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Posted: Tue Apr 08, 2014 11:59
by Matsetes
BlockMen wrote:
I will post an update next time, but until then not using the mod is the best way to prevent crashes i guess.
Thanks... I disabled it for now... Next update I will retry using it. <3

Re: [Mod] Creatures [1.1 beta] [creatures]

Posted: Thu Apr 24, 2014 07:59
by Rhys
Really nice models, love this mod. Could I just ask, where does all the inspiration and ideas come from for your mods, BlockMen? :)

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sun Apr 27, 2014 13:42
by BlockMen
Update!(finally) Version 1.1.1 released

Changelog:
- Zombies have also a maximum lifetime now (~5min)
- Hostile mobs use line_of_sight() befor attacking
- Fix different crashes and other things
- Experimental spawning control (see below)

If you still experience too much spawned mobs you can reduce them by lowering this value or increasing this (spawn_day ) value

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sun Apr 27, 2014 14:33
by dethegeek
Great !

Will try this version soon.

Can you explain the meaning of spawn_day ? This may help if I need to tweak it :)

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sun Apr 27, 2014 15:24
by cloweling
I want to thank you for doing a good job, really liked me, I have just one question.

creatures do not remove bone hearts does not hurt?

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sun Apr 27, 2014 17:15
by dethegeek
Hi

I di a quick test without any other mod, and with all my mods enabled.

The latest improvements seems to solve my issue. I also noticed the creatures are spawned a better way : they are ramdomly and rather equally spread on the map. This is a very good improvement.

Thank you for your efforts.

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sun Apr 27, 2014 17:59
by Calinou
BlockMen wrote:Ghosts have 15 HP and don't drop any items atm (might be changed if i have an idea what they could drop; suggestions welcome).
Flour? String? Mese crystal fragments?

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Mon Apr 28, 2014 03:18
by gsmanners
This is a very intriguing update. I'm going to have to check this one out, fo sure.

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sat May 03, 2014 15:29
by Rhys
Would be cool if sheep could follow you with wheat, so people can make a sheep pen for them. And also, I think the ghosts should drop string or paper, or even both?

Re: [Mod] Creatures [1.1.1 beta] [creatures]

Posted: Sat May 03, 2014 16:01
by Krock
Rhys wrote:Would be cool if sheep could follow you with wheat, so people can make a sheep pen for them. And also, I think the ghosts should drop string or paper, or even both?
ghosts better should drop fog or air.

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sat May 10, 2014 13:42
by BlockMen
Update! Version 1.1.2 released

Changelog:
- Sheeps follow you when holding wheat
- Added Shears (rightclick)
- Items are only droped (without player action) with builtin_item mod
^ so if e.g. a zombie dies because its getting day it won't drop an item (except you have the mention mod installed)

Crafting (Shears):
Image

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sun May 11, 2014 05:45
by AgentX
Really love your mod, would like to know how to edit the damage the Ghosts and Zombies do, could you explain it to me? I've already changed the spawn rate and speed, just not sure how to change the damage.

Thanks

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sun May 11, 2014 12:42
by Mikerhinos
Great mod !
Ghosts could drop souls, that could be used to create teleport portals, or nether portals.
Or used to "resurrect" : when you die and have a soul in inventory, you could use it to respawn at your bones ("You died, would you like to use 1 soul to resurrect here ? Yes - No, I prefer respawn the normal way").

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sun May 11, 2014 21:10
by gsmanners
AgentX wrote:Really love your mod, would like to know how to edit the damage the Ghosts and Zombies do, could you explain it to me? I've already changed the spawn rate and speed, just not sure how to change the damage.

Thanks
Damage is controlled by the attack() method in init.lua:

Code: Select all

function creatures.attack(self, pos1, pos2, dist, range)
	if not self then return end
	if not pos1 or not pos2 then return end
	if minetest.line_of_sight(pos1,pos2) ~= true then
		return
	end
	if dist < range and self.attacking_timer > 0.6 then
		self.attacker:punch(self.object, 1.0,  {
				full_punch_interval=1.0,
				damage_groups = {fleshy=1}
		})
		self.attacking_timer = 0
	end
end
As you can see, they need over 600ms of los to attack and to be in range. The damage is controlled by the group "fleshy" (which is also equal to 1).

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Mon May 12, 2014 02:11
by AgentX
Thanks a lot man! Really helped, now they're an actual threat! :D

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Mon May 12, 2014 23:23
by gsmanners
They are creepy, and they always sound like they're right on top of you, but they hardly seem threatening. I even just killed one through a wall, recently (I think it was because I could reach them diagonally, but I'm not too sure).

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Thu May 15, 2014 05:42
by gsmanners
I'm not too concerned about most mobs, but the sheep are getting a little too thick. I think this is because the function for limiting spawns does not survive server resets. The entities, however, will persist between resets. This may not be a huge deal for a multiplayer server, but this could easily give you thousands of mobs if you play in singleplayer mode for a while.

Maybe just reset the sheep lifetime if there's a player nearby. That might work out better than checking for groups.

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Fri May 16, 2014 13:35
by BlockMen
gsmanners wrote:I'm not too concerned about most mobs, but the sheep are getting a little too thick. I think this is because the function for limiting spawns does not survive server resets. The entities, however, will persist between resets. This may not be a huge deal for a multiplayer server, but this could easily give you thousands of mobs if you play in singleplayer mode for a while.

Maybe just reset the sheep lifetime if there's a player nearby. That might work out better than checking for groups.
Hmm, yes, the spawning control needs some more work... :\

And no, i would like to keep the "mates"/group thing for sheep, i will take a look at it and see what can be done for tweaking

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sat May 17, 2014 01:31
by MANISGONE
This mod is great but, how can I make them hit harder? They just seem so weak and unintimidating. I've looked in the lua but couldn't figure it out.

Edit:Nevermind, I'm an idiot...

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sat May 17, 2014 04:33
by gsmanners
Got a curious error just now...

Code: Select all

22:23:04: ERROR[main]: ServerError: ...ome/genma/.minetest/mods/minetest/creatures/init.lua:57: attempt to perform arithmetic on field '?' (a nil value)
22:23:04: ERROR[main]: stack traceback:
22:23:04: ERROR[main]: 	...ome/genma/.minetest/mods/minetest/creatures/init.lua:57: in function 'func'
And, of course, line 57 is the + 1 thing in this block:

Code: Select all

				if obj then
					creatures.spawned[m_name] = creatures.spawned[m_name] + 1
					minetest.log("action", "Spawned "..mob.." at ("..pos.x..","..pos.y..","..pos.z..")")
				end
I think the problem there is something to do with the minetest.after and the use of m_name across that boundary. I suspect that the after clause doesn't really have a clean set of pointers to work with.

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sat May 17, 2014 17:01
by LuxAtheris
May I ask if how do you use the spawners? Cause I cant seem to see any zombie to spawn by it.
Thanks in advance. :D

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sat May 17, 2014 22:37
by gsmanners
The zombie spawner has range = 17, max = 6, light level = 7. Most light sources are 13, so you'll need darkness around the spawner. The range is used for counting the mobs (I think you can have a total of max within the range). You'll also need a couple of air blocks within 5 blocks of the spawner for any new mobs to appear.

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Sun May 18, 2014 04:12
by LuxAtheris
So how do you exactly use it? Can you give me any example, because Im very confused.

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Mon May 19, 2014 10:06
by gsmanners
Well, you put a spawner into a dark room and wait. If the area isn't dark, then you can wall it up.

Re: [Mod] Creatures [1.1.2 beta] [creatures]

Posted: Fri May 23, 2014 23:20
by Inocudom
I recently noticed a fatal flaw with this mod; either there ends up being way too many sheep/ghosts/zombies, or too many spawn at one time. Also, why are zombies immune to mesecons pressure plates?