[Mod] Mobs Redo [1.61] [mobs]

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Re: [Mod] Mobs Redo [1.37] [mobs]

by fstltna » Post

Tried that, no difference :(
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Grizzly Adam » Post

Does anyone else have issues with the bigger animals stucking their heads into and through objects? I have been trying to fix this by modifying the collision box but have had no luck. Does anyone have any tips or a guide to how collision boxes work exactly?
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Chibi ghost » Post

yup and I have a older version and when I ran a new version of the mod
my animals shawshanked their way out of the barns
and were attacked by tree and dirt monsters

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Grizzly Adam » Post

Is it better in the old version? I had a npc somehow end up on top of the barn the other day.
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Re: [Mod] Mobs Redo [1.37] [mobs]

by lonestar » Post

fstltna wrote:Hi, I am trying to get mobs_redo to work, but when I start my server I get some errors. Here is the world.mt file:

Code: Select all

enable_damage = true
backend = sqlite3
gameid = minetest
creative_mode = false
player_backend = sqlite3
load_mod_mobs_redo = true
load_mod_mobs_animal = true
load_mod_mobs_monster = true
load_mod_mobs_npc = true
load_mod_mobs_horse = true
load_mod_slimes = true
load_mod_kpgmobs = true
load_mod_pmobs = true
load_mod_bugslive = true
load_mod_zombie = true
load_mod_creeper = true
load_mod_mr_goat = true
load_mod_ghost = true
load_mod_mobs_water = true
load_mod_mobs_sky = true
load_mod_mobs_goblins = true
load_mod_dmobs = true
load_mod_mobs_mc = true
load_mod_mobs_sharks = false
load_mod_mobs_jellyfish = false
load_mod_mobs_turtles = false
load_mod_mobs_fish = false
load_mod_mobs_crocs = false
load_mod_mobs_birds = false
load_mod_mob_horse = false
load_mod_goblins = false
load_mod_mobs = false
load_mod_mobs_butterfly = false
load_mod_mobs_bat = false
Can anyone help me?
there are a lot of mod names that are wrong, double check the names.

IE:
mobs_horse should be mob_horse
mobs_goblin should be mob_goblin

and mobs_redo should just be mobs, i do believe

"mobs_goblins" "mobs_horse" "mobs_sky" "mobs_water" -- take the "s" off of mobs

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Chibi ghost » Post

Grizzly Adam wrote:Is it better in the old version? I had a npc somehow end up on top of the barn the other day.
yes and no there are better animal and item animal animations
the cows really graze and the penguin is new
but the escape glitch is a huge issue thats why I downgraded to a earlier version of mobs
and due to over modding I can't have npc's

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How to invoke mobs:boom?

by Wuzzy » Post

TenPlus1, what is the correct way to invoke mobs:boom? I need to invoke an explosion in hit_node of an arrow.

I have tried multiple ways to invoke this function but all of them ended in a crash.

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Re: How to invoke mobs:boom?

by AntumDeluge » Post

Wuzzy wrote:TenPlus1, what is the correct way to invoke mobs:boom? I need to invoke an explosion in hit_node of an arrow.

I have tried multiple ways to invoke this function but all of them ended in a crash.
I have a similar issue, not sure if it is related. I had to remove the dungeon master because it crashed my server every time it shot at a player. I believe it is a bug in mobs_redo:

Code: Select all

2017-08-08 18:29:56: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_monster' in callback luaentity_Step(): .../mods/mobiles/aggressive/mobs_monster/dungeon_master.lua:109: attempt to call method 'explosion' (a nil value)
2017-08-08 18:29:56: ERROR[Main]: stack traceback:
2017-08-08 18:29:56: ERROR[Main]: 	.../mods/mobiles/aggressive/mobs_monster/dungeon_master.lua:109: in function 'hit_node'
2017-08-08 18:29:56: ERROR[Main]: 	...netest/games/antum/mods/mobiles/engine/mobs_redo/api.lua:2940: in function <...netest/games/antum/mods/mobiles/engine/mobs_redo/api.lua:2902>

--- Edit ---

I'm pretty sure my issue is related to Wuzzy's because I was using an older version of mobs_redo & it appears that mobs:explosion has been replaced by mobs:boom.


--- Edit ---

Updating to the latest version of mobs_redo seems to have fixed my problem (updated to Git commit ba167a3).

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Re: [Mod] Mobs Redo [1.37] [mobs]

by luizsab » Post

luizsab wrote:Hello!
I don't understand how I can to use this mod. Can I downloaded only animals or I should to get redo also? If I activate only animals I found an error in chickens.lua line 93...
Hello again, sorry by the long time. I still can't using this mods, I deleted the mobs and keeped the mobf_redo, now decrease the errors but in the animals_mod_packs I found error like that:

Code: Select all

[quote]2017-08-10 20:22:29: WARNING[Main]: Undeclared global variable "adv_spawning" accessed at /home/luiz/.minetest/mods/mobf/mobf/api.lua:295
2017-08-10 20:22:29: ERROR[Main]: ModError: Failed to load and run script from /home/luiz/.minetest/mods/animals/mob_warthog/init.lua:
2017-08-10 20:22:29: ERROR[Main]: /home/luiz/.minetest/mods/mobf/mobf/api.lua:295: attempt to index global 'adv_spawning' (a nil value)
2017-08-10 20:22:29: ERROR[Main]: stack traceback:
2017-08-10 20:22:29: ERROR[Main]: 	/home/luiz/.minetest/mods/mobf/mobf/api.lua:295: in function 'mobf_spawner_register'
2017-08-10 20:22:29: ERROR[Main]: 	/home/luiz/.minetest/mods/animals/mob_warthog/init.lua:161: in main chunk[/quote]
I'm doing something wrong? Thank you.
Luiz
[luizsab]
cdb_20c854aafd61

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

luizsab, those mods do not use mobs_redo engine. They need MOB Framework and Advanced Spawning.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

mobs:explosion(pos, radius) still works although mobs:boom(self, pos, radius) is the new explosion function which uses custom sounds and newer features.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

Ah yes, sorry. I didn't mean to make it sound like mobs:exposion wasn't usable anymore.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by AntumDeluge » Post

When using configuration setting mobname (prefix:name) to set spawn chance & number, does "number" signify maximum number of that entity allowed in-game at one time?

minetest.conf example:

Code: Select all

# Spawn chance: 1/1000
# Maximum spawns: 9
mobs:spider = 1000,9

--- Edit ---

I am currently working on HTML API documentation for mobs_redo based on api.txt. I'm planning on submitting a pull request when it is finished if you like TenPlus1.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

number signifies how many are allowed to spawn within a specific map area, so for the example above only 9 are allowed and no-more will spawn until the number goes down.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Grizzly Adam » Post

What would the giveme code for a tamed cat be? I am working on a crazy cat lady trader that only accepts cats as payment...
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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

for a tamed cat it would be: mobs_animal:kitten_set

... the '_set' at the end states it's a non-stackable tamed item with it's own settings included.

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Andrey01 » Post

New mobs! Water Flan and Bone!
mobs_for_Mobs_Redo.zip
New mobs for Mobs Redo!
(20.89 KiB) Downloaded 67 times

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

Nicely done Andrey01, the bone mob scared the crap outta me when it attacked and I like the Water Flan :) just need sounds for it now...

Hope ya don't mind but I fixed a few errors and re-attached the .zip file :)
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mobs_andrey01.zip
(19.38 KiB) Downloaded 52 times

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Andrey01 » Post

TenPlus1 wrote:Nicely done Andrey01, the bone mob scared the crap outta me when it attacked and I like the Water Flan :) just need sounds for it now...

Hope ya don't mind but I fixed a few errors and re-attached the .zip file :)
Hmm... what are errors did you notice? I know one problem with Bone egg when it can not display the texture in inventory. Only i think maybe you should redo the texture of Water Flan? Because i can not draw well now. But how to take the texture from water source - i don`t know. Can i copy a part of a texture or it is impossible?

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Re: [Mod] Mobs Redo [1.37] [mobs]

by azekill_DIABLO » Post

it's possible, but i think mob redo includes a function to apply part of texture to an egg, it's awesome!
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Re: [Mod] Mobs Redo [1.37] [mobs]

by Andrey01 » Post

Small Update!
- All mobs have more lives.
- Water Flan and Bone have other spawn API (made by TenPlus1).
mob_horse.zip
Updated mob-horse
(23.18 KiB) Downloaded 76 times
mobs_animal.zip
Updated mobs_animal
(341.86 KiB) Downloaded 82 times
mobs_monster.zip
Updated mobs_monster
(378.6 KiB) Downloaded 79 times

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Andrey01 » Post

And also:
mobs_npc.zip
Updated mobs_npc
(21.47 KiB) Downloaded 64 times
mobs_redo.zip
Updated mobs_redo
(75.73 KiB) Downloaded 62 times

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

Andrey01: Why include download .zip's on forum ? they will quickly become out of date when git's are updated...

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Re: [Mod] Mobs Redo [1.37] [mobs]

by Andrey01 » Post

TenPlus1 wrote:Andrey01: Why include download .zip's on forum ? they will quickly become out of date when git's are updated...
Because i can not upload the mod that contains more 1 MB of memory. Why do i use .zip? Weell... i don`t know what to use still expect zip... I know only other way to enable to everyone for download is making GitHub repo. But, i don`t see a mind to do it only for it. Maybe do you know still ways? to upload the mod?

Can you update the mod by my updates with Water Flan and Bone?

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Re: [Mod] Mobs Redo [1.37] [mobs]

by TenPlus1 » Post

water flan and bones is better suited as a separate mod.

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