[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.08] [mobs]
Make sure that you are using the kpgmobs made for mobs redo:
viewtopic.php?f=9&t=8798&start=50#p173539
also creatures mod should work fine alongside mobs redo...
viewtopic.php?f=9&t=8798&start=50#p173539
also creatures mod should work fine alongside mobs redo...
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Re: [Mod] Mobs Redo [1.08] [mobs]
Code: Select all
23:14:28: ERROR[main]: ServerError: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:927: bad argument #1 to 'ipairs' (table expected, got nil)
23:14:28: ERROR[main]: stack traceback:
23:14:28: ERROR[main]: [C]: in function 'ipairs'
23:14:28: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:927: in function 'check_for_death'
23:14:28: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:281: in function 'do_env_damage'
23:14:28: ERROR[main]: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:289: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:178>
Re: [Mod] Mobs Redo [1.08] [mobs]
mahmutelmas06: going by the errors and line numbers you are not running the latest mobs redo api, so... what other mods are you running ? and what was happening in the world at the time of crash ?
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Re: [Mod] Mobs Redo [1.08] [mobs]
My mob version is 1.08TenPlus1 wrote:mahmutelmas06: going by the errors and line numbers you are not running the latest mobs redo api, so... what other mods are you running ? and what was happening in the world at the time of crash ?
It hapens when i place an animal on land close to sea in creative mode. But it hapens sometimes not always.
Edit:
I found the bug. Its related to drop on die function.
Probably another mod overwrite it so it wasnt working.
But i am not sure i need to test for a while
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Re: [Mod] Mobs Redo [1.08] [mobs]
Hi,
I'm trying to create a mod, where certain mobs should spawn in certain areas.
For that, I created a special node and want to spawn - for example - a NPC on that node. My code looks like this, but on a 10x10 field of cobblespawn, not a single NPC is spawning.
depends.txt includes mobs.
What am I doing wrong?
I'm trying to create a mod, where certain mobs should spawn in certain areas.
For that, I created a special node and want to spawn - for example - a NPC on that node. My code looks like this, but on a 10x10 field of cobblespawn, not a single NPC is spawning.
Code: Select all
minetest.register_node("testmod:cobblespwan", {
description = "Cobblespawn",
tiles = {"default_cobble.png"},
is_ground_content = true,
groups = {cracky=3, stone=2},
sounds = default.node_sound_stone_defaults(),
})
mobs:register_spawn("mobs:npc", {"testmod:cobblespawn"}, 20, 0, 1, 15, 31000)
What am I doing wrong?
Re: [Mod] Mobs Redo [1.08] [mobs]
You had a typo in the code above, once fixed it works fine, every 30 seconds an npc appears on top of the cobblespawn block...
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Re: [Mod] Mobs Redo [1.08] [mobs]
*blush* Yep, right, thank you...
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Re: [Mod] Mobs Redo [1.08] [mobs]
Is it possible to make "follow" accept a list and then use that list for the on_rightclick function?
or at least, would you be interested if I can figure out how to do it?
I would also love it if the replace_* attributes replenished wool, milk etc. in the same way, but this may be an unnecessary complication.
I'm delighted to see that pigs eat apples and rabbits eat carrots now. Thanks!
And the kittens are extremely cute - could they also accept milk?
or at least, would you be interested if I can figure out how to do it?
I would also love it if the replace_* attributes replenished wool, milk etc. in the same way, but this may be an unnecessary complication.
I'm delighted to see that pigs eat apples and rabbits eat carrots now. Thanks!
And the kittens are extremely cute - could they also accept milk?
Grailtest is stirring ...
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Re: [Mod] Mobs Redo [1.08] [mobs]
Is it the case that all mobs basically live for 600 ticks, or did I miss something? It would be nice if different species had different life-spans. There is a bit of an issue with the fact that none of the animals hang around for long even if they are tamed. It's also slightly annoying that /clearobjects always completely wipes the board, but that's an engine issue I guess.
The kpgmobs horses also need a lot of work, but I guess we should talk about that on the kpgmobs thread.
The kpgmobs horses also need a lot of work, but I guess we should talk about that on the kpgmobs thread.
Grailtest is stirring ...
Re: [Mod] Mobs Redo [1.08] [mobs]
At present the mobs redo api is going through a sort of overhaul and I'm adding many new features including jumping only mobs, mob_specific registration and I can look into lifetimers and replace function adding to mob foods and replenishing wool/milk etc :) also added jump sounds...
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Re: [Mod] Mobs Redo [1.08] [mobs]
Some wild animals should attack to each other.
for exp wolf could attack sheep and kitten
rat could attack to bunny
for exp wolf could attack sheep and kitten
rat could attack to bunny
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Re: [Mod] Mobs Redo [1.08] [mobs]
Rats eat cheese and cornflakes. I doupt they would like to eat moving meat.mahmutelmas06 wrote:rat could attack to bunny
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Re: [Mod] Mobs Redo [1.08] [mobs]
Although my nearly finished snake would like a bunny or rat snack.
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Re: [Mod] Mobs Redo [1.08] [mobs]
Yay. My snake is almost ready!ExeterDad wrote:Although my nearly finished snake would like a bunny or rat snack.
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Re: [Mod] Mobs Redo [1.08] [mobs]
Yes animals generally attack smaller animals. Wolves should take chickens too.
Great work! I look forward to testing out the new features ... as and when.
Great work! I look forward to testing out the new features ... as and when.
Grailtest is stirring ...
Re: [Mod] Mobs Redo [1.09] [mobs]
Question. How do I turn off the blood?
Re: [Mod] Mobs Redo [1.09] [mobs]
their isn't really a switch to turn it off, but if you set blood_amount to 0 for your mob it wont appear...
Update: in latest github version I've added a switch enable/disable blood, add the following line to your minetest.conf file:
mobs_enable_blood = false
Update: in latest github version I've added a switch enable/disable blood, add the following line to your minetest.conf file:
mobs_enable_blood = false
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Re: [Mod] Mobs Redo [1.09] [mobs]
A couple of side-issues:
mobs:register_egg() is impossible to override due to the slight overloading of 'mob' (if that''s the right way to put it). Mine is an edge case, so I'm not expecting a fix. I'm just posting here in case anyone else tries to override it.
The second question after "can I keep the kitty as a pet / what does it eat?" - is "how do I name it?" Apparently players want to be able to name their pets. Again, it's a minor detail.
mobs:register_egg() is impossible to override due to the slight overloading of 'mob' (if that''s the right way to put it). Mine is an edge case, so I'm not expecting a fix. I'm just posting here in case anyone else tries to override it.
The second question after "can I keep the kitty as a pet / what does it eat?" - is "how do I name it?" Apparently players want to be able to name their pets. Again, it's a minor detail.
Grailtest is stirring ...
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Re: [Mod] Mobs Redo [1.09] [mobs]
Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P
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Re: [Mod] Mobs Redo [1.09] [mobs]
Do you loose interest easily?ExeterDad wrote:Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P
Naming pets is a good idea
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Re: [Mod] Mobs Redo [1.09] [mobs]
Indeed. Too many shiny objects to explore.Don wrote: Do you loose interest easily?
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Re: [Mod] Mobs Redo [1.09] [mobs]
Take a look at npcf. It has hoovering name tags.ExeterDad wrote: Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P
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Re: [Mod] Mobs Redo [1.09] [mobs]
I already did awhile ago. But then my brain hurt. I have much more to learn before tackling that code. But also I was concerned it may be too heavy for a hovering tag. I do wish entities could have meta info text like a node can. That seems like a lightweight solution. But not a option right now.Sokomine wrote: Take a look at npcf. It has hoovering name tags.
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Re: [Mod] Mobs Redo [1.09] [mobs]
Devs have been requested to allow changable tags to objects which would help a lot in naming mobs and showing status information (healthy, recovering, child etc)... I will however look into the npcf mod and see how the nametags are done there...
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Re: [Mod] Mobs Redo [1.09] [mobs]
Actually Lua entities have far easier "metadata" than nodes do. You can add arbitrary properties to their instance tables. Just treat the value returned by LuaEntitySAO:get_luaentity() like any old Lua table. For example, this is how prestibags store their contents when rezzed in-world.ExeterDad wrote:I do wish entities could have meta info text like a node can. That seems like a lightweight solution. But not a option right now.
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