[Mod] Mobs Redo [1.50] [mobs]

linuxman
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Re: [Mod] Mobs Redo [0.8] [mobs]

by Minetestforfun » Thu Dec 25, 2014 16:30

Hi Tenplus1,

Can you add chicken to the possible tamed animals ?

I've tried to code myself this functionnality but, i met some problems with the right click action :/

Thank you :)
 

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Re: [Mod] Mobs Redo [0.8] [mobs]

by afflatus » Tue Jan 06, 2015 17:36

I've got a wishlist suggestion. I have to confess I haven't looked at the api code in any depth to have an idea how this could be achieved, but I might have a go at it if this isn't a completely stupid idea ...

Fear factor

All animals and monsters have a "fear" parameter. This varies, usually according to external prompts - presence of predators, dangers like fire & water. This parameter gradually reduces in the presence of a player. Different species have different fear thresholds, domesticatable animals are high, aggressive monsters tending to 0.

Grazing and attraction

Animals should be attracted towards items on their "food" list, including other animals and players. They should attempt to consume food nodes in front of them.

This should also apply to monsters. Different species can be attracted to specific areas by stocking them with their favourite foodstuffs - no need to manually feed them, this will have the effect of replenishing their produce in the same way.

Sheep and cows should eat long grass, so you have to rotate livestock in order to allow grass to regrow; Sandmonsters should make sheep bleat and run away; You should have to protect your chickens from hungry wolves; You could build dungeons and attract monsters to guard your "treasure" ...

Code: Select all
if fear_param > fear threshold then
   if entity_is_food
      fight(entity)
   else
      flight(away from source of fear)
        end
else
   if entity_is_food
      eat(food)
   else
      follow(food)
        end
end


Animals with low fear (i.e. domesticated) could be made less likely to despawn, so they stay around longer. Manual feeding should still work the same, although a list should be used to allow alternatives - pigs are pretty much omnivores.

It would be great to make the follow distance just that little bit bigger.

Eggs are really spammy, but we could make some other creatures eat them. Either that or re-introduce despawning after a time as an option. Oh and is is possible not to have eggs in mid-air?

Please don't ever add V/Zombies. But birds, fish, undead and dragons would be neat. :-)
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Re: [Mod] Mobs Redo [0.8] [mobs]

by guideahon » Mon Feb 02, 2015 12:48

Hello, i tried this on 4.11 and the only mobs that spawn are sand, tree, dirt monster and the sheep and cow, all the other mobs dont spawn
 

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Re: [Mod] Mobs Redo [0.8] [mobs]

by TenPlus1 » Mon Feb 02, 2015 20:47

The other mobs spawn underground in the dark caves and are found at certain levels... Oerkki can be found at -10 and below, Mese monsters at -20 and below, and Dungeon Masters at -70 and below...
 

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Re: [Mod] Mobs Redo [0.8] [mobs]

by guideahon » Mon Feb 02, 2015 20:57

TenPlus1 wrote:The other mobs spawn underground in the dark caves and are found at certain levels... Oerkki can be found at -10 and below, Mese monsters at -20 and below, and Dungeon Masters at -70 and below...


Yes, it was a problem with plantlife mod, thank you.
 

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Re: [Mod] Mobs Redo [0.9] [mobs]

by guideahon » Tue Feb 10, 2015 13:36

Hi TenPlus, i'm having issues again with mapgen V7 and ethereal, Bees, Beehives, Giant Spiders, Oerkki and Dungeon Master dont spawn.
Also, can you add sound on hit_mob, like tsm_pyramids mod?
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Re: [Mod] Mobs Redo [0.9] [mobs]

by TenPlus1 » Tue Feb 10, 2015 15:55

Monsters and Animals spawn on specific blocks so you would either need to use v6 mapgen or a v7 mapgen mod to supply those blocks... Also note that each mob can be changed to spawn on whatever you like just by looking at code... Mobs Redo has full v6 and Ethereal v7 support...
 

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Re: [Mod] Mobs Redo [0.9] [mobs]

by guideahon » Wed Feb 11, 2015 10:34

TenPlus1 wrote:Monsters and Animals spawn on specific blocks so you would either need to use v6 mapgen or a v7 mapgen mod to supply those blocks... Also note that each mob can be changed to spawn on whatever you like just by looking at code... Mobs Redo has full v6 and Ethereal v7 support...


I traveled on an ethereal with v7 mapgen from 0 to - 1000 with no clip and i found no dungeon master, the problem was the ilumishroom, too much light, so i changed max-light of oerki and dungeon master to 5 and now there are few but they now spawn.
 

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Re: [Mod] Mobs Redo [0.9] [mobs]

by TenPlus1 » Wed Feb 11, 2015 11:04

Good idea, will change values and update github...
 

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Re: [Mod] Mobs Redo [0.9] [mobs]

by afflatus » Thu Feb 12, 2015 23:43

Loving the latest version TenPlus1. Particularly the sounds. Thanks.
I haven't checked whether everything is spawning correctly in my highly modified game, but that's my problem.
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Re: [Mod] Mobs Redo [0.9] [mobs]

by afflatus » Thu Feb 19, 2015 01:43

I can't place chickens in a protected area that I own - using areas mod.
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Re: [Mod] Mobs Redo [0.9] [mobs]

by afflatus » Thu Feb 19, 2015 03:43

Fixed using placer:get_player_name()

Code: Select all
minetest.register_craftitem("mobs:chicken", {
   description = "Chicken",
   inventory_image = "mobs_chicken_inv.png",
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above and not minetest.is_protected(pointed_thing.above, placer:get_player_name()) then
         minetest.env:add_entity(pointed_thing.above, "mobs:chicken")
         itemstack:take_item()
      end
      return itemstack
   end,
})
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Re: [Mod] Mobs Redo [0.9] [mobs]

by TenPlus1 » Thu Feb 19, 2015 20:34

This has already been fixed in the latest version of the mod on github and the forum...
 

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Re: [Mod] Mobs Redo [1.0] [mobs]

by afflatus » Sat Feb 21, 2015 17:05

Great! thank you.
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Re: [Mod] Mobs Redo [1.0] [mobs]

by Rochambeau » Sun Feb 22, 2015 13:35

Is it possible to manipulate the mobs' visual_size on the go?

I'm working on a breeding mob and would like to spawn siblings in a different size. My current code doesn't work.

Code: Select all
local function spawn_mobs(pos, name)
-- spawn mob
   local mob = minetest.add_entity(pos, name)
-- spawn hearts
   spawn_hearts(pos)
   -- set mob hp
   if mob then
      mob = mob:get_luaentity()
      mob.visual_size = { x = 0.5, y = 0.5},
      mob.object:set_hp( math.random(mob.hp_min, mob.hp_max) )
      mob.tamed = true
      mob.armor = mobs_exhausted
-- normalize mobs armor
      minetest.after(mobs_timer,function()
         reset(mob)
      end)
   end
end
 

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Re: [Mod] Mobs Redo [1.0] [mobs]

by Nathan.S » Mon Feb 23, 2015 03:48

Have not tested but should probably be possible using a random call on the visual size, not sure how you would make them grow up though.
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Re: [Mod] Mobs Redo [1.0] [mobs]

by guideahon » Mon Feb 23, 2015 12:27

Are you planning on adding kpg mobs? i ported them to mobs redo on my pc, but i'm still tweaking it a bit to make it better, (planning on adding sounds on mob_hit like mummys from pyramids mob) Would you like to merge after i finish?
 

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Re: [Mod] Mobs Redo [1.0] [mobs]

by Echoes91 » Mon Feb 23, 2015 18:20

Great work, i think this is the most funny and balanced set of mobs. Just had a glimpse, shouldn't cows and sheeps eat grass instead of wheat? It looks more realistic and those grass piles may become useful, maybe increasing the self food "refill" value to keep it balanced.
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Re: [Mod] Mobs Redo [1.01] [mobs]

by TenPlus1 » Thu Feb 26, 2015 15:41

Latest additions include settings mobs to float or sink in water... Drops on ANY death either from player, fall damage, drowning or lava... War cries and Death sounds in Api... and Spawn Eggs (admin only)...
 

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Re: [Mod] Mobs Redo [1.01] [mobs]

by Linuxdirk » Fri Feb 27, 2015 22:07

It crashes for me with the latest Git version :(

Code: Select all
23:03:31: ERROR[main]: ServerError: /home/dirk/.minetest/mods/mobs/api.lua:735: attempt to index field '?' (a nil value)
23:03:31: ERROR[main]: stack traceback:
23:03:31: ERROR[main]:    /home/dirk/.minetest/mods/mobs/api.lua:735: in function </home/dirk/.minetest/mods/mobs/api.lua:710>
 

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Re: [Mod] Mobs Redo [1.01] [mobs]

by byronarn » Fri Feb 27, 2015 23:50

Awesome mod. I love it!

One question. Is there a way to change the frequency the spawn of hostile mobs? The game is too easy. I want a challenge to survive. Lol.
 

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Re: [Mod] Mobs Redo [1.01] [mobs]

by TenPlus1 » Sat Feb 28, 2015 21:01

linuxdirk: line 735 adds a number and will not crash, please make sure you have new Minetest 0.4.12 installed and folder is renamed to 'mobs' and not 'mobs-master'...

byronarn: in each mob .api file is a command mobs:register_spawn .. you can change the chance values to make mobs spawn more regularly, or active_object_count to have more in 1 area:

mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
 

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Re: [Mod] Mobs Redo [1.01] [mobs]

by Linuxdirk » Sat Feb 28, 2015 21:15

TenPlus1 wrote:linuxdirk: line 735 adds a number and will not crash, please make sure you have new Minetest 0.4.12 installed and folder is renamed to 'mobs' and not 'mobs-master'...

Wait a second … 0.4.12? That might be the issue. (I should check the news section more often …)

Damn you Massimiliano Torromeo (yes, you! I know you! *g*) for not updating the Arch Linux package in the repositories. It’s out since nearly two weeks!

I’ll try with the latest version :D

Edit: Still randomly crashes with same error message and lines.

Code: Select all
$ minetest --version
Minetest 0.4.12
Using Irrlicht 1.8.1
Build info: VER=0.4.12 BUILD_TYPE=Release RUN_IN_PLACE=0 USE_GETTEXT=1 USE_SOUND=1 USE_CURL=1 USE_FREETYPE=1 USE_LUAJIT=0 STATIC_SHAREDIR=/usr/share/minetest

$ pwd
/home/dirk/.minetest/mods/mobs

$ git status
On branch master
Your branch is up-to-date with 'origin/master'.
nothing to commit, working directory clean
 

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Re: [Mod] Mobs Redo [1.01] [mobs]

by Linuxdirk » Sat Feb 28, 2015 22:56

Here’s a screenshot of that message showing the same information as the log file and the console output.

Image
 

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