[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.56] [mobs]
ya TenPlus1 helped me sort my issue, was corrupt metadata. All is well.
Thanks TenPlus1!
Thanks TenPlus1!
Update:
- Both sheep models in mobs_animal have been redone to fix dark glitch when shaders enabled (thx Sirrobzeroone)
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Re: [Mod] Mobs Redo [1.56] [mobs]
Trying to get the animals to spawn more.
this is what i have set for the mob setting
# Contains a value used to multiply Mob spawn values
mob_chance_multiplier (Mob chance multiplier) float 20
this is what i have set for the mob setting
# Contains a value used to multiply Mob spawn values
mob_chance_multiplier (Mob chance multiplier) float 20
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Re: [Mod] Mobs Redo [1.56] [mobs]
Also a question/query :)
I tried skimming the code but nothing jumped out, is there anything that makes land based creatures seek out land when they go swimming? something like prefer land setting? I just find my animals go for a dip and then never want to get out onto the land again(same problem as with kids irl)...or swim off into the great unknown.
Edit
I probably want something similar to stay_near but the opposite stay_out ie stay_out = "default:water_source"
I tried skimming the code but nothing jumped out, is there anything that makes land based creatures seek out land when they go swimming? something like prefer land setting? I just find my animals go for a dip and then never want to get out onto the land again(same problem as with kids irl)...or swim off into the great unknown.
Edit
I probably want something similar to stay_near but the opposite stay_out ie stay_out = "default:water_source"
Re: [Mod] Mobs Redo [1.56] [mobs]
In the api, if mobs are inside a dangerous node like lava or water (only if they are able to drown) then they will search for solid nodes around them and head in that direction.
https://notabug.org/TenPlus1/mobs_redo/ ... .lua#L2292
https://notabug.org/TenPlus1/mobs_redo/ ... .lua#L2292
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Re: [Mod] Mobs Redo [1.56] [mobs]
I don't really want to set the cow/sheep etc to be damaged by water just if they somehow swim out into it they have a preference to pathfind back to shore after swimming - need to keep it super simple. I guess it would be a slight addition to the code block above, possibly with a new metric on entity_def - do you think this would add a horrible amount of additional processing overhead per entity?TenPlus1 wrote: ↑Tue Feb 07, 2023 06:19In the api, if mobs are inside a dangerous node like lava or water (only if they are able to drown) then they will search for solid nodes around them and head in that direction.
https://notabug.org/TenPlus1/mobs_redo/ ... .lua#L2292
I can see the potential for the entities getting into aloop jumping in and out of the water.....so not sure may not be as simple as it looks.
Re: [Mod] Mobs Redo [1.56] [mobs]
Try setting the water_damage to 0.1 so it wont actually harm the cow, just kick in the routines, failing that I could always make an override switch avoid_water = true.
Update~:
- Mobs Redo API has better water/lava avoidance and ability to escape when inside it.
- Farm animals in Mobs Animal wont wander into water anymore (water_damage=0.01).
- Farm animals in Mobs Animal wont wander into water anymore (water_damage=0.01).
Update:
- Mobs turn and animate on knockback.
- Code tidy and tweak.
Update on 8th March:
- Mobs NPC now has better MineClone2 support for items when trading.
- Code tidy and tweak.
Update on 8th March:
- Mobs NPC now has better MineClone2 support for items when trading.
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello!
I have a little problem i'm running mobs_redo from this commit
86b6a1a950f3915124495e4183fcf9dd6fdc180b
around mid of December. All fine no problems. And by the way Great Mod!
Today i tried to update mobs_redo but git pull said i've done things to api.lua (i changed nothing there) and breaks.
Then i simply did a git clone from your repo and moved the current directory mobs out of the way.
As i noticed its now called mobs_redo but inside of mod.conf its called mobs. So i thought all is ok give it a go.
It errors out. Because no Mod mobs there. All mobs_redo dependend mods dont load. But no further error message in regards to mobs_redo directly.
So why it don't load?
Current commit is: 59fe1dd976511ab19fc97d6932222b28fb81df6b
I have no idea where to look now or what to do?
Yours Gorm
ps im running debian 11. minetest-5.6.0 and of course a lot of mods.
I have a little problem i'm running mobs_redo from this commit
86b6a1a950f3915124495e4183fcf9dd6fdc180b
around mid of December. All fine no problems. And by the way Great Mod!
Today i tried to update mobs_redo but git pull said i've done things to api.lua (i changed nothing there) and breaks.
Then i simply did a git clone from your repo and moved the current directory mobs out of the way.
As i noticed its now called mobs_redo but inside of mod.conf its called mobs. So i thought all is ok give it a go.
It errors out. Because no Mod mobs there. All mobs_redo dependend mods dont load. But no further error message in regards to mobs_redo directly.
So why it don't load?
Current commit is: 59fe1dd976511ab19fc97d6932222b28fb81df6b
I have no idea where to look now or what to do?
Yours Gorm
ps im running debian 11. minetest-5.6.0 and of course a lot of mods.
Re: [Mod] Mobs Redo [1.56] [mobs]
@Gorm - That specific commit only updated the license file and checked staticdata for any userdata, nothing that would stop it running on your system. Mobs Redo may be the name of the folder but the mod itself is titles 'mobs' so it replaced the old simple mobs mod and had full compatibility, the naming wouldnt affect how it runs either.
If you did a git clone and things are working again then maybe the previous git pull somehow corrupted the mod.
If you did a git clone and things are working again then maybe the previous git pull somehow corrupted the mod.
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello TenPlus1!
Thanks for answering!
I found the cause. It is the mod invisibility. As soon as I switch this on or off, mobs_redo works or not. The only thing I changed on the mod invisibility was the recipe.
If I clone the current mobs_redo from the git I have to turn off the mod invisibility. No problem.
Now it works with the current mobs_redo but without invis and I can hunt monsters again. ;-)
Yours Gorm
https://notabug.org/TenPlus1/invisibility.git
Thanks for answering!
I found the cause. It is the mod invisibility. As soon as I switch this on or off, mobs_redo works or not. The only thing I changed on the mod invisibility was the recipe.
If I clone the current mobs_redo from the git I have to turn off the mod invisibility. No problem.
Now it works with the current mobs_redo but without invis and I can hunt monsters again. ;-)
Yours Gorm
https://notabug.org/TenPlus1/invisibility.git
Re: [Mod] Mobs Redo [1.56] [mobs]
@Gorm - I just tried Invisibility mod with Mobs Redo and it all seems to work fine. If both mods are the latest versions, which version of Minetest are you using ?
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello TenPlus1!
I tried two:
minetest-5.7.0-dev-1f0d04237 and minetest-5.6.0
You're right tested it right now and it works with the clean invisibility mod.
But not with my changes.
Below are the changes i've made on the invisibility mod:
and mod.conf
Yours Gorm
I tried two:
minetest-5.7.0-dev-1f0d04237 and minetest-5.6.0
You're right tested it right now and it works with the clean invisibility mod.
But not with my changes.
Below are the changes i've made on the invisibility mod:
Code: Select all
--- mods/invisibility/init.lua 2023-03-09 20:20:48.944303683 +0100
+++ ../minetest-testserver/mods/invisibility/init.lua 2022-12-14 18:44:14.461372410 +0100
@@ -16,10 +16,12 @@
-- creative check
+--[[
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
function is_creative(name)
return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
end
+]]
-- invisibility potion
@@ -116,15 +118,12 @@
-- craft recipe
-minetest.register_craft( {
+minetest.register_craft({
output = "invisibility:potion",
- type = "shapeless",
recipe = {
- "default:sapling", "default:junglesapling",
- "default:pine_sapling", "default:acacia_sapling",
- "default:aspen_sapling", "default:bush_sapling",
- "default:acacia_bush_sapling",
- "vessels:glass_bottle", "flowers:mushroom_red",
+ {"lapis:lapis_block", "default:junglesapling", "ethereal:crystal_spike"},
+ {"default:acacia_sapling", "water_life:antiserum", "default:acacia_sapling"},
+ {"default:diamond", "vessels:glass_bottle", "default:diamond"}
}
})
Code: Select all
--- mods/invisibility/mod.conf 2023-03-09 20:20:48.944303683 +0100
+++ ../minetest-testserver/mods/invisibility/mod.conf 2022-12-14 18:01:56.115001647 +0100
@@ -1,4 +1,4 @@
name = invisibility
-depends = default, vessels, flowers
+depends = default, vessels, flowers, ethereal, water_life, lapis
optional_depends =
description = Craft a potion to make yourself invisible.
Re: [Mod] Mobs Redo [1.56] [mobs]
@Gorm - It could be a circular dependency issue with the new mods you added to mod.conf file, if it's just a new recipe then you could easily add a mod check 'if minetest.mod_path("lapis") then' and add a recipe without the need for the dependency itself.
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello TenPlus1!
Thanks for your time to help. I was afraid that I made the mistake myself.
I will try to avoid such things or test it better.
My lua is at a beginner stage. Im learning but slowly.
Try to do what you advised.
Yours Gorm
Thanks for your time to help. I was afraid that I made the mistake myself.
I will try to avoid such things or test it better.
My lua is at a beginner stage. Im learning but slowly.
Try to do what you advised.
Yours Gorm
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Re: [Mod] Mobs Redo [1.56] [mobs]
What is the best way to change parameters on a mob after registration?
In my case I want to give pandas more HP without changing the mobs_animal mod
In my case I want to give pandas more HP without changing the mobs_animal mod
Update:
- Added 'mob_hit_effect' switch so that punching a mob highlights them (requested feature).
- Added 'injured' animation when mob damage > 1 hp point (defaults to 'walk' if not found).
- Fixed env_damage check to run every 1 second even when mobs running away or being ridden.
@Nik09 - You could look through minetest.registered_entities["mobs_animal:panda"] and override the hp_min and hp_max values, as well as any other setting before they spawn into the world.
- Added 'injured' animation when mob damage > 1 hp point (defaults to 'walk' if not found).
- Fixed env_damage check to run every 1 second even when mobs running away or being ridden.
@Nik09 - You could look through minetest.registered_entities["mobs_animal:panda"] and override the hp_min and hp_max values, as well as any other setting before they spawn into the world.
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Re: Update:
its up to you whether the hit effect warrants mention in the minetest blog.TenPlus1 wrote: ↑Mon Mar 13, 2023 11:30- Added 'mob_hit_effect' switch so that punching a mob highlights them (requested feature).
- Added 'injured' animation when mob damage > 1 hp point (defaults to 'walk' if not found).
- Fixed env_damage check to run every 1 second even when mobs running away or being ridden.
@Nik09 - You could look through minetest.registered_entities["mobs_animal:panda"] and override the hp_min and hp_max values, as well as any other setting before they spawn into the world.
Re: [Mod] Mobs Redo [1.56] [mobs]
@MisterE - I'll leave that solely up to those writing for the blog itself :P
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Re: [Mod] Mobs Redo [1.56] [mobs]
Ok, I think it is blog worthy, since there are many server owners that will want to update to use the feature. Would you be willing to create an issue on the blog with a screenshot? https://github.com/minetest/blog/issues/new/choose
Re: [Mod] Mobs Redo [1.56] [mobs]
@MisterE - Is this ok ? https://github.com/minetest/blog/issues/93
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello!
I use mobs_npc as a starting point to add a new menu so far so good. I took the mobs_npc file.
I can select a skin and the NPC is there in a new guise. However, after a relogin the NPC looks the same as before. My choice is not permanent. What am I missing so that the selection remains permanent?
Yours Gorm
I use mobs_npc as a starting point to add a new menu so far so good. I took the mobs_npc file.
I can select a skin and the NPC is there in a new guise. However, after a relogin the NPC looks the same as before. My choice is not permanent. What am I missing so that the selection remains permanent?
Code: Select all
-- receive and do orders given through form
minetest.register_on_player_receive_fields(function(player, formname, fields)
local pname = player:get_player_name()
if formname ~= "dach:tex_controls" then
if context[pname] then context[pname] = nil end
return
end
local npcId = context[pname] or nil -- get the npc id from local context
local npcself = get_npcself_from_id(npcId)
if npcself ~= nil then
if fields["exit"] then
minetest.close_formspec(pname, "dach:tex_controls")
elseif fields["skinsmode"] then
local pname = player:get_player_name()
local newTextures = "" -- dach_citizen_09
newTextures = fields["skinsmode"]
if newTextures == "dach_citizen_01" then
npcself.textures = { "dach_citizen_01.png" }
minetest.chat_send_player(pname, S("NPC will look like a spider 01."))
npcself.object:set_properties({ textures = npcself.textures })
.... and so on
elseif newTextures == "dach_citizen_09" then
npcself.textures = { "dach_citizen_09.png" }
minetest.chat_send_player(pname, S("NPC will look like Hump 09."))
npcself.object:set_properties({ textures = npcself.textures })
else
npcself.textures = { "dach_citizen_10.png" }
minetest.chat_send_player(pname, S("NPC will look like a worm 10."))
npcself.object:set_properties({ textures = npcself.textures })
end
end
end
end)
Re: [Mod] Mobs Redo [1.56] [mobs]
@Gorm - Mobs API also uses self.base_texture to show that a texture has been selected from the self.textures list and will be the default used from then on.
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Re: [Mod] Mobs Redo [1.56] [mobs]
yes very much, thank you!TenPlus1 wrote: ↑Thu Mar 16, 2023 08:11@MisterE - Is this ok ? https://github.com/minetest/blog/issues/93
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