[Mod] Mobs Redo [1.61] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

Drops for each mob are random :) no matter where they stand.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Lone_Wolf » Post

TenPlus1 wrote:Drops for each mob are random :) no matter where they stand.
lol for some weird reason I usually see them drop when in a liquid.
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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

They spawn on lava next to air :) so typically on surface to show they are around.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Drgnrdr » Post

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?

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

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.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

Trying to convert a mob to mobs_redo, but I'm getting the following error:

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
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

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,
})

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

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)

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

Nope, still having the same problem. So I'm doing something else wrong:

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
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.
Last edited by AntumDeluge on Mon Jul 24, 2017 00:19, edited 3 times in total.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

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.
Last edited by AntumDeluge on Mon Jul 24, 2017 01:17, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by luizsab » Post

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...
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Lone_Wolf » Post

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...
Try getting these together:
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Re: [Mod] Mobs Redo [1.37] [mobs]

by luizsab » Post

Lone_Wolf, exactly, I do these. And now, even disabled and deleted I'm getting error, strange...
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Lone_Wolf » Post

luizsab wrote:Lone_Wolf, exactly, I do these. And now, even disabled and deleted I'm getting error, strange...
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.
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Drgnrdr » Post

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.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by luizsab » Post

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?
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Lone_Wolf » Post

luizsab 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?
Nope. It's normal. Enable them both if you didn't try that
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Codesound » Post

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?

Image
Image

Thanks again

R

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Re: [Mod] Mobs Redo [1.37] [mobs]

by KCoombes » Post

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-
Rename the mobs_redo folder to 'mobs'

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

KCoombes wrote:Rename the mobs_redo folder to '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).

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?

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

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.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Codesound » Post

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

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

creepers use the tree monster models and slimes dont need them (it's just a cube)

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Codesound » Post

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

Image

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AiTechEye » Post

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)

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

AiTechEye - Fixed.

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