[Mod] Mobs Redo [1.53] [mobs]

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ExeterDad
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Re: [Mod] Mobs Redo [1.36] [mobs]

by ExeterDad » Post

Lone_Wolf wrote:Could you make them protectable?
(I play HOMETOWN and had my horse murdered by a player)
Lone_Wolf, just wait for restart. It's already done.
But it won't protect your horse if out of range of your pro blocks. So as you mentioned earlier, your horse can be murdered out from under you if you are out and about. Players can't be killed when attached to a entity. We don't want a bunch of untouchable killers out there now do we?

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Re: [Mod] Mobs Redo [1.36] [mobs]

by maikerumine » Post

Tenplus1


I have an addition to your api to get better control over mob smoke, fire, and explosion:

Add these lines:
Line 1606

Code: Select all

-					mobs:explosion(pos, radius, 1, 1, self.sounds.explode)
+					--mobs:explosion(pos, radius, 1, 1, self.sounds.explode)
+					mobs:explosion(pos, radius, fire, smoke, self.sounds.explode)

And further down:

Line 2487

Code: Select all

 	explosion_radius = def.explosion_radius,
+	explosion_fire = def.explosion_fire,
+	explosion_smoke = def.explosion_smoke,
Then you can add the features to any mob, such as the exploding treeper... I mean tree monster. :)
Such as these lines in the animal / monster

Code: Select all

	explosion_radius = 3,
	explosion_fire = 0,
	explosion_smoke = 1,
As example.

Hope this helps.
Extreme Survival Minetest-->viewtopic.php?f=10&t=12959

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ExeterDad
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Re: [Mod] Mobs Redo [1.36] [mobs]

by ExeterDad » Post

treeper?? Heh heh! Whatcha up to maike?

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Lone_Wolf » Post

ExeterDad wrote:
Lone_Wolf wrote:Could you make them protectable?
(I play HOMETOWN and had my horse murdered by a player)
Lone_Wolf, just wait for restart. It's already done.
But it won't protect your horse if out of range of your pro blocks. So as you mentioned earlier, your horse can be murdered out from under you if you are out and about. Players can't be killed when attached to a entity. We don't want a bunch of untouchable killers out there now do we?
Ok

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TenPlus1
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Re: [Mod] Mobs Redo [1.36] [mobs]

by TenPlus1 » Post

pathfinding was a donated function, it was left as author intended, but if it's better with change then I'll apply it.

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Robsoie » Post

On a quick test in survival with 0.4.16 , i downloaded and enabled the latest mob_redo, and downloaded and enabled the animals/monster/npc and additionally the mobs_mc too

After some time and starting to dig around a house for the coming night on the side of a sandy+dirt beach, there was some kind of donkey or horse on the top of my sand+dirt house (didn't looked at it closely check got a glance of it when i entered my house hole, and when i started to punch a block of sand to increase my house inside size, the game crashed and it seems related to mob_redo according to the error :

Code: Select all

AsyncErr: ServerThread::run Lua: Runtime error from mod "default" in callback ScriptApiEntity::luaentity_Step(): C:\minetest-0.4.16-win32-mscv\bin\...\mods\mobs_redo\api.lua:363: attempt to index local 'obj' (a nil value)

stack traceback
C:\minetest-0.4.16-win32-mscv\bin\...\mods\mobs_redo\api.lua:363: in function 'item_drop'
C:\minetest-0.4.16-win32-mscv\bin\...\mods\mobs_redo\api.lua:411: in function 'check_for_death'
C:\minetest-0.4.16-win32-mscv\bin\...\mods\mobs_redo\api.lua:582: in function 'do_env_damage'
C:\minetest-0.4.16-win32-mscv\bin\...\mods\mobs_redo\api.lua:2433: in function <C:\minetest-0.4.16-win32-mscv\bin\...\mods\mobs_redo\api.lua:2337>
Considering the configuration of the location it's very possible the animal that was on top of my dug house was also on top of the sand block i was digging, as the error happened at the exact moment i punched that block to dig it.

Now as said i had also mobs_mc too, and i have no idea if the animal that was on top was one from mobs_redo own animal pack (mobs_animal) or if it was from the mobs_mc pack

edit : reloading it's a donkey (unless it's a horse that look like a donkey) , and after a few second it jumped into the water and that recrashed Minetest with the same error.
Not sure if the error is then caused by a problem in mobs_mc or if there's definitively something buggy with the mobs_redo code, so just reporting in case.

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TenPlus1
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Re: [Mod] Mobs Redo [1.36] [mobs]

by TenPlus1 » Post

Robsoi: The donkey mob is from mc_mobs and not redo, as for the error that was fixed in latest update on git :)

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Robsoie » Post

Thanks !

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Re: [Mod] Mobs Redo [1.34] [mobs]

by redblade7 » Post

redblade7 wrote:I'm running into a problem, after recent updates to mods on my servers, mobs_animal does not stay tamed forever. When you walk away for a while, the mob is "untamed" and loses its name tag if it has one. I don't know if mobs or mobs_animal is responsible, or if it's an update I did for something else. My servers are all at 0.4.15 stable. Were there any changes made to mobs or mobs_animal recently, or is the problem in another mod?

EDIT: After updating several of my mods including mobs and mobs_animal there are no problems. Thank you!
Actually in recent builds of mobs_animal this still happens. It used to be that tamed mobs lasted forever, now they disappear as with untamed mobs (though at some length longer than item_entity_ttl). Is this a deliberate change, and is there a way I can get the old behavior back?
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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TenPlus1
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Re: [Mod] Mobs Redo [1.36] [mobs]

by TenPlus1 » Post

I've had my pet chicken on Xanadu as long as I can remember and it still resides on my sky platform with the same health and nametag since it was created... If tamed mobs go missing check to make sure they cannot escape where they are kept and that they have a protection rune used on them so that other players cannot kill them.

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Re: [Mod] Mobs Redo [1.36] [mobs]

by EdShouldBeInBed » Post

TenPlus1 wrote: and that they have a protection rune used on them so that other players cannot kill them.
Protection rune?
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.

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Re: [Mod] Mobs Redo [1.36] [mobs]

by TenPlus1 » Post

Updated mob_horse:

- Added steel, bronze, mese and diamond horseshoes for speed/jump gain when riding.
- Shoes drop when horse dies or when new pair applied (punch horse with horseshoes).

https://github.com/tenplus1/mob_horse

Updated API:

- Mobs now suffocate if trapped inside a solid node.
- Crash damage disabled (for now) when riding a mob.

Note: Anyone interested in remaking horse mob textures lemmie know :)

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Re: [Mod] Mobs Redo [1.36] [mobs]

by ExeterDad » Post

^^ Nice!

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Lone_Wolf » Post

TenPlus1 wrote:Updated mob_horse:

- Added steel, bronze, mese and diamond horseshoes for speed/jump gain when riding.
- Shoes drop when horse dies or when new pair applied (punch horse with horseshoes).

https://github.com/tenplus1/mob_horse

Updated API:

- Mobs now suffocate if trapped inside a solid node.
- Crash damage disabled (for now) when riding a mob.

Note: Anyone interested in remaking horse mob textures lemmie know :)
Interested xD
Could you PM me the textures that need to be edited?
One more thing: In KPG_mobs the giraffe should spawn in the savanna biome.

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Re: [Mod] Mobs Redo [1.36] [mobs]

by azekill_DIABLO » Post

in spawns where?

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Lone_Wolf » Post

azekill_DIABLO wrote:in spawns where?
In real life it spawns in the savanna. In-game it spawns where the sand monsters spawn.

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Re: [Mod] Mobs Redo [1.36] [mobs]

by azekill_DIABLO » Post

oh. that a problem but it's more with KPG than mobs?

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Lone_Wolf » Post

azekill_DIABLO wrote:oh. that a problem but it's more with KPG than mobs?
English please? xD
(I didn't understand that fully)

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Re: [Mod] Mobs Redo [1.36] [mobs]

by azekill_DIABLO » Post

it's more revelant of KPG_mobs topic than THIS one!

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Re: [Mod] Mobs Redo [1.36] [mobs]

by Lone_Wolf » Post

azekill_DIABLO wrote:it's more revelant of KPG_mobs topic than THIS one!
too lazy to click the link ;)

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Re: [Mod] Mobs Redo [1.36] [mobs]

by azekill_DIABLO » Post

:)

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Re: [Mod] Mobs Redo [1.36] [mobs]

by TenPlus1 » Post


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Re: [Mod] Mobs Redo [1.36] [mobs]

by azekill_DIABLO » Post

ok thanks! but i asn't even askin for it

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Re: [Mod] Mobs Redo [1.36] [mobs]

by TenPlus1 » Post

lone_wolf asked for them :PP

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Re: [Mod] Mobs Redo [1.36] [mobs]

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