[Mod] Mobs Redo [1.61] [mobs]

cuthbertdoublebarrel
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Re: [Mod] Mobs Redo [1.53] [mobs]

by cuthbertdoublebarrel » Post

TenPlus1 wrote:
Thu Oct 29, 2020 19:21
mobs:can_spawn() will retrieve the physical size of a mob and check that space to see if it's empty of walkable nodes before returning either an amended position or nil.
thanks ,got it . that is not going to effect me when i crank up the spawn rate to max then.
now if i can just suss out why the sheep are the laggiest of all the creatures ,mc sheep are far more laggy than mc cows . they are slower to drop items and somtimes not at all . yet the cows are not effected .
Project BrutalTest...hide your Petz

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Re: [Mod] Mobs Redo [1.53] [mobs]

by splyncryth » Post

Hello,

Kept getting this error



2020-11-18 20:50:48: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Punch(): .../share/games/minetest/mods/mob_monsters/sand_monster.lua:98: attempt to call method 'effect' (a nil value)
2020-11-18 20:50:48: ERROR[Main]: stack traceback:
2020-11-18 20:50:48: ERROR[Main]: .../share/games/minetest/mods/mob_monsters/sand_monster.lua:98: in function 'on_die'
2020-11-18 20:50:48: ERROR[Main]: /usr/share/games/minetest/mods/mobs_redo/api.lua:514: in function 'check_for_death'
2020-11-18 20:50:48: ERROR[Main]: /usr/share/games/minetest/mods/mobs_redo/api.lua:2471: in function </usr/share/games/minetest/mods/mobs_redo/api.lua:2316>
2020-11-18 20:50:48: ACTION[Server]: singleplayer leaves game. List of players:
2020-11-18 20:50:48: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.
2020-11-18 20:50:48: ACTION[Main]: Server: Shutting down
terminate called after throwing an instance of 'LuaError'
what(): Runtime error from mod 'mobs_monster' in callback luaentity_GetStaticdata(): /usr/share/games/minetest/builtin/common/serialize.lua:151: Can't serialize data of type userdata
stack traceback:
[C]: in function 'error'
/usr/share/games/minetest/builtin/common/serialize.lua:151: in function 'dump_or_ref_val'
/usr/share/games/minetest/builtin/common/serialize.lua:146: in function 'dump_or_ref_val'
/usr/share/games/minetest/builtin/common/serialize.lua:146: in function 'dump_or_ref_val'
/usr/share/games/minetest/builtin/common/serialize.lua:166: in function </usr/share/games/minetest/builtin/common/serialize.lua:20>
Aborted (core dumped)

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TenPlus1
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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@splyncryth - going by the line numbers of the error you are using an older version of the mob api, could you please update and see if that helps.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by splyncryth » Post

TenPlus1 wrote:
Thu Nov 19, 2020 07:26
@splyncryth - going by the line numbers of the error you are using an older version of the mob api, could you please update and see if that helps.
That worked!

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thunderdog1138
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Re: [Mod] Mobs Redo [1.53] [mobs]

by thunderdog1138 » Post

Nathan.S wrote:
Wed Oct 21, 2020 01:26
Yes thunderdog1138, it's very possible to make random 'skins' for the mobs.
I do something very much along the lines of what you are asking about in my Epic game. You can see that specific code here; https://notabug.org/NathanS21/Epic/src/ ... s/init.lua
Could you help me with this? I tried to create a randomized villager skin system for my game based on your code but I can't get it to work. I keep getting the following error:

Code: Select all

2020-11-22 19:16:21: ERROR[Main]: ...-win64\bin\..\games\star_wars\mods\mobs_npc/villager.lua:32: unexpected symbol near 'local'
2020-11-22 19:16:21: ERROR[Main]: stack traceback:
2020-11-22 19:16:21: ERROR[Main]: 	[C]: in function 'dofile'
2020-11-22 19:16:21: ERROR[Main]: 	....3.0-win64\bin\..\games\star_wars\mods\mobs_npc\init.lua:22: in main chunk
2020-11-22 19:16:21: ERROR[Main]: Check debug.txt for details.
2020-11-22 19:16:21: ACTION[Main]: Server: Shutting down
The code I'm using is here.
Check out my Star Wars subgame.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@Thunderdog1138, here ya go:

Code: Select all

local S = mobs.intllib

-- Npc by TenPlus1

mobs.npc_drops = {
	"default:pick_durasteel", "mobs:bantha_meat", "default:durasword_steel",
	"default:shovel_durasteel", "bucket:durabucket_water"
}

human = {
	male_skins = {},
	female_skins = {}
}

--Human skin gen
local human_skin = {
	'human_skin-1.png', 'human_skin-2.png', 'human_skin-3.png',
	'human_skin-4.png', 'human_skin-5.png', 'human_skin-6.png'
}

local human_male_hair = {
	'hair_male1-brown.png', 'hair_male1-blonde.png', 'hair_male1-red.png',
	'hair_male1-black.png'
}

local human_male_eyes = {
	'human_eyes_male-1.png', 'human_eyes_male-2.png', 'human_eyes_male-3.png'
}

local male_shirt = {
	'shirt1-blue.png', 'shirt1-red.png', 'shirt1-orange.png',
	'shirt1-green.png'
}

local male_shoes = {'shoes1-black.png', 'shoes1-brown.png'}

local male_pants = {'pants1-blue.png', 'pants1-grey.png'}

local human_female_hair = {
	'hair_female1-brown.png', 'hair_female1-blonde.png', 'hair_female1-red.png',
	'hair_female1-black.png'
}

local human_female_eyes = {
	'human_eyes_female-1.png', 'human_eyes_female-2.png', 'human_eyes_female-3.png'
}

local female_shirt = {
	'shirt2-yellow.png', 'shirt2-teal.png', 'shirt2-purple.png', 'shirt2-grey.png'
}

local female_shoes = {'shoes1-black.png', 'shoes1-brown.png'}

local female_pants = {'pants1-blue.png', 'pants1-grey.png'}


for i = 1, 16 do

	table.insert(human.male_skins, {
		human_skin[math.random(2)] .. '^'
		.. human_male_eyes[math.random(3)] .. '^'
		.. male_shirt[math.random(4)] .. '^'
		.. male_shoes[math.random(2)] .. '^'
		.. male_pants[math.random(2)] .. '^'
		.. human_male_hair[math.random(4)]
	})
end

for i = 1, 16 do

	table.insert(human.female_skins, {
		human_skin[math.random(2)] .. '^'
		.. human_female_eyes[math.random(3)] .. '^'
		.. female_shirt[math.random(4)] .. '^'
		.. female_shoes[math.random(2)] .. '^'
		.. female_pants[math.random(2)] .. '^'
		.. human_female_hair[math.random(4)]
	})
end



mobs:register_mob("mobs_npc:villager", {
	type = "npc",
	passive = false,
	damage = 3,
	attack_type = "dogfight",
	attacks_monsters = true,
	attack_npcs = false,
	owner_loyal = true,
	pathfinding = true,
	hp_min = 10,
	hp_max = 20,
	armor = 100,
	collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
	visual = "mesh",
	mesh = "mobs_character.b3d",
	drawtype = "front",
	textures = {
		human.male_skins,
		human.female_skins,
	},
	child_texture = {
		human.male_skins,
		human.female_skins,
	},
	makes_footstep_sound = true,
	sounds = {},
	walk_velocity = 2,
	run_velocity = 3,
	jump = true,
	drops = {
		{name = "default:wood", chance = 1, min = 1, max = 3},
		{name = "default:apple", chance = 2, min = 1, max = 2},
		{name = "default:axe_stone", chance = 5, min = 1, max = 1},
	},
	water_damage = 0,
	lava_damage = 2,
	light_damage = 0,
	follow = {"farming:bread", "mobs:meat", "default:diamond"},
	view_range = 15,
	owner = "",
	order = "follow",
	fear_height = 3,
	animation = {
		speed_normal = 30,
		speed_run = 30,
		stand_start = 0,
		stand_end = 79,
		walk_start = 168,
		walk_end = 187,
		run_start = 168,
		run_end = 187,
		punch_start = 200,
		punch_end = 219,
	},

	on_rightclick = function(self, clicker)

		-- feed to heal npc
		if mobs:feed_tame(self, clicker, 8, true, true) then return end

		-- capture npc with net or lasso
		if mobs:capture_mob(self, clicker, nil, 5, 80, false, nil) then return end

		-- protect npc with mobs:protector
		if mobs:protect(self, clicker) then return end

		local item = clicker:get_wielded_item()
		local name = clicker:get_player_name()

		-- right clicking with gold lump drops random item from mobs.npc_drops
		if item:get_name() == "default:gold_lump" then

			if not mobs.is_creative(name) then
				item:take_item()
				clicker:set_wielded_item(item)
			end

			local pos = self.object:get_pos()

			pos.y = pos.y + 0.5

			local drops = self.npc_drops or mobs.npc_drops

			minetest.add_item(pos, {
				name = drops[math.random(1, #drops)]
			})

			minetest.chat_send_player(name, S("NPC dropped you an item for gold!"))

			return
		end

		-- by right-clicking owner can switch npc between follow and stand
		if self.owner and self.owner == name then

			if self.order == "follow" then

				self.attack = nil
				self.order = "stand"
				self.state = "stand"
				self:set_animation("stand")
				self:set_velocity(0)

				minetest.chat_send_player(name, S("NPC stands still."))
			else
				self.order = "follow"

				minetest.chat_send_player(name, S("NPC will follow you."))
			end
		end
	end,
})

if not mobs.custom_spawn_npc then

	mobs:spawn({
		name = "mobs_npc:npc",
		nodes = {"default:brick"},
		neighbors = {"default:grass_3"},
		min_light = 10,
		chance = 10000,
		active_object_count = 1,
		min_height = 0,
		day_toggle = true,
	})
end

mobs:register_egg("mobs_npc:villager", S("Villager"), "default_brick.png", 1)
... the only thing I would recommend is indenting your code and making sure lines aren't too long, this helps with finding errors or local's where there shouldn't be any :)

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thunderdog1138
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Re: [Mod] Mobs Redo [1.53] [mobs]

by thunderdog1138 » Post

TenPlus1 wrote:
Mon Nov 23, 2020 15:02
@Thunderdog1138, here ya go:

Code: Select all

local S = mobs.intllib

-- Npc by TenPlus1

mobs.npc_drops = {
	"default:pick_durasteel", "mobs:bantha_meat", "default:durasword_steel",
	"default:shovel_durasteel", "bucket:durabucket_water"
}

human = {
	male_skins = {},
	female_skins = {}
}

--Human skin gen
local human_skin = {
	'human_skin-1.png', 'human_skin-2.png', 'human_skin-3.png',
	'human_skin-4.png', 'human_skin-5.png', 'human_skin-6.png'
}

local human_male_hair = {
	'hair_male1-brown.png', 'hair_male1-blonde.png', 'hair_male1-red.png',
	'hair_male1-black.png'
}

local human_male_eyes = {
	'human_eyes_male-1.png', 'human_eyes_male-2.png', 'human_eyes_male-3.png'
}

local male_shirt = {
	'shirt1-blue.png', 'shirt1-red.png', 'shirt1-orange.png',
	'shirt1-green.png'
}

local male_shoes = {'shoes1-black.png', 'shoes1-brown.png'}

local male_pants = {'pants1-blue.png', 'pants1-grey.png'}

local human_female_hair = {
	'hair_female1-brown.png', 'hair_female1-blonde.png', 'hair_female1-red.png',
	'hair_female1-black.png'
}

local human_female_eyes = {
	'human_eyes_female-1.png', 'human_eyes_female-2.png', 'human_eyes_female-3.png'
}

local female_shirt = {
	'shirt2-yellow.png', 'shirt2-teal.png', 'shirt2-purple.png', 'shirt2-grey.png'
}

local female_shoes = {'shoes1-black.png', 'shoes1-brown.png'}

local female_pants = {'pants1-blue.png', 'pants1-grey.png'}


for i = 1, 16 do

	table.insert(human.male_skins, {
		human_skin[math.random(2)] .. '^'
		.. human_male_eyes[math.random(3)] .. '^'
		.. male_shirt[math.random(4)] .. '^'
		.. male_shoes[math.random(2)] .. '^'
		.. male_pants[math.random(2)] .. '^'
		.. human_male_hair[math.random(4)]
	})
end

for i = 1, 16 do

	table.insert(human.female_skins, {
		human_skin[math.random(2)] .. '^'
		.. human_female_eyes[math.random(3)] .. '^'
		.. female_shirt[math.random(4)] .. '^'
		.. female_shoes[math.random(2)] .. '^'
		.. female_pants[math.random(2)] .. '^'
		.. human_female_hair[math.random(4)]
	})
end



mobs:register_mob("mobs_npc:villager", {
	type = "npc",
	passive = false,
	damage = 3,
	attack_type = "dogfight",
	attacks_monsters = true,
	attack_npcs = false,
	owner_loyal = true,
	pathfinding = true,
	hp_min = 10,
	hp_max = 20,
	armor = 100,
	collisionbox = {-0.35,-1.0,-0.35, 0.35,0.8,0.35},
	visual = "mesh",
	mesh = "mobs_character.b3d",
	drawtype = "front",
	textures = {
		human.male_skins,
		human.female_skins,
	},
	child_texture = {
		human.male_skins,
		human.female_skins,
	},
	makes_footstep_sound = true,
	sounds = {},
	walk_velocity = 2,
	run_velocity = 3,
	jump = true,
	drops = {
		{name = "default:wood", chance = 1, min = 1, max = 3},
		{name = "default:apple", chance = 2, min = 1, max = 2},
		{name = "default:axe_stone", chance = 5, min = 1, max = 1},
	},
	water_damage = 0,
	lava_damage = 2,
	light_damage = 0,
	follow = {"farming:bread", "mobs:meat", "default:diamond"},
	view_range = 15,
	owner = "",
	order = "follow",
	fear_height = 3,
	animation = {
		speed_normal = 30,
		speed_run = 30,
		stand_start = 0,
		stand_end = 79,
		walk_start = 168,
		walk_end = 187,
		run_start = 168,
		run_end = 187,
		punch_start = 200,
		punch_end = 219,
	},

	on_rightclick = function(self, clicker)

		-- feed to heal npc
		if mobs:feed_tame(self, clicker, 8, true, true) then return end

		-- capture npc with net or lasso
		if mobs:capture_mob(self, clicker, nil, 5, 80, false, nil) then return end

		-- protect npc with mobs:protector
		if mobs:protect(self, clicker) then return end

		local item = clicker:get_wielded_item()
		local name = clicker:get_player_name()

		-- right clicking with gold lump drops random item from mobs.npc_drops
		if item:get_name() == "default:gold_lump" then

			if not mobs.is_creative(name) then
				item:take_item()
				clicker:set_wielded_item(item)
			end

			local pos = self.object:get_pos()

			pos.y = pos.y + 0.5

			local drops = self.npc_drops or mobs.npc_drops

			minetest.add_item(pos, {
				name = drops[math.random(1, #drops)]
			})

			minetest.chat_send_player(name, S("NPC dropped you an item for gold!"))

			return
		end

		-- by right-clicking owner can switch npc between follow and stand
		if self.owner and self.owner == name then

			if self.order == "follow" then

				self.attack = nil
				self.order = "stand"
				self.state = "stand"
				self:set_animation("stand")
				self:set_velocity(0)

				minetest.chat_send_player(name, S("NPC stands still."))
			else
				self.order = "follow"

				minetest.chat_send_player(name, S("NPC will follow you."))
			end
		end
	end,
})

if not mobs.custom_spawn_npc then

	mobs:spawn({
		name = "mobs_npc:npc",
		nodes = {"default:brick"},
		neighbors = {"default:grass_3"},
		min_light = 10,
		chance = 10000,
		active_object_count = 1,
		min_height = 0,
		day_toggle = true,
	})
end

mobs:register_egg("mobs_npc:villager", S("Villager"), "default_brick.png", 1)
... the only thing I would recommend is indenting your code and making sure lines aren't too long, this helps with finding errors or local's where there shouldn't be any :)
Thanks, but now another problem has surfaced. When I spawn the mob the skin is all white. There is no "Could not load image while building texture; Creating a dummy image" error with any of the involved files, but there is this:

Code: Select all

2020-11-23 12:02:25: WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile
This was not a problem in the skin generation test mod.
Check out my Star Wars subgame.

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PiJeyEe
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Re: [Mod] Mobs Redo [1.53] [mobs]

by PiJeyEe » Post

Hi, can someone help me please. I already compiled the mod and it works. Now, at random time the game will crash suddenly and it is because of velocity problem I think.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

PiJeyEe - Paste the error message that appears when your game crashes, use terminal to run where possible to show this.

ThunderDog1138 - The code pasted was only tidied and the rogue locals removed, check each of the texture files have transparency set so they can be layered properly.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by thunderdog1138 » Post

I checked the files and they all have transparency set, I then converted the images from ICC to RGB (which strangely did not fix the error message). I even temporarily turned off female skin generation to see if having two different skin generators was breaking it. The skins are still all white. I'm not sure what else I did differently than with the test mod. I even made your suggested changes to that mod and it still works as intended.
Check out my Star Wars subgame.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by thunderdog1138 » Post

After some testing, I've found that the problem occurs whenever the skin generation function is inside brackets:

Code: Select all

--This works
textures = human.male_skins,

--This does not
textures = {
	{human.male_skins},
	{human.female_skins},
},
Do you have any suggestions for how to have both male and female skin generators without having to register separate mobs?
Check out my Star Wars subgame.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

Have the one table that your for/loop adds to for male and female skins instead of one for each, that way you could add as many as you like :)

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Re: [Mod] Mobs Redo [1.53] [mobs]

by PiJeyEe » Post

Hi, these are the errors I'm getting when crashed.

2020-11-25 01:21:23: ERROR[Main]: Access denied. Reason: This server has experienced an internal error. You will now be disconnected.
2020-11-25 01:21:24: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_monster' in callback luaentity_Step(): Invalid float vector dimension range 'x' (expected -2.14748e+006 < x < 2.14748e+006 got nan).
2020-11-25 01:21:24: ERROR[Main]: stack traceback:
2020-11-25 01:21:24: ERROR[Main]: [C]: in function 'set_velocity'
2020-11-25 01:21:24: ERROR[Main]: C:\Minetest Multicraft\bin\..\mods\mobs_redo/api.lua:581: in function 'attempt_flight_correction'
2020-11-25 01:21:24: ERROR[Main]: C:\Minetest Multicraft\bin\..\mods\mobs_redo/api.lua:2213: in function 'do_states'
2020-11-25 01:21:24: ERROR[Main]: C:\Minetest Multicraft\bin\..\mods\mobs_redo/api.lua:3421: in function <C:\Minetest Multicraft\bin\..\mods\mobs_redo/api.lua:3248>

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Re: [Mod] Mobs Redo [1.53] [mobs]

by isaiah658 » Post

Is anyone else noticing strange issues with on_rightclick immediately triggering when hovering over mobs in 5.4.0? It was working ok around July, but versions from October and November both result in it triggering as soon as you hover over them. My mod I'm developing needs certain features only found in 5.4.0 which is why I'm using it.

Edit: Also to clarify, I did upgrade to the latest mobs_redo and it made no difference.

Edit #2: After some testing, this is only occurring with mobs spawned via eggs. Additionally, if you spawn a monster, exit the world, and come back, it won't trigger for that mob. Naturally spawned mobs aren't having this issue. At least, that's what's happening in my mod.

Edit #3: This is apparently a bug in 5.4.0. It's not specific to mobs redo either. So ignore this.

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Update:

by TenPlus1 » Post

- Added 'mob_area_spawn' switch for spawning behaviour:

Defaults to FALSE which checks height clearance of mob before spawning into world, and TRUE will check entire mob area for any obstructions before spawning (which resulted in less mobs spawning at times).

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Re: [Mod] Mobs Redo [1.53] [mobs]

by freshreplicant » Post

I've noticed that for mobs_monster, the hostile mobs will often kind of get stuck directly on top of you where they can't hurt you but you can look up and hit them. Is this an intended behaviour, or a glitch of some kind?

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

Hostile mobs are suppose to stop short when attacking but game lag can cause them to continue moving forward and jump on top of you, will tweak some reach settings and see what can be done to fix this.

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Re: Update:

by PiJeyEe » Post

TenPlus1 wrote:
Mon Nov 30, 2020 14:49
- Added 'mob_area_spawn' switch for spawning behaviour:

Defaults to FALSE which checks height clearance of mob before spawning into world, and TRUE will check entire mob area for any obstructions before spawning (which resulted in less mobs spawning at times).

Is this the fix for my uhmm.. problem?

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@PiJeyEe - I'm still trying to re-create the error message you showed using flying mobs and tnt to explode them at high speed in certain directions, so far it's working ok and I may need more information to what's happening at time of crash...

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Re: [Mod] Mobs Redo [1.53] [mobs]

by PiJeyEe » Post

TenPlus1 wrote:
Tue Dec 01, 2020 11:31
@PiJeyEe - I'm still trying to re-create the error message you showed using flying mobs and tnt to explode them at high speed in certain directions, so far it's working ok and I may need more information to what's happening at time of crash...
Thank you so much, I'm using 0.4.17, maybe it was the reason of error?..

Crash is happening suddenly at any point of time. hoping to fix this issue soon, I love this mod.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

Minetest 5.3 is the new stable so hopefully using 0.4.17 could be the issue and an upgrade would work out better for you :)

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Re: [Mod] Mobs Redo [1.53] [mobs]

by PiJeyEe » Post

TenPlus1 wrote:
Tue Dec 01, 2020 12:23
Minetest 5.3 is the new stable so hopefully using 0.4.17 could be the issue and an upgrade would work out better for you :)
Actually I want to use the latest version but all of my friends was playing on phone, so this is the only version compatible with them. What do you think I can do to prevent this crash...

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

Minetest 5.3 is available on most android devices so you can still play with your friends if they upgrade as well, as for the error I cannot reproduce it so cannot fix it, it may be an issue that was in the older clients you are using to play.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by PiJeyEe » Post

TenPlus1 wrote:
Wed Dec 02, 2020 15:02
Minetest 5.3 is available on most android devices so you can still play with your friends if they upgrade as well, as for the error I cannot reproduce it so cannot fix it, it may be an issue that was in the older clients you are using to play.
Android only? actually their playing the multicraft for ios and android. I will try to fix it, thank you for your time.

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@PiJeyEe - MultiCraft is not an official Minetest client so no guarantee mods will work perfectly.

Note: I have updated mobs redo with a few additional nil checks incase it helps though.

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