[Mod] Mobs Redo [1.61] [mobs]

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xeranas
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Re: [Mod] Mobs Redo [1.33] [mobs]

by xeranas » Post

Hi,
I like to know if mobs arrows can be rotated appropriate on shoot? Any advice? see screenshot and arrow definition.

Image

Arrow definition looks like that. I trying reuse throwing:arrow_box entity.

Code: Select all

mobs:register_arrow("mc_mobs:arrow", {
	visual = "wielditem",
	visual_size = {x=0.2, y=0.1},
	velocity = 9,
	textures = {"throwing:arrow_box"},
	tail = 1,
	tail_texture = "arrow_particle.png",
	tail_size = 0.5,
})
P.S. Skeleton model is from stampy subgame by morn76, if any interested :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

I just updated Mobs Redo API so that arrow definition has a 'rotate' setting so you can rotate arrows e.g.

Code: Select all

mobs:register_arrow("mc_mobs:arrow", {
   visual = "wielditem",
   visual_size = {x=0.2, y=0.1},
   velocity = 9,
   textures = {"throwing:arrow_box"},
   tail = 1,
   tail_texture = "arrow_particle.png",
   tail_size = 0.5,
   rotate = 180,
})
... also we have new mob eggs when picked up with magic lasso, all mob information like skin texture, health, milking/sheared status, nametag etc. is saved inside the mod egg for when you place it down again :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Post

Awesome, I've been waiting for this :D
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Re: [Mod] Mobs Redo [1.33] [mobs]

by Alcyone » Post

Hi TenPlus1,

I tried to use the different mods of Mob Redo with an v7 Ethereal mapgen on a world I created (animal, monster, npc), but when I try to load the map, I have this kind of error for all three mods

Image

I wonder what I can do. I tried to use the latest version, but nothing changed. Simple Mobs, the dependency, didn't change for a long time, so I have no answer.
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Re: [Mod] Mobs Redo [1.33] [mobs]

by MinisterFarrigut » Post

Oh wow. I get that warning all the time. To fix it, I just simply don't use the mod. Depressing, but I'm not a coder or modder. I couldn't fix it. :|
I build buildings. I don't usually make mods...I use them.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Alcyone » Post

In fact it happens with animals, monsters and npc and I want to use them x) that's not the solution
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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

Do you have the mod security on ? if so add this line to minetest.conf :

secure.enable_security = false

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Alcyone » Post

Thanks for your quick answer !
TenPlus1 wrote:Do you have the mod security on ?
I don't know in fact, nor how to check :/
TenPlus1 wrote: if so add this line to minetest.conf :

secure.enable_security = false
No change, same error :/

Code: Select all

2017-01-24 21:50:08: ERROR[Main]: ModError: Failed to load and run script from /home/vincent/.minetest/mods/mobs_npc/init.lua:
2017-01-24 21:50:08: ERROR[Main]: /home/vincent/.minetest/mods/mobs_npc/npc.lua:116: attempt to call method 'spawn' (a nil value)
2017-01-24 21:50:08: ERROR[Main]: stack traceback:
2017-01-24 21:50:08: ERROR[Main]: 	/home/vincent/.minetest/mods/mobs_npc/npc.lua:116: in main chunk
2017-01-24 21:50:08: ERROR[Main]: 	[C]: in function 'dofile'
2017-01-24 21:50:08: ERROR[Main]: 	/home/vincent/.minetest/mods/mobs_npc/init.lua:27: in main chunk
When I disable NPC, same thing with monster, and so on for animals

Code: Select all

2017-01-24 21:52:08: ERROR[Main]: ModError: Failed to load and run script from /home/vincent/.minetest/mods/mobs_monster/init.lua:
2017-01-24 21:52:08: ERROR[Main]: /home/vincent/.minetest/mods/mobs_monster/dirt_monster.lua:52: attempt to call method 'spawn' (a nil value)
2017-01-24 21:52:08: ERROR[Main]: stack traceback:
2017-01-24 21:52:08: ERROR[Main]: 	/home/vincent/.minetest/mods/mobs_monster/dirt_monster.lua:52: in main chunk
2017-01-24 21:52:08: ERROR[Main]: 	[C]: in function 'dofile'
2017-01-24 21:52:08: ERROR[Main]: 	/home/vincent/.minetest/mods/mobs_monster/init.lua:15: in main chunk

Code: Select all

2017-01-24 21:52:21: ERROR[Main]: ModError: Failed to load and run script from /home/vincent/.minetest/mods/mobs_animal/init.lua:
2017-01-24 21:52:21: ERROR[Main]: /home/vincent/.minetest/mods/mobs_animal/chicken.lua:82: attempt to call method 'spawn' (a nil value)
2017-01-24 21:52:21: ERROR[Main]: stack traceback:
2017-01-24 21:52:21: ERROR[Main]: 	/home/vincent/.minetest/mods/mobs_animal/chicken.lua:82: in main chunk
2017-01-24 21:52:21: ERROR[Main]: 	[C]: in function 'dofile'
2017-01-24 21:52:21: ERROR[Main]: 	/home/vincent/.minetest/mods/mobs_animal/init.lua:15: in main chunk
EDIT :

UNDERSTOOD !!!

The thing was so simple that it wasn't obvious :
1. We need the Mob Redo Api downloaded and installed as a mod
2. We need then to activate it in the configuration of the world where it is called "mobs" in total conflict with the Simple Mobs mod also called "mobs"

I completely missed the point and though Simple Mobs was needed as a dependency...I just had an inspired stroke of genius :D

I suggest that the first post sould be edited to explain these two facts for the next who will have the issue :)

I just saw a sheep and a rabbit, I will do further checks to see if there are monsters and npc
-- Alcyone --

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Re: [Mod] Mobs Redo [1.33] [mobs]

by afflatus » Post

A couple of little feature requests:
Tameable penguins? about 4 fish would be right. We all want pet penguins. Don't we?
Oh and penguins should be able to swim - I'm starting a campaign to save the drowning penguins ...
Tameable / rideable dragons - I know, the impossible may take a little longer ;-) They should be expensive to train, maybe diamonds?
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Re: [Mod] Mobs Redo [1.33] [mobs]

by firefox » Post

afflatus wrote:Tameable penguins? about 4 fish would be right. We all want pet penguins. Don't we?
Oh and penguins should be able to swim - I'm starting a campaign to save the drowning penguins ...
yes, yes!
+1
✨🏳️‍🌈♣️✨

u34

Re: [Mod] Mobs Redo [1.33] [mobs]

by u34 » Post

+1 i like the idea of pinguins. they are so cute!

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Nathan.S » Post

I don't think there is an easy way to make penguins swim. In the water they'd be standing upright, but should be on their bellies. I could easily make another version of the penguin that would be laying down, and would be able to swim in water, and look right, but I don't know if there is anyway that one mob could work in both.
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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

I was thinking of adding a swim animation to mobs that could be called when in water, would be useful :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Post

That would be great
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u34

Re: [Mod] Mobs Redo [1.33] [mobs]

by u34 » Post

cHyper wrote:+1 i like the idea of pinguins. they are so cute!
Image
Some mob from the game minecraft, we also should have one for minetest!!??
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mc_mob_pinguin.png
mc_mob_pinguin.png (226.09 KiB) Viewed 761 times

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

Lol, NathanS has already beaten me to it with his Artic Life mod which adds penguins and walrus to snow/glacier biomes: https://github.com/NathanSalapat/arctic_life

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Post

Oh well xD
How's this for a penguin?
Image
Look! I have a signature :]
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Re: [Mod] Mobs Redo [1.33] [mobs]

by u34 » Post

D00Med wrote:Oh well xD
How's this for a penguin?
Image
+1

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Post

Here is a penguin model.
You can use it if you like but give credit.
In the .zip there's a file with all the animation start and end frames.
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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

Mobs Redo API updated:

- New 'fly' animation added for when mobs are flying or swimming inside their preferred node.

Mobs Animal Updated:

- Penguins added to glacier biomes which can walk on land or swim in water (Thanks D00Med :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Nathan.S » Post

I'll have to update my penguin when I get a chance, probably sometime within the week.
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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

Kewl NathanS, love the walrus btw :)

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Re: [Mod] Mobs Redo [1.32] [mobs]

by redblade7 » Post

redblade7 wrote: the mob isn't removed when dropped, which still allows for griefing (though makes it harder). Is it possible to remove the mob when you drop it rather than leave it in inventory? I've noticed with creative mode that with some mods this happens and with other mods it doesn't, so there must be some setting.
bump
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Re: [Mod] Mobs Redo [1.32] [mobs]

by afflatus » Post

redblade7 wrote:
redblade7 wrote: the mob isn't removed when dropped, which still allows for griefing (though makes it harder). Is it possible to remove the mob when you drop it rather than leave it in inventory? I've noticed with creative mode that with some mods this happens and with other mods it doesn't, so there must be some setting.
bump
example:
mobs:register_egg("mobs_animal:cow", "Cow", "default_grass.png", 1, no_creative = 1)
It is explained in api.txt
Grailtest is stirring ...

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Re: [Mod] Mobs Redo [1.32] [mobs]

by redblade7 » Post

afflatus wrote:
redblade7 wrote:
redblade7 wrote: the mob isn't removed when dropped, which still allows for griefing (though makes it harder). Is it possible to remove the mob when you drop it rather than leave it in inventory? I've noticed with creative mode that with some mods this happens and with other mods it doesn't, so there must be some setting.
bump
example:
mobs:register_egg("mobs_animal:cow", "Cow", "default_grass.png", 1, no_creative = 1)
It is explained in api.txt
That is for removing items from creative inventory. I am talking about taming/netting a Cow and then right-clicking to release, but with the Cow still in your inventory you can just keep dropping tamed Cows forever. Is there any way to have the Cow disappear from your inventory once the original is dropped?
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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