GingerHunter797 wrote:Can someone tell me what this error means???
17:36:29 ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined
This happens with all the mobs, not just sheep! Also in place of the mobs there is a purple square. This is REALLY annoying and I would REALLY REALLY like to have monsters in Minetest!
Please Help!!!
I guess you disabled simple mods and enabled MOB framework?
When you disable a mod, the existing nodes (here entity/object) will become unknown objects and unknown nodes.
You can hit the unknown objects to remove them. I think there's also something like 'clear objects' to remove obsolete objects. You can search it using search. I've never tried that, so don't know how (efficient) that works.
20:09:29: ERROR[main]: ========== ERROR FROM LUA ===========
20:09:29: ERROR[main]: Failed to load and run script from
20:09:29: ERROR[main]: /home/myname/.minetest/mods/animals/animal_wolf/init.lua:
20:09:29: ERROR[main]: ...etest/mods/animals/mobf/spawn_algorithms/forrest.lua:59: attempt to concatenate global 'mob_name' (a nil value)
20:09:29: ERROR[main]: stack traceback:
20:09:29: ERROR[main]: ...etest/mods/animals/mobf/spawn_algorithms/forrest.lua:59: in function 'initialize_spawning'
20:09:29: ERROR[main]: ...home/myname/.minetest/mods/animals/mobf/spawning.lua:913: in function 'setup_algorithm'
20:09:29: ERROR[main]: ...home/myname/.minetest/mods/animals/mobf/spawning.lua in function 'register_mob'
20:09:29: ERROR[main]: /home/myname/.minetest/mods/animals/mobf/api.lua:123: in function 'mobf_add_mob'
20:09:29: ERROR[main]: ...e/myname/.minetest/mods/animals/animal_wolf/init.lua:257: in main chunk
20:09:29: ERROR[main]: =======END OF ERROR FROM LUA ========
20:09:29: ERROR[main]: Server: Failed to load and run /home/myname/.minetest/mods/animals/animal_wolf/init.lua
20:09:29: ERROR[main]: ModError: Failed to load and run /home/myname/.minetest/mods/animals/animal_wolf/init.lua
It's probably obvious but I'm running Linux (Ubuntu). Something changed in the most recent update of Minetest that isn't letting this mod run. It's been having trouble lately anyway with animals de-spawning. Here's hopin' the mod developers come-up with a fix, 'cause I'd really hate to have to remove this mod.
GingerHunter797 wrote:Can someone tell me what this error means???
17:36:29 ERROR[ServerThread]: LuaEntity name "mobs:sheep" not defined
This happens with all the mobs, not just sheep! Also in place of the mobs there is a purple square. This is REALLY annoying and I would REALLY REALLY like to have monsters in Minetest!
Please Help!!!
mobs is pilz adam's siple mobs it should say animals_(animal) if it was this mod
Jouster27 what version of minetest and mobf did you install?
GingerHunter797 can you give more information about the glitches you're talking about? They can't be fixed if no one ever tells ;-P. BTW ALL issues you reported where not related to mobf but plain install issues.
Rhys enter /mobf in chat and select "Disable 3D mobs" in settings tab. 2D mode isn't tested very well and some mobs don't have 2d support. If you find bugs plz report!
@Neuromancer,Mossmanikin
I've just added bobber support to fish_blue_white in current development tree. This should be enough to make fishing mod integration possible.
BIG FAT WARNING current development tree 2.3 changes entitiy names and format . You won't be able to switch back to a old mobf version so don't use it on production worlds by now!
sapier wrote:Jouster27 what version of minetest and mobf did you install?
GingerHunter797 can you give more information about the glitches you're talking about? They can't be fixed if no one ever tells ;-P. BTW ALL issues you reported where not related to mobf but plain install issues.
Rhys enter /mobf in chat and select "Disable 3D mobs" in settings tab. 2D mode isn't tested very well and some mobs don't have 2d support. If you find bugs plz report!
@Neuromancer,Mossmanikin
I've just added bobber support to fish_blue_white in current development tree. This should be enough to make fishing mod integration possible.
BIG FAT WARNING current development tree 2.3 changes entitiy names and format . You won't be able to switch back to a old mobf version so don't use it on production worlds by now!
Yes mobf version is shown in mobf settings. You open those settings by writing /mobf or /mobf_settings. Later one is for old versions (but still supported on new versions)
EDIT1:
I've just started a simple tutorial how to create a mob
sapier wrote:Yes mobf version is shown in mobf settings. You open those settings by writing /mobf or /mobf_settings. Later one is for old versions (but still supported on new versions)
EDIT1:
I've just started a simple tutorial how to create a mob
sapier wrote:Anyone interested in creating wolf and slime 2d textures?
I'll have look whats wrong with menu. did you install 2.2.1 or 2.2.0?
The settings menu depends on user privileges if you didn't run singleplayer.
I did run singleplayer, and I runned 2.2.0 before. I will use 1.4.6 for the time being, since I like the dungeons being on the grass. DONT ASK ME WHY LOL.
Last edited by Rhys on Thu Oct 17, 2013 16:07, edited 1 time in total.
Ok 0.4.7 is current stable this explains why current mobf doesn't work for you. Sadly stable is quite old by now.
If you can't compile yourself you could try 2.2 but replace mobf_settings by mobf_settings from 2.1 ... sorry it's not as comforable I'd wish to be but with 0.4.8 delayed that long I couldn't suspend mobf development any longer.
DON'T mention coding style!
(c) sapier all rights reserved
sapier wrote:Yes mobf version is shown in mobf settings. You open those settings by writing /mobf or /mobf_settings. Later one is for old versions (but still supported on new versions)
Jouster I had a closer look at your error message, stable doesn't have any matching code you're obviously using a development version of mobf.
Thanks for your bug report I fixed it in 2.3 development branch.
If you don't want to do beta testing you should use official release 2.2.1
Last edited by sapier on Fri Oct 18, 2013 17:20, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
viv100 wrote:you should make slime, Enderman, the slenderman, pigs, cats, and horses ... champingnons for the mod is better.
Personally, I'm not lookin' for an MC clone so I'm fine with the choices in this mod. Horses might be cool but I'm pretty sure this mod already has slimes, though.
Unfortunately, I'm still getting errors after updating to the dev version. I'm starting to think maybe an alias in another mod is causing the issue, though.
Last edited by Jouster27 on Mon Oct 21, 2013 13:54, edited 1 time in total.
horse would be nice but I think the pig and slime. (would not it be nice to have slenderman and spiders would be a bit more of a survival mod) I'd like to see a mod that could mushroom too.
Could you find a mod on which camera
Lern how to use Blender and do a model of a horse! Or perhaps rather that of a donkey. They're smaller than horses. And smaller animals can move better in the MT world than huge ones. Their movements also look more convincing (see chicken vs sheep vs cow). Donkeys, goats, squirrels, rabbits...all that would be great!
The new dev version where the blue white fish are attracted to bobbers, and the new Mossmanikin's fishing where you catch them when they are around is pretty cool. The biggest problem is that while other animals spawn, I haven't had any fish spawn for me in the dev version. I have to pull them out of creative inventory every time. Is this a bug in the dev version or do I just need to wait a while longer for them to spawn than for other animals?