[Mod] Mobs Redo [1.61] [mobs]

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mahmutelmas06
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Re: [Mod] Mobs Redo [1.27] [mobs]

by mahmutelmas06 » Post

try this

mobs_disable_blood = true
My Mods:

Beverage

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Re: [Mod] Mobs Redo [1.27] [mobs]

by jmoon224 » Post

Christian9 wrote:Use your image editor, and erase the blood and then save it.
Ah! Good thinking!

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Re: [Mod] Mobs Redo [1.27] [mobs]

by jmoon224 » Post

mahmutelmas06 wrote:try this

mobs_disable_blood = true
That works! Thanks.

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Re: [Mod] Mobs Redo [1.27] [mobs]

by benrob0329 » Post

I think I found a bug:

Image

I killed one DM with a bow from the [simple_shooter] mod, has happened every time.
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Napiophelios
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Re: [Mod] Mobs Redo [1.27] [mobs]

by Napiophelios » Post

benrob0329 wrote:I think I found a bug:

[img]download/file.php?mode=view&id=5322[/img

I killed one DM with a bow from the [simple_shooter] mod, has happened every time.

I dont think Simple Shooter mod has a bow.

And I dont think its a bug, thats what the DM drops.
https://github.com/tenplus1/mobs/blob/m ... er.lua#L33

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Re: [Mod] Mobs Redo [1.27] [mobs]

by benrob0329 » Post

Oh, whoops. I meant the [basic_bow] mod, and it drops a lot more than usual if you spam arrows.

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Re: [Mod] Mobs Redo [1.27] [mobs]

by Napiophelios » Post

weird. I dont know what could allow the arrow to do this every time.
The arrow's tool caps are very limited (fleshy damage only)
..I guess thats what makes it a bug huh? :)

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burli
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Re: [Mod] Mobs Redo [1.27] [mobs]

by burli » Post

I like this mod, but mobs should make more noise, even if they are idle. I was attacked from behind without any noise

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Post

Update to version 1.28:

- New damage system added
- Ability for mob to be immune to certain weapons or healed by them
- Knock-back effect only works on full punch now

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Post

IDEA: Would be great if mobs would have the ability of poison the player (slow down, teleport away, make him hungry, steal items...)

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Post

All good ideas, will look into that :)

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Re: [Mod] Mobs Redo [1.28] [mobs]

by twoelk » Post

them nasty little jungle spiders in Adventure-Test have a nice slowly increasing poisoning.

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Re: [Mod] Mobs Redo [1.28] [mobs]

by sofar » Post

raymoo has written some excellent stuff that allows stackable player effects that's entirely reusable as a component:

https://github.com/minetest-mods/monoidal_effects

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Post

TenPlus1 wrote:Update to version 1.28:

- New damage system added
- Ability for mob to be immune to certain weapons or healed by them
- Knock-back effect only works on full punch now
the check_for_death() is now running continuously and also playing the "damage" sound continuously :( i think this should stay how it was ?

Created an issue for this.
Last edited by SaKeL on Thu Mar 10, 2016 20:21, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.28] [mobs]

by afflatus » Post

Napiophelios, benrob0329

I'm using basic_bow and the latest mobs_redo on grailtest.
If any of the players have noticed this, they are sure keeping quiet about it (which is possible)

I'll test.
Grailtest is stirring ...

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Post

Update: I've added a health comparison check for mobs to stop hurt sounds looping.

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Post

TenPlus1 wrote:Update: I've added a health comparison check for mobs to stop hurt sounds looping.
*thumbs up

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burli
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Re: [Mod] Mobs Redo [1.10] [mobs]

by burli » Post

TenPlus1 wrote:Update: Added explosion routine for exploding mobs (and Dungeon Master)... Removed footstep feature (use replace instead)...

And for good show here's an exploding mob to try out, Davedevil's Creeper mod...
I had an invisible Creeper here. I walk around at day, saw a 2 nodes high bounding box an two seconds later... booom

What's going wrong?

I use Minetest 0.4.13 from Ubuntu PPA, Mobs Redo 1.28 and some other Mods

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Post

The creeper mod uses the treemonster.x model which has been replaced with the treemonster.b3d model now, just need to change model name in creeper's mod definition for it to work/show properly.

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burli
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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Post

Thx for your quick answer. That explains this message

Code: Select all

2016-03-11 08:49:50: ERROR[main]: Client::getMesh(): Mesh not found: "mobs_tree_monster.x"
2016-03-11 08:49:50: ERROR[main]: GenericCAO::addToScene(): Could not load mesh mobs_tree_monster.x

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Re: [Mod] Mobs Redo [1.28] [mobs]

by benrob0329 » Post

I edited the mobs_redo vertion to use the original creeper model and textures:

download/file.php?id=4342

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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Post

Creepers are a little bit buggy. They are huge and sink into the ground.
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Re: [Mod] Mobs Redo [1.28] [mobs]

by everamzah » Post

I dunno if this was covered somewhere else but I just realized that when you nametag a mob it shows up on your minimap as a player marker! Ha!

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Post

With the new .b3d model you need new collision box, replace the one for the creeper with the following and it'll stop the creeper from sinking:

collisionbox = {-0.4, -1, -0.4, 0.4, 0.8, 0.4},

Update: Mobs now have a visual colour change when punched, entity_physics have been fixed and 'explode' attack now has explosion_radius setting.

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Post

The mobs are checking for "fence" so they will no jump over them and stay inside the fences. Could you please implement this also for the new fence gates so we can start using them in this matter also?

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