[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello TenPlus1!
Thanks for your help. It works.
I looked at the code in mobs_monster/spider.lua and copied the relevant part from there and adapted it to my code. Next come the tools that the NPCs should hold in their hands. Not all but just when needed. My blacksmith, for example, needs a hammer.
Glad it is working! :-)
Yours Gorm
Thanks for your help. It works.
I looked at the code in mobs_monster/spider.lua and copied the relevant part from there and adapted it to my code. Next come the tools that the NPCs should hold in their hands. Not all but just when needed. My blacksmith, for example, needs a hammer.
Glad it is working! :-)
Yours Gorm
Update:
- Sand and Dirt Monsters in mobs_monster have had model updates that play nice with shaders.
- Textures for above have been updated as well to add some new styles.
Thanks for the help Sirrobzeroone :)
- Textures for above have been updated as well to add some new styles.
Thanks for the help Sirrobzeroone :)
Re: [Mod] Mobs Redo [1.56] [mobs]
@JALdMIC - The mobs api has special functions to enable mobs to do almost anything if you know how to tell them in lua, check the api.txt file for information.
https://notabug.org/TenPlus1/mobs_redo/ ... er/api.txt
https://notabug.org/TenPlus1/mobs_redo/ ... er/api.txt
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Re: [Mod] Mobs Redo [1.56] [mobs]
Did your recent changes make the DM invulnerable? Just encountered one at about -1400 depth and can't do anything to it with a nether sword (or mese pickaxe). I haven't changed any of my settings recently but I did notice that your recent changes did affect the DM? Haven't had troubles with any other beasties.
Great set of mods by the way. Love using them.
Great set of mods by the way. Love using them.
Update:
- friendly_fire setting added to mob definition (true by default, mobs using same arrows hurt each other).
- do_custom function now has moveresult information passed onto it.
- Hopeful fix to stop flying mobs like birds ending up in water.
@darkling1976 - Sorry about that, new friendly fire feature needed a little tinkering :P dungeon masters are now immune to each other's fireballs, all good now.
- do_custom function now has moveresult information passed onto it.
- Hopeful fix to stop flying mobs like birds ending up in water.
@darkling1976 - Sorry about that, new friendly fire feature needed a little tinkering :P dungeon masters are now immune to each other's fireballs, all good now.
Last edited by TenPlus1 on Tue Mar 28, 2023 13:13, edited 1 time in total.
Re: [Mod] Mobs Redo [1.56] [mobs]
I noticed that if you try to hit a mob too quickly, it gains invincibility until you stop punching said mob for a hot second.
Hello! I'm just some random person with an ancient 7 year old potato that is my laptop :)
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Re: [Mod] Mobs Redo [1.56] [mobs]
Yes that's a basic feature of punching entities in the Minetest engine: it's dependent on a stat tied to the weapon, its "full punch interval". If you punch faster than the full punch interval, the damage gets scaled down to how far the weapon was in terms of its cooldown.
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Update:
- Mobs Animal mod has new sheep model and textures (thanks sirrobzeroone)
- Sheep can spawn in herds with different colour sheep, children and even horned sheep :)
- Sheep can spawn in herds with different colour sheep, children and even horned sheep :)
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Re: Update:
Thanks Ten, was fun to do, visually they should look close to the same as before...well except the horns and color balance tweaks :).
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Re: [Mod] Mobs Redo [1.56] [mobs]
Hello!
I am in the process of creating a spawn.lua for animalworld. I have followed the example of mobs_animal. Now I wonder if I have to copy the sections with on_spawn into it. Or is it enough if I enter the "normal" values like in spawn_example.lua?
This is the original part from the beluga.lua:
Is it ok to only take this values into spawn_example.lua:
Yours Gorm
I am in the process of creating a spawn.lua for animalworld. I have followed the example of mobs_animal. Now I wonder if I have to copy the sections with on_spawn into it. Or is it enough if I enter the "normal" values like in spawn_example.lua?
This is the original part from the beluga.lua:
Code: Select all
if not mobs.custom_spawn_animalworld then
mobs:spawn({
name = "animalworld:beluga",
nodes = {"default:water_source"},
neighbors = {"default:ice", "default:snowblock"},
min_light = 0,
interval = 30,
chance = 2000, -- 15000
active_object_count = 3,
min_height = -20,
max_height = 0,
on_spawn = function(self, pos)
local nods = minetest.find_nodes_in_area_under_air(
{x = pos.x - 4, y = pos.y - 3, z = pos.z - 4},
{x = pos.x + 4, y = pos.y + 3, z = pos.z + 4},
{"default:water_source"})
if nods and #nods > 0 then
-- min herd of 3
local iter = math.min(#nods, 3)
-- print("--- beluga at", minetest.pos_to_string(pos), iter)
for n = 1, iter do
local pos2 = nods[random(#nods)]
local kid = random(4) == 1 and true or nil
pos2.y = pos2.y + 2
if minetest.get_node(pos2).name == "air" then
mobs:add_mob(pos2, {
name = "animalworld:beluga", child = kid})
end
end
end
end
})
end
Code: Select all
mobs:spawn({
name = "animalworld:beluga",
nodes = {"default:water_source"},
neighbors = {"default:ice", "default:snowblock"},
min_light = 0,
interval = 30,
chance = 2000, -- 15000
active_object_count = 3,
min_height = -20,
max_height = 0
})
Re: [Mod] Mobs Redo [1.56] [mobs]
@Gorm - on_spawn function is only required for special features, it can be omited for normal mob spawning.
Re: [Mod] Mobs Redo [1.56] [mobs]
Hello TenPlus1!
You are always helpful, thank you very much.
Yours Gorm
You are always helpful, thank you very much.
Yours Gorm
Update:
- 2nd attempt at yaw clamping to stop spinning mobs (thx mc2)
- Kitten hairballs give more items
- Kitten hairballs give more items
Update:
- Slide issue fixed with punched mobs ordered to "stand"
- Group attack animation fixed when attacking same mob
- Traders can now be healed with bread/ meat/ diamond
- NPC punch animations tweaked to look better
- When light_damage_max set to 16 then only natural light will kill mob
- Group attack animation fixed when attacking same mob
- Traders can now be healed with bread/ meat/ diamond
- NPC punch animations tweaked to look better
- When light_damage_max set to 16 then only natural light will kill mob
Last edited by TenPlus1 on Sun May 14, 2023 09:47, edited 1 time in total.
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Re: [Mod] Mobs Redo [1.56] [mobs]
Greetings, perhaps rats should be able to breed? Some potential food for rats could be things like seeds, or some underground foliage such as Ethereal illumishrooms and mossy cobblestone (when feed to a rat, it'd give a block of cobblestone back in return, since it chewed the moss off of it). Some interesting ideas, lol.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
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Re: [Mod] Mobs Redo [1.56] [mobs]
I like the idea, although it would ruin the market for the rare "cooked rat" item which is one of my favourites :)BlueTangs Rock wrote: ↑Mon May 08, 2023 01:50Greetings, perhaps rats should be able to breed? Some potential food for rats could be things like seeds, or some underground foliage such as Ethereal illumishrooms and mossy cobblestone (when feed to a rat, it'd give a block of cobblestone back in return, since it chewed the moss off of it). Some interesting ideas, lol.
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Re: [Mod] Mobs Redo [1.56] [mobs]
There's a stock market for rats in Minetest? LolBlockhead wrote: ↑Mon May 08, 2023 02:48I like the idea, although it would ruin the market for the rare "cooked rat" item which is one of my favourites :)BlueTangs Rock wrote: ↑Mon May 08, 2023 01:50Greetings, perhaps rats should be able to breed? Some potential food for rats could be things like seeds, or some underground foliage such as Ethereal illumishrooms and mossy cobblestone (when feed to a rat, it'd give a block of cobblestone back in return, since it chewed the moss off of it). Some interesting ideas, lol.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
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Re: [Mod] Mobs Redo [1.56] [mobs]
More like a commodity market and not really because I don't sell them, more just take pride in my collection. So yeah, all quite tongue-in-cheek.
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Updated to Version 1.57:
- Few tweaks for mob api when getting nodes around mob.
- Attacking mobs only call essential routines live while attacking.
- Non-essential routines are only called every second.
- Updated api.txt with new self.looking_at , self.looking_above , self.facing_fence variables.
- Added 'mob_node_timer_interval' and 'mob_main_timer_interval' settings.
- Refactored do_jump and added get_nodes function.
- Attacking mobs only call essential routines live while attacking.
- Non-essential routines are only called every second.
- Updated api.txt with new self.looking_at , self.looking_above , self.facing_fence variables.
- Added 'mob_node_timer_interval' and 'mob_main_timer_interval' settings.
- Refactored do_jump and added get_nodes function.
Update:
- Requested feature, added 'mobs_attack_creatura' setting.
- Above setting has monsters attack all Creatura mobs.
- Same setting has owned/tamed animals and npc's defend their owner if attacked.
- Child textures set properly when growing and after grown.
- Sheep in Mobs Animals positioned correctly when grown up.
- Fix Monty Python tribute in Mobs Animals.
- Above setting has monsters attack all Creatura mobs.
- Same setting has owned/tamed animals and npc's defend their owner if attacked.
- Child textures set properly when growing and after grown.
- Sheep in Mobs Animals positioned correctly when grown up.
- Fix Monty Python tribute in Mobs Animals.
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Re: Updated to Version 1.57:
i see the new setting mobs_attack_creatura (Attack Creatura Mobs) bool false but the description seems vage, Does this mean that they can attack other animals or what does "creatures" mean in that context?
here in forum said " Above setting has monsters attack all Creatura mobs" so means only monsters will attack others? if that is true, please update description api to " Above setting has monsters attack all other mobs" event "creatura" or something better..
are this related to new I filled a bug in the git repo cos seems after some api improvements there's missing internal variables descriptions .. can you take a look and clarify also?
Re: [Mod] Mobs Redo [1.57] [mobs]
@mcaygerhard - That particular setting when enabled allows mobs redo monsters and npc's to attack other mobs using the creatura api:
https://notabug.org/TenPlus1/mobs_redo/ ... i.txt#L754
https://notabug.org/TenPlus1/mobs_redo/ ... i.txt#L754
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Re: [Mod] Mobs Redo [1.57] [mobs]
@tenplus1 another question or maybe bug/fix.. i can see htimer in the mobs definition object.. for what is that time?
using grep i cannot find a reference inside code api source
also cqan i ask directly inside notaboug envet this complicated nonnecesary forum? i ask cos we know issues are only for bug .. but the simplicity of notabug its superior rather this overloaded forum
using grep i cannot find a reference inside code api source
the only recent changes i found its about node timer
also cqan i ask directly inside notaboug envet this complicated nonnecesary forum? i ask cos we know issues are only for bug .. but the simplicity of notabug its superior rather this overloaded forum
Re: [Mod] Mobs Redo [1.57] [mobs]
@mcaygerhard - htimer is no longer required so has been removed, api updated. Also mob api questions are fine, keep them in notabug though.
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