'm will to do almost ANYTHING to get Minetest and mobf to run at least a little better.
01010100 01100101 01100100 01111001 01110000 01101001 01100111
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Tue Dec 03, 2013 09:07

I did a fresh install of Minetest 0.4.8 and added the new 2.3.2 Animals mod and all that appears are errors trying to define the mobs, a screen full of test and timeouts and no characters in game... Any ideas ?
 

sapier
Developer
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Tue Dec 03, 2013 09:59

TenPlus1 can you provide a log of those error messages?
Tedypig luasocket.sourceforge.net have a look at your packagemanager on linux most distributions already have luasocket packaged
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
TenPlus1
Member
 
Posts: 2645
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

by TenPlus1 » Tue Dec 03, 2013 11:07

ERROR[ServerThread]: LuaEntity name "mobs:dirt_monster" not defined <-- This is the same for every mob I encounter, just with a different name in quotes

also...

ERROR[ServerThread]: MOBF: function job_processing took too long: 230ms

...and that's all I get throughout playing...
 

User avatar
Tedypig
Member
 
Posts: 286
Joined: Tue Mar 05, 2013 12:33
Location: Largo, FL, USA
IRC: Piggybear87
In-game: Piggybear

by Tedypig » Tue Dec 03, 2013 17:11

sapier wrote:TenPlus1 can you provide a log of those error messages?
Tedypig luasocket.sourceforge.net have a look at your packagemanager on linux most distributions already have luasocket packaged

Ah... Windows.... Lmao. Nevermind.
01010100 01100101 01100100 01111001 01110000 01101001 01100111
 

User avatar
valmet565
Member
 
Posts: 12
Joined: Sat Nov 02, 2013 19:22
Location: Finland

by valmet565 » Tue Dec 03, 2013 20:18

Now, I downloaded the Minetest 0.4.8 and 2.3.2 mobf mod. I did not see the error messages (I played about 6 minutes).

Hi Tedypig, I noticed that the graphics settings must be weakened in my game. In addition I disabled some mobf mods (usually these: rat, big_red, creeper, vombie, oerkki). I like animals, and in this way mobf works better. (I have Asus S550C and Windows 8)
 

sapier
Developer
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Wed Dec 04, 2013 20:39

Actually mobf 2.3.2 with all mobs enabled should have reasonable performance on any current machine (maybe except of netbooks)
If this isn't true please tell me!
DON'T mention coding style!
(c) sapier all rights reserved
 

RavonTUS
Member
 
Posts: 11
Joined: Mon Nov 11, 2013 18:02

by RavonTUS » Thu Dec 05, 2013 03:48

valmet565 wrote:I noticed that the log will be very much along these lines. Apparently, the new animals make these.
[ 30.365000]MOBF: error calculation consumed time: 30365 --> 30365
[552.938000]MOBF: error calculation consumed time: 552938 --> 552938
At least 70000 lines


Greetings,

I have also notice the same thing. Any ideas or where to start looking??

Code: Select all
[ 13.760000]MOBF: error calculation consumed time: 13760 --> 13760
[ 13.770000]MOBF: error calculation consumed time: 13770 --> 13770
[ 13.780000]MOBF: error calculation consumed time: 13780 --> 13780
[ 13.840000]MOBF: error calculation consumed time: 13840 --> 13840
[ 13.840000]MOBF: error calculation consumed time: 13840 --> 13840
[ 13.840000]MOBF: error calculation consumed time: 13840 --> 13840
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930


-RavonTUS
 

User avatar
valmet565
Member
 
Posts: 12
Joined: Sat Nov 02, 2013 19:22
Location: Finland

by valmet565 » Thu Dec 05, 2013 20:21

Greetings,

I have also notice the same thing. Any ideas or where to start looking??

Code: Select all
[ 13.760000]MOBF: error calculation consumed time: 13760 --> 13760
[ 13.770000]MOBF: error calculation consumed time: 13770 --> 13770
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930


-RavonTUS


Download the latest version of the mobf or download it again. Requirement seems to have been Minetest 0.4.8.

I tested the 0.4.7 version and would appear be working, but I found one bug.
 

Erthome
Member
 
Posts: 95
Joined: Thu May 30, 2013 01:03
In-game: Erthome Azyaqux

by Erthome » Fri Dec 06, 2013 17:51

Okay, I read all 52 pages so far...sadly by the time one gets to the end (of the comments and our memory challenged lives LOL) we can not remember the middle...Is there a stable version of this that I can install on a windows 0.4.6 server?

---------------------------------------------------------------------------------

My idea of semi-ideal would be the ability to use a gui form to turn all critters on and off and specify:

where they auto spawn (Caves/Fissures, Sky, Water, Surface-Dessert, Surface-Near-Trees, Surface-Near-Jungle-Trees, In-Trees, In-Jungle-Trees) with an elevation range, a latitude range,;

a selection for whether they only spawn in new areas);

a disposition matrix listing a default/catch-all disposition, and any number of specific entity group (player and other npc type) disposition overrides, each providing a toggle for passive/self-defensive/area-defensive/hostile/hunt-you-down-wherever-you-are-and-keeel-you-or-die-trying attitude toward the given entity group;

a spawning density/frequency value;

a spawning certainty value (that would allow the spawner to bypass spawning during heavy load in accordance with the relative importance of one Mob type from another;

a spawning bypass counter that would be incremented when the spawn is bypassed so that THIS could be used in concert with the spawning certainty value (above) to prevent an ongoing seemingly permanent bypass of a low priority item;

maybe even a weight factor for said spawning certainty counter to make adjusting this behavior easier (but that may be overkill, or better handled across the board for all entities?);

and whatever else you guys have already incorporated at the .lua level on a per mob type basis;


THEN a second admin gui that lists all spawned entities with their persistent values, such as their current disposition toward players overall (and other entity groups) as well as individual players.

This tool would then offer the ability for the admin (or moderator or whoever had the tune_individual_NPC_disposition privilege) to to manually tune each entity's disposition toward each player or entity group;

and, it should include a couple predefined quick change buttons such as "shake hands" that reduced the animosity a little, "kiss and make up" which improved the animosity a little more, and "Charm the pants off the critter" which basically makes them friends for life (till the next time the character offends them) and maybe even turns them into suffocating best pals that follow you every where LOL that'll teach folks to intentionally piss off the mobs then come crawling to the moderator to twist the NPC's arm into playing nice again !!


AND OF COURSE, this should all be done as a plugin for a really nice admin/moderator menu mod (or core feature) that cleanly offers this admin/moderator tool along side all the others that folks would now be developing in a semi-consistent way for said framework.

:-)
Last edited by Erthome on Fri Dec 06, 2013 17:57, edited 1 time in total.
 

Sokomine
Member
 
Posts: 3951
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Fri Dec 06, 2013 20:14

Part of what you describe is already implemented: type "/mobf" in chat. Then you can select which mobs ought to spawn and adjust some settings.

Where they spawn (=preferred environment) and frequency is part of the definition of a mob and can be found and changed in its lua file.

Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me.
A list of my mods can be found here.
 

RavonTUS
Member
 
Posts: 11
Joined: Mon Nov 11, 2013 18:02

by RavonTUS » Sat Dec 07, 2013 03:27

valmet565 wrote:
Greetings,

I have also notice the same thing. Any ideas or where to start looking??

Code: Select all
[ 13.760000]MOBF: error calculation consumed time: 13760 --> 13760
[ 13.770000]MOBF: error calculation consumed time: 13770 --> 13770
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930


-RavonTUS


Download the latest version of the mobf or download it again. Requirement seems to have been Minetest 0.4.8.

I tested the 0.4.7 version and would appear be working, but I found one bug.


I disabled all my mods, except this one and there are no errors. As I looked through my list I noticed a few duplcate mobs, so that's probably what it was. Thanks for the help.
 

sapier
Developer
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Mon Dec 09, 2013 01:42

Sokomine wrote:Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me.


You know "making friends" was MAIN cause for adding factions support ... try installing factions and open up mobf factions tab ;-) Of course you can't tell a wild wolf not to attack you ... that'd be silly but you can configure your own mobs

Edit1:
Erthome sorry I didn't completely understand what you wrote, best mobf version for 0.4.6 most likely is mobf 2.1 yet I suggest updating minetest.
I'm sorry but adding features to old mobf versions is beyond my available development time.
Mob spawning is completely rewritten for 2.4 lots of those features are now included. I don't think I'm gonna add a gui for changing spawn ratios, too much work for to less benefit.
Last edited by sapier on Mon Dec 09, 2013 01:48, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
Inocudom
Member
 
Posts: 3077
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Dec 09, 2013 02:53

sapier wrote:
Sokomine wrote:Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me.


You know "making friends" was MAIN cause for adding factions support ... try installing factions and open up mobf factions tab ;-) Of course you can't tell a wild wolf not to attack you ... that'd be silly but you can configure your own mobs

Edit1:
Erthome sorry I didn't completely understand what you wrote, best mobf version for 0.4.6 most likely is mobf 2.1 yet I suggest updating minetest.
I'm sorry but adding features to old mobf versions is beyond my available development time.
Mob spawning is completely rewritten for 2.4 lots of those features are now included. I don't think I'm gonna add a gui for changing spawn ratios, too much work for to less benefit.


Erthome uses a Macintosh computer, so getting a new build is not easy for him. There was once a person in this community that compiled Minetest development builds for Macintosh, but the individual is not here anymore.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

sapier
Developer
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Mon Dec 09, 2013 14:42

I understand Erthome and I'll try to add bugfixes to old versions where possible. But I'm sorry backporting features is way beyond available development resources.
Usually latest version wont require a new minetest but 0.4.6 is prior mainmenu formspec cleanup, at least gui parts of mobf depend on those changes. Maybe he can use latest mobf without mobf_settings on 0.4.6, worth a try (after backup of world of course) but no guarantee.

If there are volunteers to do so I'll gladly open up a backports branches for those old versions.

I just updated 2_4 dev branch, spawning rewrite is feature complete now, everyone who created custom mobs is suggested to update to new mechanism. MOBF internal spawning will be removed as of 2.5.
Last edited by sapier on Mon Dec 09, 2013 14:45, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

sapier
Developer
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Wed Dec 11, 2013 19:11

Sorry another bugfix release for mobf ... if you want to use secondary spawning you have to update to 2.3.3
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
Mcc457
Member
 
Posts: 84
Joined: Sat Sep 07, 2013 17:53
Location: Earth..nah too usual; Minetest

by Mcc457 » Wed Dec 11, 2013 21:22

Quick question: are vombies hostile (or supposed to be)?

They die pretty quickly and don't attack....
Working on a sub-game; mostly based texture packs, adventure and soon chemistry...
 

Sokomine
Member
 
Posts: 3951
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Wed Dec 11, 2013 22:43

Vombies are extremly hostile. They try to kill the player.
A list of my mods can be found here.
 

User avatar
Neuromancer
Member
 
Posts: 795
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Sat Dec 14, 2013 20:09

Tweaked Butterfly texture:
Image
Last edited by Neuromancer on Sat Dec 14, 2013 20:09, edited 1 time in total.
 

megavex
New member
 
Posts: 4
Joined: Tue Dec 24, 2013 15:09

by megavex » Wed Dec 25, 2013 11:01

This is probably a real noob question, but...
I can't get the MOB Framework to work. I downloaded both versions (GitHub and the primary link in the first post) and tried them both with the same method:
-Standard minetest game
-Extract to the "mods" folder in the minetest folder (I'm on ubuntu 13.10 by the way, so that should be /home/<username>/.minetest/mods)
-Rename to "animal_modpack"
-"Enable MP" in minetest, save
-"Play"

And then i get this error message: ModError: Failed to load and run /home/<username>/.minetest/mods/animals_modpack/mob_slime/init.lua
I checked the init.lua file and the terminal and the name of the mod(folder) should be right...
I disabled that one mob/mod, but it happens to all of them.

Here is the terminal output (World = WORLDNAME, Username = tobias):
Code: Select all
tobias@tobias-ubuntu:~$ minetest
Irrlicht Engine version 1.8.0
Linux 3.11.0-14-generic #21-Ubuntu SMP Tue Nov 12 17:04:55 UTC 2013 x86_64
Using renderer: OpenGL 4.3.12614
AMD Radeon HD 6320 Graphics: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Loaded texture: /usr/share/minetest/games/minetest_game/menu/icon.png
Loaded texture: /usr/share/minetest/games/minimal/menu/icon.png
Loaded texture: /home/tobias/.minetest/games/minitest/menu/icon.png
11:56:11: ACTION[main]: Factions mod : sauvegarde des informations de factions dans /home/tobias/.minetest/mods/factions/factions.txt
11:56:11: ACTION[main]: MOD: animalmaterials loading ...
11:56:11: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
11:56:11: ACTION[main]: MOBF: failed to open world specific config file
    registering pattern dont_move
    registering pattern run_and_jump_low
    registering pattern stop_and_go
    registering pattern swim_pattern1
    registering pattern swim_pattern2
    registering pattern flight_pattern1
MOD: mob framework mod 2.3.4 loaded
11:56:11: ACTION[main]: MOD: mobf_settings mod loading ...
11:56:11: ACTION[main]: MOD: mobf_settings mod           version 0.9.1 loaded
11:56:11: ACTION[main]: MOD: mob_slime mod loading ...
11:56:11: ACTION[main]:     adding mob slime_L
[ 29.600000]MOBF: registering new entity: ":mob_slime:slime_L"
11:56:11: ERROR[main]: ========== ERROR FROM LUA ===========
11:56:11: ERROR[main]: Failed to load and run script from
11:56:11: ERROR[main]: /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: attempt to call field 'exists' (a nil value)
11:56:11: ERROR[main]: stack traceback:
11:56:11: ERROR[main]:     ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: in function 'setupmob'
11:56:11: ERROR[main]:     ...e/tobias/.minetest/mods/animals_modpack/mobf/api.lua:126: in function 'mobf_add_mob'
11:56:11: ERROR[main]:     ...as/.minetest/mods/animals_modpack/mob_slime/init.lua:491: in main chunk
11:56:11: ERROR[main]: ======= END OF ERROR FROM LUA ========
11:56:11: ERROR[main]: Server: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
11:56:12: ERROR[main]: ModError: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png



Am I doing doing something wrong? Is it because I'm using Ubuntu/linux? Or is it just a bug in the mod(, I doubt that since I haven't seen anyone else complain about this..)?
 

User avatar
Evergreen
Member
 
Posts: 2135
Joined: Sun Jan 06, 2013 01:22
Location: A forest in the midwest
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Wed Dec 25, 2013 11:03

megavex wrote:This is probably a real noob question, but...
I can't get the MOB Framework to work. I downloaded both versions (GitHub and the primary link in the first post) and tried them both with the same method:
-Standard minetest game
-Extract to the "mods" folder in the minetest folder (I'm on ubuntu 13.10 by the way, so that should be /home/<username>/.minetest/mods)
-Rename to "animal_modpack"
-"Enable MP" in minetest, save
-"Play"

And then i get this error message: ModError: Failed to load and run /home/<username>/.minetest/mods/animals_modpack/mob_slime/init.lua
I checked the init.lua file and the terminal and the name of the mod(folder) should be right...
I disabled that one mob/mod, but it happens to all of them.

Here is the terminal output (World = WORLDNAME, Username = tobias):
Code: Select all
tobias@tobias-ubuntu:~$ minetest
Irrlicht Engine version 1.8.0
Linux 3.11.0-14-generic #21-Ubuntu SMP Tue Nov 12 17:04:55 UTC 2013 x86_64
Using renderer: OpenGL 4.3.12614
AMD Radeon HD 6320 Graphics: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Loaded texture: /usr/share/minetest/games/minetest_game/menu/icon.png
Loaded texture: /usr/share/minetest/games/minimal/menu/icon.png
Loaded texture: /home/tobias/.minetest/games/minitest/menu/icon.png
11:56:11: ACTION[main]: Factions mod : sauvegarde des informations de factions dans /home/tobias/.minetest/mods/factions/factions.txt
11:56:11: ACTION[main]: MOD: animalmaterials loading ...
11:56:11: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
11:56:11: ACTION[main]: MOBF: failed to open world specific config file
    registering pattern dont_move
    registering pattern run_and_jump_low
    registering pattern stop_and_go
    registering pattern swim_pattern1
    registering pattern swim_pattern2
    registering pattern flight_pattern1
MOD: mob framework mod 2.3.4 loaded
11:56:11: ACTION[main]: MOD: mobf_settings mod loading ...
11:56:11: ACTION[main]: MOD: mobf_settings mod           version 0.9.1 loaded
11:56:11: ACTION[main]: MOD: mob_slime mod loading ...
11:56:11: ACTION[main]:     adding mob slime_L
[ 29.600000]MOBF: registering new entity: ":mob_slime:slime_L"
11:56:11: ERROR[main]: ========== ERROR FROM LUA ===========
11:56:11: ERROR[main]: Failed to load and run script from
11:56:11: ERROR[main]: /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: attempt to call field 'exists' (a nil value)
11:56:11: ERROR[main]: stack traceback:
11:56:11: ERROR[main]:     ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: in function 'setupmob'
11:56:11: ERROR[main]:     ...e/tobias/.minetest/mods/animals_modpack/mobf/api.lua:126: in function 'mobf_add_mob'
11:56:11: ERROR[main]:     ...as/.minetest/mods/animals_modpack/mob_slime/init.lua:491: in main chunk
11:56:11: ERROR[main]: ======= END OF ERROR FROM LUA ========
11:56:11: ERROR[main]: Server: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
11:56:12: ERROR[main]: ModError: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png



Am I doing doing something wrong? Is it because I'm using Ubuntu/linux? Or is it just a bug in the mod(, I doubt that since I haven't seen anyone else complain about this..)?
I'm not sure exactly what the problem is, but I do know that it isn't because of linux.
Back from the dead!
 

User avatar
Krock
Developer
 
Posts: 4443
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

by Krock » Wed Dec 25, 2013 11:12

megavex wrote:...blabla...


Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

megavex
New member
 
Posts: 4
Joined: Tue Dec 24, 2013 15:09

by megavex » Wed Dec 25, 2013 11:59

Krock wrote:
megavex wrote:...blabla...


Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.

I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.
 

Iqualfragile
Member
 
Posts: 160
Joined: Tue Sep 18, 2012 22:11

by Iqualfragile » Wed Dec 25, 2013 12:22

megavex wrote:
Krock wrote:
megavex wrote:...blabla...


Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.

I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.

Do you have any other mods installed and enabled, if so: which; which version of minetest are you running? (minetest --version)
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

megavex
New member
 
Posts: 4
Joined: Tue Dec 24, 2013 15:09

by megavex » Wed Dec 25, 2013 12:37

Iqualfragile wrote:
megavex wrote:
Krock wrote:
Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.

I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.

Do you have any other mods installed and enabled, if so: which; which version of minetest are you running? (minetest --version)


I have tried it with other mods, with only the MOB Framework and with the MOBF and it's dependencies installed manually, all gave the same result. I'm running version 0.4.8 of Minetest (on Linux/Ubuntu)
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: MSN [Bot] and 5 guests