[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.40] [mobs]
It sounds like farming and mobs need to be added as a soft dependency to hbhunger to work properly... Add these lines to the depends.txt file in the hbhunger mod:
mobs?
farming?
mobs?
farming?
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Re: [Mod] Mobs Redo [1.40] [mobs]
Are there any blend files for the stone monsters? They would be very useful for something I'm working on.
Re: [Mod] Mobs Redo [1.40] [mobs]
Thank you TenPlus1TenPlus1 wrote:It sounds like farming and mobs need to be added as a soft dependency to hbhunger to work properly... Add these lines to the depends.txt file in the hbhunger mod:
mobs?
farming?
And my apologies to you and Wuzzy. I went to follow your instructions and found that several files were missing from my hbhunger folder, one of them depends.txt. I corrected the file structure and on a cursory peek in my established world all seems well.
Give a man a fish, feed him for a day. Give a kid a fish, it's going to die.
Re: [Mod] Mobs Redo [1.40] [mobs]
Updated:
- Added 'explosion_timer' to mob registry, defaults to 3 if not set.
- Explosion style mobs start counting down when inside reach and continue until out of view range.
- Added 'explosion_timer' to mob registry, defaults to 3 if not set.
- Explosion style mobs start counting down when inside reach and continue until out of view range.
Re: [Mod] Mobs Redo [1.40] [mobs]
Rabbits are crashing my game?
Re: [Mod] Mobs Redo [1.40] [mobs]
rabbits seem to work fine here, show the console error please.
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Re: [Mod] Mobs Redo [1.40] [mobs]
Here:TenPlus1 wrote:rabbits seem to work fine here, show the console error please.
Code: Select all
2017-10-27 09:19:23: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_mc' in callback LuaABM::trigger(): ...etest-0.5.0-3cea7a3-win64\bin\..\mods\mobs_mc/rabbit.lua:147: attempt to call method 'get_luaentity' (a nil value)
2017-10-27 09:19:23: ERROR[Main]: stack traceback:
2017-10-27 09:19:23: ERROR[Main]: ...etest-0.5.0-3cea7a3-win64\bin\..\mods\mobs_mc/rabbit.lua:147: in function 'on_spawn'
2017-10-27 09:19:23: ERROR[Main]: ...netest-0.5.0-3cea7a3-win64\bin\..\mods\mobs_redo/api.lua:2939: in function <...netest-0.5.0-3cea7a3-win64\bin\..\mods\mobs_redo/api.lua:2839>
Ten, can you tell me the difference between these snippits?
NEW API:
Code: Select all
if minetest.registered_entities[name] then
local mob = minetest.add_entity(pos, name)
--[[
print ("[mobs] Spawned " .. name .. " at "
.. minetest.pos_to_string(pos) .. " on "
.. node.name .. " near " .. neighbors[1])
]]
if on_spawn then
local ent = mob:get_luaentity()
on_spawn(ent, pos)
end
else
minetest.log("warning", string.format("[mobs] %s failed to spawn at %s",
name, minetest.pos_to_string(pos)))
end
OLD API:
Code: Select all
local mob = minetest.add_entity(pos, name)
if mob and mob:get_luaentity() then
-- print ("[mobs] Spawned " .. name .. " at "
-- .. minetest.pos_to_string(pos) .. " on "
-- .. node.name .. " near " .. neighbors[1])
if on_spawn and not on_spawn(mob, pos) then
return
end
else
minetest.log("warning", string.format("[mobs] %s failed to spawn at %s",
name, minetest.pos_to_string(pos)))
end
Code: Select all
-- Mob spawning rules.
-- Different skins depending on spawn location
local spawn = {
name = "mobs_mc:rabbit",
neighbors = {"air"},
chance = 15000,
active_object_count = 99,
min_light = 0,
max_light = minetest.LIGHT_MAX+1,
min_height = mobs_mc.spawn_height.overworld_min,
max_height = mobs_mc.spawn_height.overworld_max,
}
local spawn_desert = table.copy(spawn)
spawn_desert.nodes = mobs_mc.spawn.desert
local on_spawn = function(self, pos)
local ent = self:get_luaentity()
local texture = "mobs_mc_rabbit_gold.png"
ent.base_texture = { "mobs_mc_rabbit_gold.png" }
self:set_properties({textures = ent.base_texture})
end
mobs:spawn(spawn_desert)
local spawn_snow = table.copy(spawn)
spawn_snow.nodes = mobs_mc.spawn.snow
spawn_snow.on_spawn = function(self, pos)
local ent = self:get_luaentity()
local texture
local r = math.random(1, 100)
-- 80% white fur
if r <= 80 then
texture = "mobs_mc_rabbit_white.png"
-- 20% black and white fur
else
texture = "mobs_mc_rabbit_white_splotched.png"
end
ent.base_texture = { texture }
self:set_properties({textures = ent.base_texture})
end
mobs:spawn(spawn_snow)
local spawn_grass = table.copy(spawn)
spawn_grass.nodes = mobs_mc.spawn.grassland
spawn_grass.on_spawn = function(self, pos)
local ent = self:get_luaentity()
local texture
local r = math.random(1, 100)
-- 50% brown fur
if r <= 50 then
texture = "mobs_mc_rabbit_brown.png"
-- 40% salt fur
elseif r <= 90 then
texture = "mobs_mc_rabbit_salt.png"
-- 10% black fur
else
texture = "mobs_mc_rabbit_black.png"
end
ent.base_texture = { texture }
self:set_properties({textures = ent.base_texture})
end
mobs:spawn(spawn_grass)
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
Re: [Mod] Mobs Redo [1.40] [mobs]
on_spawn doesn't need a get_luaentity, that is already passed in 'self'
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Re: [Mod] Mobs Redo [1.40] [mobs]
TenPlus1: You should clearly state in API docs that “self” refers to the LuaEntitiy, not the object.
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Re: [Mod] Mobs Redo [1.40] [mobs]
Please could you tell me the licenses for the skin textures in mobs_npc?
Any objection to any of these being used in a skins mod for MTGame?
Any objection to any of these being used in a skins mod for MTGame?
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Re: [Mod] Mobs Redo [1.40] [mobs]
you need to add mod.conf to make the horses work.
i did it on mine, and they work just fine.
i did it on mine, and they work just fine.
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Re: [Mod] Mobs Redo [1.40] [mobs]
Can somebody help a total n00b?
I have trouble loading this mod.
All i get is "api.lua:27: attempt to index field 'settings' (a nil value)"
The offending line is: local creative_mode_cache = minetest.settings:get_bool("creative_mode")
I'm using 0.4.13.
I have trouble loading this mod.
All i get is "api.lua:27: attempt to index field 'settings' (a nil value)"
The offending line is: local creative_mode_cache = minetest.settings:get_bool("creative_mode")
I'm using 0.4.13.
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Re: [Mod] Mobs Redo [1.40] [mobs]
Get the latest version herejon wrote:Can somebody help a total n00b?
I have trouble loading this mod.
All i get is "api.lua:27: attempt to index field 'settings' (a nil value)"
The offending line is: local creative_mode_cache = minetest.settings:get_bool("creative_mode")
I'm using 0.4.13.
Re: [Mod] Mobs Redo [1.40] [mobs]
Yup. Of course. 5 minutes after posting this I figured out I had an old version. Too slow to delete. :)
Re: [Mod] Mobs Redo [1.40] [mobs]
Is there a way to keep mobs away from an area? I've only been at this for a few days, but I managed to install the mobs_scifi mod, and I went to the house my son and I build and there was a giant robot in it. LOL It was stuck so I tried to kill it and it blew up my house. hahaha. I know some mobs are afraid of light. Is there a way to globally keep all mobs from all packs away from a certain area? I want to make a safe place for my son to run back to when he dies or is scared. (he's 7)
Thanks
Thanks
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Re: [Mod] Mobs Redo [1.40] [mobs]
Maybe prevent them from spawning in a protected area? Or is that already a feature?
Re: [Mod] Mobs Redo [1.40] [mobs]
Add this line to your minetest.conf file to stop mobs spawning inside protected areas:
mobs_spawn_protected = false
mobs_spawn_protected = false
Re: [Mod] Mobs Redo [1.40] [mobs]
Ahhh! That is perfect. Thank you!
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Re: [Mod] Mobs Redo [1.40] [mobs]
Help, I'm being invaded by unknown creepy headless mobs since the last update. They spawn right in front of you, and walk towards you but if you attack them they disappear, more appear in their place and sometimes are replaced with TNT which then explodes. They spawn even if only mobs redo is enabled, I have no clue what they are.
Re: [Mod] Mobs Redo [1.40] [mobs]
You must have a mod enabled that supplies the creepy no-head dudes, check to see which one it is so I can assist.
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Re: [Mod] Mobs Redo [1.40] [mobs]
How would I make only 5 ghosts spawn at a time in any light condition? Not sure which of the highlighted numbers applies to what
mobs:register_spawn("ghost:ghost", {"default:cloud","nyanland:cloudstone"}, 1, 0, 7000, 10, 31000)
Non highlighted version:
mobs:register_spawn("ghost:ghost", {"default:cloud","nyanland:cloudstone"}, 1, 0, 7000, 10, 31000)
Non highlighted version:
Code: Select all
mobs:register_spawn("ghost:ghost", {"default:cloud","nyanland:cloudstone"}, 1, 0, 7000, 10, 31000)
- DancingWombat
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Re: [Mod] Mobs Redo [1.40] [mobs]
After a thorough investigation, I think I've fixed it, seems it was some experimental mob code in this old mod (which I'd completely forgotten was even installed), viewtopic.php?f=13&t=7321 I removed the offending code, so far so good.
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Re: [Mod] Mobs Redo [1.40] [mobs]
They looked cheerful maybe they only wanted hugs :D
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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Re: [Mod] Mobs Redo [1.40] [mobs]
When that fireball hits the protection logo the item I am currently holding will disappear. Think you could fix this?
Re: [Mod] Mobs Redo [1.40] [mobs]
For mobs-animal, can you add a donkey,
eg. as a 'new' horse with gray texture ?
Edit: I just noticed that horses are in mob-horse.
Maybe the donkey doesn't need horseshoes.
eg. as a 'new' horse with gray texture ?
Edit: I just noticed that horses are in mob-horse.
Maybe the donkey doesn't need horseshoes.
Last edited by hajo on Tue Nov 28, 2017 20:49, edited 1 time in total.
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