[Mod] Mobs Redo [1.61] [mobs]

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

by DeepT » Post

ya TenPlus1 helped me sort my issue, was corrupt metadata. All is well.

Thanks TenPlus1!

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Update:

by TenPlus1 » Post

- Both sheep models in mobs_animal have been redone to fix dark glitch when shaders enabled (thx Sirrobzeroone)

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

by DoyleChris » Post

Trying to get the animals to spawn more.
this is what i have set for the mob setting
# Contains a value used to multiply Mob spawn values
mob_chance_multiplier (Mob chance multiplier) float 20

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

by sirrobzeroone » Post

Also a question/query :)

I tried skimming the code but nothing jumped out, is there anything that makes land based creatures seek out land when they go swimming? something like prefer land setting? I just find my animals go for a dip and then never want to get out onto the land again(same problem as with kids irl)...or swim off into the great unknown.

Edit
I probably want something similar to stay_near but the opposite stay_out ie stay_out = "default:water_source"

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TenPlus1
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Re: [Mod] Mobs Redo [1.56] [mobs]

by TenPlus1 » Post

In the api, if mobs are inside a dangerous node like lava or water (only if they are able to drown) then they will search for solid nodes around them and head in that direction.

https://notabug.org/TenPlus1/mobs_redo/ ... .lua#L2292

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

by sirrobzeroone » Post

TenPlus1 wrote:
Tue Feb 07, 2023 06:19
In the api, if mobs are inside a dangerous node like lava or water (only if they are able to drown) then they will search for solid nodes around them and head in that direction.

https://notabug.org/TenPlus1/mobs_redo/ ... .lua#L2292
I don't really want to set the cow/sheep etc to be damaged by water just if they somehow swim out into it they have a preference to pathfind back to shore after swimming - need to keep it super simple. I guess it would be a slight addition to the code block above, possibly with a new metric on entity_def - do you think this would add a horrible amount of additional processing overhead per entity?

I can see the potential for the entities getting into aloop jumping in and out of the water.....so not sure may not be as simple as it looks.

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

by TenPlus1 » Post

Try setting the water_damage to 0.1 so it wont actually harm the cow, just kick in the routines, failing that I could always make an override switch avoid_water = true.

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Update~:

by TenPlus1 » Post

- Mobs Redo API has better water/lava avoidance and ability to escape when inside it.
- Farm animals in Mobs Animal wont wander into water anymore (water_damage=0.01).

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Update:

by TenPlus1 » Post

- Mobs turn and animate on knockback.
- Code tidy and tweak.

Update on 8th March:

- Mobs NPC now has better MineClone2 support for items when trading.

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

by Gorm » Post

Hello!

I have a little problem i'm running mobs_redo from this commit
86b6a1a950f3915124495e4183fcf9dd6fdc180b
around mid of December. All fine no problems. And by the way Great Mod!

Today i tried to update mobs_redo but git pull said i've done things to api.lua (i changed nothing there) and breaks.
Then i simply did a git clone from your repo and moved the current directory mobs out of the way.
As i noticed its now called mobs_redo but inside of mod.conf its called mobs. So i thought all is ok give it a go.
It errors out. Because no Mod mobs there. All mobs_redo dependend mods dont load. But no further error message in regards to mobs_redo directly.

So why it don't load?

Current commit is: 59fe1dd976511ab19fc97d6932222b28fb81df6b

I have no idea where to look now or what to do?

Yours Gorm

ps im running debian 11. minetest-5.6.0 and of course a lot of mods.

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

by TenPlus1 » Post

@Gorm - That specific commit only updated the license file and checked staticdata for any userdata, nothing that would stop it running on your system. Mobs Redo may be the name of the folder but the mod itself is titles 'mobs' so it replaced the old simple mobs mod and had full compatibility, the naming wouldnt affect how it runs either.

If you did a git clone and things are working again then maybe the previous git pull somehow corrupted the mod.

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

by Gorm » Post

Hello TenPlus1!
Thanks for answering!

I found the cause. It is the mod invisibility. As soon as I switch this on or off, mobs_redo works or not. The only thing I changed on the mod invisibility was the recipe.
If I clone the current mobs_redo from the git I have to turn off the mod invisibility. No problem.

Now it works with the current mobs_redo but without invis and I can hunt monsters again. ;-)

Yours Gorm

https://notabug.org/TenPlus1/invisibility.git

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

by TenPlus1 » Post

@Gorm - I just tried Invisibility mod with Mobs Redo and it all seems to work fine. If both mods are the latest versions, which version of Minetest are you using ?

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

by Gorm » Post

Hello TenPlus1!

I tried two:

minetest-5.7.0-dev-1f0d04237 and minetest-5.6.0

You're right tested it right now and it works with the clean invisibility mod.
But not with my changes.
Below are the changes i've made on the invisibility mod:

Code: Select all

--- mods/invisibility/init.lua  2023-03-09 20:20:48.944303683 +0100
+++ ../minetest-testserver/mods/invisibility/init.lua   2022-12-14 18:44:14.461372410 +0100
@@ -16,10 +16,12 @@
 
 
 -- creative check
+--[[
 local creative_mode_cache = minetest.settings:get_bool("creative_mode")
 function is_creative(name)
        return creative_mode_cache or minetest.check_player_privs(name, {creative = true})
 end
+]]
 
 
 -- invisibility potion
@@ -116,15 +118,12 @@
 
 
 -- craft recipe
-minetest.register_craft( {
+minetest.register_craft({
        output = "invisibility:potion",
-       type = "shapeless",
        recipe = {
-               "default:sapling", "default:junglesapling",
-               "default:pine_sapling", "default:acacia_sapling",
-               "default:aspen_sapling", "default:bush_sapling",
-               "default:acacia_bush_sapling",
-               "vessels:glass_bottle", "flowers:mushroom_red",
+               {"lapis:lapis_block", "default:junglesapling", "ethereal:crystal_spike"},
+               {"default:acacia_sapling", "water_life:antiserum", "default:acacia_sapling"},
+               {"default:diamond", "vessels:glass_bottle", "default:diamond"}
        }
 })
and mod.conf

Code: Select all

--- mods/invisibility/mod.conf  2023-03-09 20:20:48.944303683 +0100
+++ ../minetest-testserver/mods/invisibility/mod.conf   2022-12-14 18:01:56.115001647 +0100
@@ -1,4 +1,4 @@
 name = invisibility
-depends = default, vessels, flowers
+depends = default, vessels, flowers, ethereal, water_life, lapis
 optional_depends =
 description = Craft a potion to make yourself invisible.
Yours Gorm

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

by TenPlus1 » Post

@Gorm - It could be a circular dependency issue with the new mods you added to mod.conf file, if it's just a new recipe then you could easily add a mod check 'if minetest.mod_path("lapis") then' and add a recipe without the need for the dependency itself.

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

by Gorm » Post

Hello TenPlus1!

Thanks for your time to help. I was afraid that I made the mistake myself.

I will try to avoid such things or test it better.
My lua is at a beginner stage. Im learning but slowly.
Try to do what you advised.

Yours Gorm

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

by Nik09 » Post

What is the best way to change parameters on a mob after registration?
In my case I want to give pandas more HP without changing the mobs_animal mod

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Update:

by TenPlus1 » Post

- Added 'mob_hit_effect' switch so that punching a mob highlights them (requested feature).
- Added 'injured' animation when mob damage > 1 hp point (defaults to 'walk' if not found).
- Fixed env_damage check to run every 1 second even when mobs running away or being ridden.

@Nik09 - You could look through minetest.registered_entities["mobs_animal:panda"] and override the hp_min and hp_max values, as well as any other setting before they spawn into the world.

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Re: Update:

by MisterE » Post

TenPlus1 wrote:
Mon Mar 13, 2023 11:30
- Added 'mob_hit_effect' switch so that punching a mob highlights them (requested feature).
- Added 'injured' animation when mob damage > 1 hp point (defaults to 'walk' if not found).
- Fixed env_damage check to run every 1 second even when mobs running away or being ridden.

@Nik09 - You could look through minetest.registered_entities["mobs_animal:panda"] and override the hp_min and hp_max values, as well as any other setting before they spawn into the world.
its up to you whether the hit effect warrants mention in the minetest blog.

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

by TenPlus1 » Post

@MisterE - I'll leave that solely up to those writing for the blog itself :P

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

by MisterE » Post

TenPlus1 wrote:
Tue Mar 14, 2023 05:41
@MisterE - I'll leave that solely up to those writing for the blog itself :P
Ok, I think it is blog worthy, since there are many server owners that will want to update to use the feature. Would you be willing to create an issue on the blog with a screenshot? https://github.com/minetest/blog/issues/new/choose

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

by TenPlus1 » Post


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

by Gorm » Post

Hello!
I use mobs_npc as a starting point to add a new menu so far so good. I took the mobs_npc file.
I can select a skin and the NPC is there in a new guise. However, after a relogin the NPC looks the same as before. My choice is not permanent. What am I missing so that the selection remains permanent?

Code: Select all

-- receive and do orders given through form
minetest.register_on_player_receive_fields(function(player, formname, fields)

	local pname = player:get_player_name()

	if formname ~= "dach:tex_controls" then
		
		if context[pname] then context[pname] = nil end

		return
	end
	
	local npcId = context[pname] or nil -- get the npc id from local context
	local npcself = get_npcself_from_id(npcId)

	if npcself ~= nil then

		if fields["exit"] then

			minetest.close_formspec(pname, "dach:tex_controls")

		elseif fields["skinsmode"] then

			local pname = player:get_player_name()
			local newTextures = "" -- dach_citizen_09

			newTextures = fields["skinsmode"]

			if newTextures == "dach_citizen_01" then
				npcself.textures = { "dach_citizen_01.png" }
				minetest.chat_send_player(pname, S("NPC will look like a spider 01."))
				npcself.object:set_properties({ textures = npcself.textures })

			.... and so on

			elseif newTextures == "dach_citizen_09" then
				npcself.textures = { "dach_citizen_09.png" }
				minetest.chat_send_player(pname, S("NPC will look like Hump 09."))
				npcself.object:set_properties({ textures = npcself.textures })

         else
				npcself.textures = { "dach_citizen_10.png" }
				minetest.chat_send_player(pname, S("NPC will look like a worm 10."))
				npcself.object:set_properties({ textures = npcself.textures })
			end
		end
	end
end)
Yours Gorm

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

by TenPlus1 » Post

@Gorm - Mobs API also uses self.base_texture to show that a texture has been selected from the self.textures list and will be the default used from then on.

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

by MisterE » Post

TenPlus1 wrote:
Thu Mar 16, 2023 08:11
@MisterE - Is this ok ? https://github.com/minetest/blog/issues/93
yes very much, thank you!

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