[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.37] [mobs]
Drops for each mob are random :) no matter where they stand.
- Lone_Wolf
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Re: [Mod] Mobs Redo [1.37] [mobs]
lol for some weird reason I usually see them drop when in a liquid.TenPlus1 wrote:Drops for each mob are random :) no matter where they stand.
Re: [Mod] Mobs Redo [1.37] [mobs]
They spawn on lava next to air :) so typically on surface to show they are around.
Re: [Mod] Mobs Redo [1.37] [mobs]
I'm not sure this a bug or not, but is raw meat, raw chicken, raw pork, hides, eggs and feathers supposed to travel away after drop and last forever? Even when buried they show up later if you dig up the node. This is in singleplayer, I don't do multiplayer. Is there a way to include raw meat to tame cats?
Re: [Mod] Mobs Redo [1.37] [mobs]
Minetest has a 900 second limit for dropped items and then they despawn, so it wont stay around forever... On Xanadu its set to 2 mins by setting 'item_entity_ttl = 120' in minetest.conf file.
- AntumDeluge
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Re: [Mod] Mobs Redo [1.37] [mobs]
Trying to convert a mob to mobs_redo, but I'm getting the following error:
I'm guessing it's because I haven't defined a required value within the definition of the mobs.register_mob function. I haven't completely finished all the values & am using this code to debug & figure out how to use mobs_redo to create new mobs. Which of the commented-out lines below are required?
Code: Select all
2017-07-23 11:40:47: ERROR[Main]: ModError: Failed to load and run script from /usr/share/minetest/games/antum-testing/mods/development_mods/animals_aggressive/mob_shark/init.lua:
2017-07-23 11:40:47: ERROR[Main]: ...ames/antum-testing/mods/mobiles/engine/mobs_redo/api.lua:2559: attempt to index local 'def' (a nil value)
2017-07-23 11:40:47: ERROR[Main]: stack traceback:
2017-07-23 11:40:47: ERROR[Main]: ...ames/antum-testing/mods/mobiles/engine/mobs_redo/api.lua:2559: in function 'register_mob'
2017-07-23 11:40:47: ERROR[Main]: ...s/development_mods/animals_aggressive/mob_shark/init.lua:190: in main chunk
Code: Select all
local mobname = 'mobs:shark'
-- Line 190 starts here with "mobs.register_mob" function
mobs.register_mob(mobname, {
type = 'monster',
--passive = nil,
--docile_by_day = nil,
--attacks_monsters = nil,
--group_attack = nil,
owner_loyal = true,
attack_animals = true,
--specific_attack = nil,
hp_min = 5,
hp_max = 5,
--physical = nil,
collisionbox = selectionbox_shark,
visual = 'mesh',
visual_size = {x=1, y=1, z=1},
mesh = 'mob_shark.b3d',
textures = {'mob_shark_shark_mesh.png'},
--gotten_texture = nil,
--child_texture = nil,
--gotten_mesh = nil,
makes_footstep_sound = false,
--follow = nil,
--view_range = nil,
--walk_chance = nil,
--walk_velocity = nil,
--run_velocity = nil,
--runaway = nil,
--stepheight = nil,
jump = false,
jump_height = 0,
fly = true,
fly_in = 'default:water_source',
--damage = nil,
--recovery_time = nil,
--knock_back = nil,
--immune_to = nil,
--blood_amount = nil,
--blood_texture = nil,
--drops = nil,
--armor = nil,
--drawtype = nil,
--rotate = nil,
--water_damage = nil,
--lava_damage = nil,
--light_damage = nil,
--suffocation = nil,
--fall_damage = nil,
--fall_speed = nil,
--fear_height = nil,
--on_die = nil,
--floats = nil,
--on_rightclick = nil,
--pathfinding = nil,
attack_type = 'dogfight',
--custom_attack = nil,
--double_melee_attack = nil,
--on_blast = nil,
--reach = nil,
--sounds = nil,
--animation = nil,
})
Re: [Mod] Mobs Redo [1.37] [mobs]
If it helps any here is the shark mob from Xanadu server:
Code: Select all
mobs:register_mob("mobs:shark", {
type = "monster",
attack_type = "dogfight",
damage = 6,
reach = 2,
hp_min = 10,
hp_max = 15,
armor = 100,
collisionbox = {-0.38, -0.25, -0.38, 0.38, 0.25, 0.38},
visual = "mesh",
visual_size = {x = 0.5, y = 0.5},
mesh = "mob_shark.b3d",
textures = {
{"mob_shark_shark_mesh.png"},
},
makes_footstep_sound = false,
walk_velocity = 2,
run_velocity = 3,
fly = true,
fly_in = "default:water_source",
fall_speed = -9,
stepheight = 0.1,
rotate = 270,
view_range = 10,
water_damage = 0,
lava_damage = 10,
light_damage = 0,
drops = {
{name = "ethereal:bone", chance = 1, min = 1, max = 3},
{name = "mobs:clownfish_raw", chance = 2, min = 1, max = 2},
{name = "mobs:bluefish_raw", chance = 3, min = 1, max = 2},
{name = "default:mese_crystal", chance = 15, min = 1, max = 3},
},
animation = {
speed_normal =24,
speed_run = 24,
stand_start = 1,
stand_end = 80,
walk_start = 80,
walk_end = 160,
run_start = 80,
run_end = 160
}
})
mobs:register_egg("mobs:shark", "Shark", "mob_shark_shark_item.png", 0)
mobs:spawn_specific("mobs:shark",
{"ethereal:seaweed"}, {"default:water_source"}, 4, 20, 30, 9000, 1, -30, -3)
- AntumDeluge
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Re: [Mod] Mobs Redo [1.37] [mobs]
Nope, still having the same problem. So I'm doing something else wrong:
I'll probably just use the mod you mentioned from the Xanadu server anyway, since I was just looking for a shark mob. And that one seems to originate from the same source anyway.
Code: Select all
local selectionbox_shark = {-0.75, -0.5, -0.75, 0.75, 0.5, 0.75}
local mobname = 'mobs:shark'
mobs.register_mob(mobname, {
type = 'monster',
--passive = nil,
--docile_by_day = nil,
--attacks_monsters = nil,
--group_attack = nil,
--owner_loyal = true, -- DISABLED
--attack_animals = true, -- DISABLED
--specific_attack = nil,
hp_min = 10, -- CHANGED (ORIGINAL: 5)
hp_max = 15, -- CHANGED (ORIGINAL: 5)
--physical = nil,
collisionbox = selectionbox_shark,
visual = 'mesh',
visual_size = {x=0.5, y=0.5}, -- CHANGED (ORIGINAL: {x=1, y=1, z=1})
mesh = 'mob_shark.b3d',
textures = {
{'mob_shark_shark_mesh.png'},
},
--gotten_texture = nil,
--child_texture = nil,
--gotten_mesh = nil,
makes_footstep_sound = false,
--follow = nil,
view_range = 10, -- ENABLED
--walk_chance = nil,
walk_velocity = 2, -- ENABLED
run_velocity = 3, -- ENABLED
--runaway = nil,
stepheight = 0.1, -- ENABLED
--jump = false, -- DISABLED
--jump_height = 0, -- DISABLED
fly = true,
fly_in = 'default:water_source',
damage = 6, -- ENABLED
--recovery_time = nil,
--knock_back = nil,
--immune_to = nil,
--blood_amount = nil,
--blood_texture = nil,
drops = { -- ENABLED
{name='default:mese_crystal', chance=15, min=1, max=3},
},
armor = 100, -- ENABLED
--drawtype = nil,
rotate = 270, -- ENABLED
water_damage = 0, -- ENABLED
lava_damage = 10, -- ENABLED
light_damage = 0, -- ENABLED
--suffocation = nil,
--fall_damage = nil,
fall_speed = -9, -- ENABLED
--fear_height = nil,
--on_die = nil,
--floats = nil,
--on_rightclick = nil,
--pathfinding = nil,
attack_type = 'dogfight',
--custom_attack = nil,
--double_melee_attack = nil,
--on_blast = nil,
reach = 2, -- ENABLED
--sounds = nil,
animation = { -- ENABLED
speed_normal = 24,
speed_run = 24,
stand_start = 1,
stand_end = 80,
walk_start = 80,
walk_end = 160,
run_start = 80,
run_end = 160,
},
})
-- SPAWNING
local nodes = {'default:water_source'}
local max_light = tonumber(minetest.settings:get('mob_shark.max_light'))
local min_light = tonumber(minetest.settings:get('mob_shark.min_light'))
local chance = nil -- Override by setting 'mobs:shark_chance'
local active_object_count = tonumber(minetest.settings:get('mob_shark.active_object_count'))
local max_height = tonumber(minetest.settings:get('mob_shark.max_height'))
local day_toggle = minetest.settings:get_bool('mob_shark.day_toggle')
if max_light == nil then
max_light = nil -- FIXME:
end
if min_light == nil then
min_light = nil -- FIXME:
end
if active_object_count == nil then
active_object_count = nil -- FIXME:
end
if max_height == nil then
max_height = nil -- FIXME:
end
mobs:spawn({
name = mobname,
nodes = nodes,
max_light = max_light,
min_light = min_light,
chance = chance,
active_object_count = active_object_count,
max_height = max_height,
day_toggle = day_toggle,
})
-- SPAWNEGG
mobs:register_egg(mobname, 'Shark', 'mob_shark_shark_item.png', 0, false) -- ENABLED
Last edited by AntumDeluge on Mon Jul 24, 2017 00:19, edited 3 times in total.
- AntumDeluge
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Re: [Mod] Mobs Redo [1.37] [mobs]
TenPlus1, is that shark mod, or the Xanadu server mods, publicly available? Can't seem to find a link.
--- Edit ---
TenPlus1, I copied the code exactly as you had posted it & it worked. However, I had to prefix the mob name with ":". I thought that mobs_redo did that automatically.
Not sure yet what I was doing wrong before.
--- Edit ---
Realized what was causing the error: I was calling mobs.register_mob instead of mobs:register_mob.
--- Edit ---
TenPlus1, I copied the code exactly as you had posted it & it worked. However, I had to prefix the mob name with ":". I thought that mobs_redo did that automatically.
Not sure yet what I was doing wrong before.
--- Edit ---
Realized what was causing the error: I was calling mobs.register_mob instead of mobs:register_mob.
Last edited by AntumDeluge on Mon Jul 24, 2017 01:17, edited 1 time in total.
Re: [Mod] Mobs Redo [1.37] [mobs]
Hello!
I don't understand how I can to use this mod. Can I downloaded only animals or I should to get redo also? If I activate only animals I found an error in chickens.lua line 93...
I don't understand how I can to use this mod. Can I downloaded only animals or I should to get redo also? If I activate only animals I found an error in chickens.lua line 93...
Luiz
[luizsab]
cdb_20c854aafd61
[luizsab]
cdb_20c854aafd61
- Lone_Wolf
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Re: [Mod] Mobs Redo [1.37] [mobs]
Try getting these together:luizsab wrote:Hello!
I don't understand how I can to use this mod. Can I downloaded only animals or I should to get redo also? If I activate only animals I found an error in chickens.lua line 93...
Re: [Mod] Mobs Redo [1.37] [mobs]
Lone_Wolf, exactly, I do these. And now, even disabled and deleted I'm getting error, strange...
Luiz
[luizsab]
cdb_20c854aafd61
[luizsab]
cdb_20c854aafd61
- Lone_Wolf
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Re: [Mod] Mobs Redo [1.37] [mobs]
You renamed the files to: animals and api? If not try that. Not sure what the problem is but just listing the ones I had.luizsab wrote:Lone_Wolf, exactly, I do these. And now, even disabled and deleted I'm getting error, strange...
Re: [Mod] Mobs Redo [1.37] [mobs]
You need mobs_redo api and mobs_animal for animals to work. They have to be named mobs_redo and mobs_animal in your mods folder.
Re: [Mod] Mobs Redo [1.37] [mobs]
Yes, the folder's name it's correct, but when I'll configure the world appear two mobs, the folder mobs_redo appear in minetest like simple mobs... strange no?
Luiz
[luizsab]
cdb_20c854aafd61
[luizsab]
cdb_20c854aafd61
- Lone_Wolf
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Re: [Mod] Mobs Redo [1.37] [mobs]
Nope. It's normal. Enable them both if you didn't try thatluizsab wrote:Yes, the folder's name it's correct, but when I'll configure the world appear two mobs, the folder mobs_redo appear in minetest like simple mobs... strange no?
Re: [Mod] Mobs Redo [1.37] [mobs]
Win10_x64, Minetest 0.4.16, mobs_redo 1.37
Hi,
first: thanks a lot for all your mods!!!!!
Sorry, but I have problems with creeper: doesn't appear.
- In creative, when I use his spawner egg, it work, but I don't see it. (see image below);
- in game I don't see never one creeper: it is present around me, it explode but don't procure damage
I wrong anything?
Thanks again
R
Hi,
first: thanks a lot for all your mods!!!!!
Sorry, but I have problems with creeper: doesn't appear.
- In creative, when I use his spawner egg, it work, but I don't see it. (see image below);
- in game I don't see never one creeper: it is present around me, it explode but don't procure damage
I wrong anything?
Thanks again
R
Re: [Mod] Mobs Redo [1.37] [mobs]
Rename the mobs_redo folder to 'mobs'Codesound wrote:Win10_x64, Minetest 0.4.16, mobs_redo 1.37
Hi,
first: thanks a lot for all your mods!!!!!
Sorry, but I have problems with creeper: doesn't appear.
- In creative, when I use his spawner egg, it work, but I don't see it. (see image below);
- in game I don't see never one creeper: it is present around me, it explode but don't procure damage
I wrong anything?
-snip-
- AntumDeluge
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Re: [Mod] Mobs Redo [1.37] [mobs]
I don't think that will do anything as the current mobs_redo makes use of mod.conf to set name to mobs (let me know if I am wrong, of course).KCoombes wrote:Rename the mobs_redo folder to 'mobs'
I would guess that the problem is missing or wrong textures. Did you look in the mod's texture's folder to see if the creeper textures were there?
Re: [Mod] Mobs Redo [1.37] [mobs]
Codesound, looks like you are using an older version of the Creeper mod that uses the .x model, change to use .b3d extension instead and it'll work.
Re: [Mod] Mobs Redo [1.37] [mobs]
Hi
Tenplus1 and kcoombes, thanks for reply!
Into the "creeper" and "slimes" folders don't exists the "models" folder with the .x or .b3d file: where do I find them?
Thanks again for your precious support....
R
Tenplus1 and kcoombes, thanks for reply!
Into the "creeper" and "slimes" folders don't exists the "models" folder with the .x or .b3d file: where do I find them?
Thanks again for your precious support....
R
Re: [Mod] Mobs Redo [1.37] [mobs]
creepers use the tree monster models and slimes dont need them (it's just a cube)
Re: [Mod] Mobs Redo [1.37] [mobs]
Hi,
thanks again for support but I don't understand anything... :-(
I downloaded everything from these pages:
viewtopic.php?f=11&t=9917
viewtopic.php?f=11&t=9917&start=275
And I put everything in the mod folder...
what I wrong?
Thanks again and sorry for my mistakes....
R
thanks again for support but I don't understand anything... :-(
I downloaded everything from these pages:
viewtopic.php?f=11&t=9917
viewtopic.php?f=11&t=9917&start=275
And I put everything in the mod folder...
what I wrong?
Thanks again and sorry for my mistakes....
R
Re: [Mod] Mobs Redo [1.37] [mobs]
2 crashes
Assignment to undeclared global "dist" inside a function at ... mobs_redo/api.lua:1267.
Runtime error from mod 'ghost' in callback luaentity_Step(): ... mobs_redo/api.lua:255: attempt to index local 'def' (a nil value)
Assignment to undeclared global "dist" inside a function at ... mobs_redo/api.lua:1267.
Runtime error from mod 'ghost' in callback luaentity_Step(): ... mobs_redo/api.lua:255: attempt to index local 'def' (a nil value)
Re: [Mod] Mobs Redo [1.37] [mobs]
AiTechEye - Fixed.
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