[Mod] Mobs Redo [1.47] [mobs]

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Andrey01
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Re: [Mod] Mobs Redo [1.43] [mobs]

by Andrey01 » Tue Jul 17, 2018 17:42

Astrobe wrote:Rename the folder "mobs_horse" into "mob_horse".

What for?
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Re: [Mod] Mobs Redo [1.43] [mobs]

by Bogus » Tue Jul 17, 2018 19:06

Astrobe wrote:Rename the folder "mobs_horse" into "mob_horse".


Thanks you , that was the right way this problem to fix ;D
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Re: [Mod] Mobs Redo [1.43] [mobs]

by Astrobe » Tue Jul 17, 2018 20:39

Andrey01 wrote:
Astrobe wrote:Rename the folder "mobs_horse" into "mob_horse".

What for?


The naming convention the error message talks about is that the prefix for nodes, mobs and items should be the same as the name of the folder. The message advise to change the prefix, but most of the times someone simply made a mistake when renaming the folder (typically to remove the "-master" part when it comes from a git repo).
 

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Updated to version 1.45

by TenPlus1 » Wed Jul 18, 2018 09:21

- Added new light_of_sight changes (thanks Astrobe)
- Added Fence Tops that can sit on top of any fence and stop mobs escaping/glitching free
(craft using 3x wood on top row and 1x wooden fence middle centre to give 12x tops)
Last edited by TenPlus1 on Fri Sep 07, 2018 14:04, edited 2 times in total.
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Sokomine » Thu Jul 19, 2018 22:24

TenPlus1 wrote:- Added Fence Tops that can sit on top of any fence and stop mobs escaping/glitching free

Good! Hope that'll finally stop them. Sheep are especially nasty in that regard. On Xanandu, only a double layer of invisible glass stopped mobs from glitching through. Even then, one lamb managed to glitch through the dirt-with-grass-floor (admittedly a long time ago).
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Re: [Mod] Mobs Redo [1.45] [mobs]

by Astrobe » Sat Jul 21, 2018 10:06

I find the timer-based "dogswitch" feature a bit difficult to use and don't get the behavior I'd really like to see, so I've experimented with an alternative method. The goal is to make the mob run towards the enemy if it is in a certain range or shoot at it otherwise. I've tried to preserve compatibility with existing mob definitions.

Changes are in two locations in the do_states() function:

Code: Select all
      elseif self.attack_type == "dogfight"
      or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 2)
      or (self.attack_type == "dogshoot" and dist <= self.reach and dogswitch(self) == 0)
      or (self.attack_type == "dogshoot" and self.dogshoot_switch>2 and dist <= self.dogshoot_switch)  then


and:

Code: Select all
      elseif self.attack_type == "shoot"
      or (self.attack_type == "dogshoot" and dogswitch(self, dtime) == 1)
      or (self.attack_type == "dogshoot" and dist > self.reach and dogswitch(self) == 0)
      or (self.attack_type == "dogshoot" and self.dogshoot_switch>2 and dist > self.dogshoot_switch)  then


(at this point it's worth refactoring the expression so as to test for "dogshoot" only once, but that's just a quick and dirty proposal).

So if one gives a dogshoot_switch value greater than 2 (currently only 1 and 2 have meaning), the mob will follow the enemy and try to hit it if within (0, dogshoot_switch) range or it will shoot at it when farther away.
Of course, that's a reasonable behavior only if the melee attack is more efficient than the ranged attack.
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by TenPlus1 » Sat Jul 21, 2018 15:56

Dogshoot is specific in it's use for switching between punch and shoot attacks using timers, this might explain it better: https://notabug.org/TenPlus1/mobs_redo/ ... i.txt#L105
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by CWz » Thu Jul 26, 2018 10:25

So I've decided to update the creeper and zombie mobs.

In these versions:
-Both mobs no longer spawn during the day
-tweaked the zombies spawn rate which was not set correctly
-Made the creeper actually visible, and updated it work with the b3d model.

zombie.zip
Zombie
(121.69 KiB) Downloaded 149 times

mobs_creeper.zip
Creeper
(28.93 KiB) Downloaded 147 times
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Nordal » Sun Aug 05, 2018 10:10

Hello TenPlus1,
I am new to minetest. I've successfully installed water-critters, mob-horse, mobs-animal and mobs-redo of your Mobs Redo1.45 with minetest 0.4.17.1. Everything's fine, taming works and it's really fun.

But I don't know how to craft a lasso, to get the tamed horse into inventory. Or a cow or sheep or chicken... The lasso recipe of sapiers MOB Framework that I found in the wiki does not work.
And how to craft a saddle, to ride the tamed horse.
Are horseshoes optional for riding or obligatory and how to craft them?

Could you please help me? Or anybody else?
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Astrobe » Sun Aug 05, 2018 15:34

Best for you would be to get an inventory mod with an integrated crafting guide like Unified Inventory:
viewtopic.php?f=11&t=12767
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by TenPlus1 » Sun Aug 05, 2018 19:24

Lasso = {
{string, blank, string}
{blank, diamond, blank}
{string, blank, string}
}
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Andrey01 » Sun Aug 05, 2018 20:34

TenPlus1, are you making heads animations for mobs now?
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Re: [Mod] Mobs Redo [1.45] [mobs]

by Nordal » Sun Aug 05, 2018 21:43

Thank you, TenPlus1! I've got no diamond yet, but I'll try your lasso recipe when I found one. The README.md of your mob-horse github repo says:

Horses can be tamed with 10x wheat or apples which then allows the player to pick up the horse using a lasso and ride by right-clicking with a saddle.


Do you also know the recipe for the saddle?

EDIT: Thanks to Vanessa, I found all recipes in her unified crafting guide. Excellent mod.
Last edited by Nordal on Mon Aug 06, 2018 17:44, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Nathan.S » Mon Aug 06, 2018 02:23

Just wanted to say that I really love your spider models and textures. They look amazing.
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Re: [Mod] Mobs Redo [1.45] [mobs]

by TenPlus1 » Mon Aug 06, 2018 14:01

Aspire Mint is doing a great job with the new models.
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Andrey01 » Mon Aug 06, 2018 19:47

TenPlus1 wrote:Aspire Mint is doing a great job with the new models.

What are models?
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Re: [Mod] Mobs Redo [1.45] [mobs]

by AspireMint » Mon Aug 06, 2018 21:03

Nathan.S wrote:Just wanted to say that I really love your spider models and textures. They look amazing.

Im glad you like it :-)

TenPlus1 wrote:Spider and Cow so far :)

aaand panda x)
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by Andrey01 » Tue Aug 07, 2018 06:34

New models of cow and spider? I consider current models are nice, too. Btw, are you making heads animations? If mobs could rotate their heads and also they could sideslip obstacles better and also for example, if monster wants to find out a player to attack and that player is being on the altitude they could find "path" from blocks if it exists and then attack a player. Or the other way, with a playe is being on the depth. Then the mobs would be just SMART.
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Re: [Mod] Mobs Redo [1.45] [mobs]

by TenPlus1 » Thu Aug 09, 2018 08:40

AspireMint: Oops! almost forgot the panda :) cute wee thing...

Andrey01: Turning heads isn't an easy task,it won't happen anytime soon.
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by auouymous » Thu Aug 16, 2018 08:52

Shouldn't the entity_physics function in api.lua check on_blast and immortal like tnt mod? And what about adding knockback like the tnt mod?
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by TenPlus1 » Thu Aug 16, 2018 13:03

The entity_physics inside mob_api has been reworked to only deal damage to mobs/entities nearby and drops are still handled by check_for_death()
 

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Re: [Mod] Mobs Redo [1.45] [mobs]

by auouymous » Thu Aug 16, 2018 13:33

TenPlus1 wrote:The entity_physics inside mob_api has been reworked to only deal damage to mobs/entities nearby and drops are still handled by check_for_death()


Would an explosive mob destroy the item entity on top of an item stand, assuming the item stand itself doesn't get destroyed? Such entities use immortal and on_blast to keep tnt from destroying them.
 

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