[Mod] Mobs Redo [1.61] [mobs]

Gorm
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Re: [Mod] Mobs Redo [1.56] [mobs]

by Gorm » Post

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

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Update:

by TenPlus1 » Post

- 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 :)

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Re: [Mod] Mobs Redo [1.56] [mobs]

by JALdMIC » Post

I don't speak English
Is possible to give the mobs especial orders like,make then go to where the players defines or being able to dodge attacks.

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Re: [Mod] Mobs Redo [1.56] [mobs]

by TenPlus1 » Post

@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

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Re: [Mod] Mobs Redo [1.56] [mobs]

by darkling1976 » Post

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.

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Update:

by TenPlus1 » Post

- 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.
Last edited by TenPlus1 on Tue Mar 28, 2023 13:13, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.56] [mobs]

by QBSteve » Post

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]

by Blockhead » Post

QBSteve wrote:
Tue Mar 28, 2023 00:26
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.
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:

by TenPlus1 » Post

- 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 :)

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Re: Update:

by sirrobzeroone » Post

TenPlus1 wrote:
Fri Mar 31, 2023 08:14
- 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 :)
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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Gorm
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Re: [Mod] Mobs Redo [1.56] [mobs]

by Gorm » Post

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:

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
Is it ok to only take this values into spawn_example.lua:

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
        })
Yours Gorm

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Re: [Mod] Mobs Redo [1.56] [mobs]

by TenPlus1 » Post

@Gorm - on_spawn function is only required for special features, it can be omited for normal mob spawning.

Gorm
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Re: [Mod] Mobs Redo [1.56] [mobs]

by Gorm » Post

Hello TenPlus1!
You are always helpful, thank you very much.

Yours Gorm

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Update:

by TenPlus1 » Post

- 2nd attempt at yaw clamping to stop spinning mobs (thx mc2)
- Kitten hairballs give more items

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Update:

by TenPlus1 » Post

- 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
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]

by BlueTangs Rock » Post

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]

by Blockhead » Post

BlueTangs Rock wrote:
Mon May 08, 2023 01:50
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.
I like the idea, although it would ruin the market for the rare "cooked rat" item which is one of my favourites :)
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Re: [Mod] Mobs Redo [1.56] [mobs]

by BlueTangs Rock » Post

Blockhead wrote:
Mon May 08, 2023 02:48
BlueTangs Rock wrote:
Mon May 08, 2023 01:50
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.
I like the idea, although it would ruin the market for the rare "cooked rat" item which is one of my favourites :)
There's a stock market for rats in Minetest? 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]

by Blockhead » Post

BlueTangs Rock wrote:
Mon May 08, 2023 21:25
There's a stock market for rats in Minetest? Lol
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:

by TenPlus1 » Post

- 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.

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Update:

by TenPlus1 » Post

- 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.

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Re: Updated to Version 1.57:

by mcaygerhard » Post

TenPlus1 wrote:
Thu May 18, 2023 10:26
- Requested feature, added 'mobs_attack_creatura' setting.
- Updated api.txt with new self.looking_at , self.looking_above , self.facing_fence variables.
- Refactored do_jump and added get_nodes function.
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?

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Re: [Mod] Mobs Redo [1.57] [mobs]

by TenPlus1 » Post

@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

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Re: [Mod] Mobs Redo [1.57] [mobs]

by mcaygerhard » Post

@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
TenPlus1 wrote:
Thu May 18, 2023 10:26
- Added 'mob_node_timer_interval' and 'mob_main_timer_interval' settings.
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

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Re: [Mod] Mobs Redo [1.57] [mobs]

by TenPlus1 » Post

@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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