[Mod] Mobs Redo [1.47] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.45] [mobs]

by TenPlus1 » Sun Aug 19, 2018 18:31

auouymous: any blast that destroys a sign will remove text or the itemframe, but the itemframe will drop the item inside.

chem817: that is up to the do_custom() function to handle, set an internal timer and when count is reached remove entity and replace with new one or change features etc.
 

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

by auouymous » Sun Aug 19, 2018 21:31

TenPlus1 wrote:auouymous: any blast that destroys a sign will remove text or the itemframe, but the itemframe will drop the item inside.


What about a node that can't be dug or blasted (a non-empty chest), and has an item entity in/on it. An explosive mob would destroy that entity because it doesn't check the entity's immortal flag or on_blast callback like the tnt mod does.
 

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

by TenPlus1 » Mon Aug 20, 2018 07:19

auouymous: the mobs blast function uses the tnt mod's boom function, so all checks are met.
 

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Updated to version 1.46

by TenPlus1 » Tue Sep 04, 2018 15:39

- Mobs only drop rare items (drops.min = 0) if killed by player
- Mob line of sight cannot see through walkable nodes now
- Mob damage function changed, knockback and fire damage groups checked
- Code tidy and tweak
Last edited by TenPlus1 on Fri Sep 07, 2018 14:03, edited 3 times in total.
 

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Re: [Mod] Mobs Redo [1.46] [mobs]

by Pyrollo » Tue Sep 04, 2018 15:46

Hi TenPlus1,

Before I dive into the code, do you think it can be easy to do change speed / jump / gravity of mobs ?

This would be a per mob instance (per entity), on the fly, change. Idea bellow that is to create jump/speed/gravity effects like those done with player:set_physics_override.
 

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Re: [Mod] Mobs Redo [1.46] [mobs]

by TenPlus1 » Tue Sep 04, 2018 15:51

Pyrollo: if you grab the mob as an entity ( local self = object:get_luaentity() ) you can change many of the mob values on the fly e.g. self.walk_velocity , self.jump_height , self.fall_speed etc. all of which are listed in the api.txt file.
 

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Re: [Mod] Mobs Redo [1.46] [mobs]

by Pyrollo » Tue Sep 04, 2018 15:51

Thanks for the clear an quick reply :) That's a very good news !

(and sorry for not having read api.txt file before asking :( )
 

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Re: [Mod] Mobs Redo [1.46] [mobs]

by sir_sponge76 » Thu Sep 06, 2018 00:51

does this have shooting mobs? i want to know so i can make a hostile archer.
 

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Re: [Mod] Mobs Redo [1.46] [mobs]

by Pyrollo » Thu Sep 06, 2018 08:41

sir_sponge76 wrote:does this have shooting mobs? i want to know so i can make a hostile archer.


Yes, the dungeon master is shooting fireballs (image on the right).
 

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Updated to version 1.47

by TenPlus1 » Fri Sep 07, 2018 14:02

- Added min and max values for light level damage checks (defaults to 14 and 15)
- Lava damage checks for ignition nodes when dealing damage (fire, lava etc.)
- Mob arrows have custom on_punch and collisionbox added, dungeon master now uses these
- A new setting 'pushable' has been added to mob definition so that they can be pushed by players
 

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Re: Updated to version 1.45

by totya » Mon Sep 17, 2018 17:33

TenPlus1 wrote:- 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)


Hi!

Thanks for this mod!

The fence doesn't stop the animals. Okay, I see the mob-fence-top. But the torch on the mob-fence-top is ugly, because the torch is in the air.:
minetest_2018_09_17_19_28_02_923.jpg
(48.27 KiB) Not downloaded yet


- The fence gate doesn't stop the animals. I see in with cow.

- The sheep can't get in mob-fence, even two block spaces is few to come in, see:
minetest_2018_09_17_21_48_25_910.jpg
(68.16 KiB) Not downloaded yet

Three free block needed.

- The (one block!) water kill te animals, for example the sheep:
minetest_2018_09_17_21_58_23_389.jpg
(58.88 KiB) Not downloaded yet


- The sheep(all animals?) sometimes disappear when follow me. Slightly irritating bug.
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Tue Sep 18, 2018 13:24

mobs have a life timer that runs out eventually and the mob disappears, as for mob fences and tops, those are a stop gap measure until the engine issue for entities going through solid walls is fixed.
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by gpcf » Tue Sep 18, 2018 13:53

I think I'm going to add a domestication mechanic soon, so e.g. wild boars change into pigs by breeding. This should make livestock farming more attractive, since domesticated animals would have more positive properties, such as giving more meat/milk/wool and being tamer.
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by totya » Tue Sep 18, 2018 15:07

TenPlus1 wrote:mobs have a life timer that runs out eventually and the mob disappears, as for mob fences and tops, those are a stop gap measure until the engine issue for entities going through solid walls is fixed.


Thanks for this information :)
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Tue Sep 18, 2018 20:24

gpfc: the mob api has an on_breed function set so you can compare mother/father stats and change the offspring to any mob/settings you wish :)
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by sirrobzeroone » Sat Sep 22, 2018 00:49

Hopefully a quick question. I'm trying to use override on mobs_animal, specifically on the spawn eggs. I have what I think is correct string eg mobs_animal:bee by using the give command to confirm that works in game.

Is there something missing in my code or are these registered a little differently. I noticed with the bee's for example if I used give me mobs_animal:bee_set I would get tamed bees instead. I cant see anything obvious in the Lua code for mobs_animal or mobs_redo under egg.

This is what I'm trying as a test in clean mod with nothing else in the Init.lua. I can make it work for other items just not mobs_redo....

Code: Select all
minetest.override_item("mobs_animal:bee", {
   description ="buzz",
})


error
Code: Select all
2018-09-22 10:40:08: ERROR[Main]: ModError: Failed to load and run script from C:\Users\Rob\Minetest\minetest-0.4.17.1-win64\minetest-0.4.17.1-win64\bin\..\mods\mobs_scroll\init.lua:
2018-09-22 10:40:08: ERROR[Main]: ...minetest-0.4.17.1-win64\bin\..\mods\mobs_scroll\init.lua:1: Attempt to override non-existent item mobs_animal:bee
2018-09-22 10:40:08: ERROR[Main]: stack traceback:
2018-09-22 10:40:08: ERROR[Main]:    [C]: in function 'error'
2018-09-22 10:40:08: ERROR[Main]:    ...minetest-0.4.17.1-win64\bin\..\builtin\game\register.lua:389: in function 'override_item'
2018-09-22 10:40:08: ERROR[Main]:    ...minetest-0.4.17.1-win64\bin\..\mods\mobs_scroll\init.lua:1: in main chunk
2018-09-22 10:40:08: ERROR[Main]: Check debug.txt for details.


thanks for any help
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by texmex » Sat Sep 22, 2018 04:38

Yes, mobs are entities and not items, so that won’t work. There’s a mod called entity_override which should provide this function. https://github.com/taikedz-mt/entity_override
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by sirrobzeroone » Sat Sep 22, 2018 04:51

thanks texmex, extending my question a little :) - is that because the egg is essentially just a wrapper for the entity? I'm just curious as the code for registering an egg indicates it's a craftitem:

Code: Select all

   -- register new spawn egg containing mob information
   minetest.register_craftitem(mob .. "_set", {

      description = S("@1 (Tamed)", desc),
      inventory_image = invimg,
      groups = {spawn_egg = 2, not_in_creative_inventory = 1},
      stack_max = 1,

      on_place = function(itemstack, placer, pointed_thing)

         local pos = pointed_thing.above

         -- am I clicking on something with existing on_rightclick function?
         local under = minetest.get_node(pointed_thing.under)
         local def = minetest.registered_nodes[under.name]
         if def and def.on_rightclick then
            return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
         end

         if pos
         and within_limits(pos, 0)
         and not minetest.is_protected(pos, placer:get_player_name()) then

            if not minetest.registered_entities[mob] then
               return
            end

            pos.y = pos.y + 1

            local data = itemstack:get_metadata()
            local mob = minetest.add_entity(pos, mob, data)
            local ent = mob:get_luaentity()

            -- set owner if not a monster
            if ent.type ~= "monster" then
               ent.owner = placer:get_player_name()
               ent.tamed = true
            end

            -- since mob is unique we remove egg once spawned
            itemstack:take_item()
         end

         return itemstack
      end,
   })
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by sirrobzeroone » Sat Sep 22, 2018 07:52

okay my bad - newbie mistake
I forgot to list default in the depends.txt
then I also had mobs_redo listed in the depends text not mobs...

need the embarrassed emoji...
 

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Re: Updated to version 1.45

by Chibi ghost » Sat Sep 22, 2018 21:37

totya wrote:Hi!

Thanks for this mod!

The fence doesn't stop the animals. Okay, I see the mob-fence-top. But the torch on the mob-fence-top is ugly, because the torch is in the air.:Image

- The fence gate doesn't stop the animals. I see in with cow.

- The sheep can't get in mob-fence, even two block spaces is few to come in, see:
Image
Three free block needed.

- The (one block!) water kill te animals, for example the sheep:
Image

- The sheep(all animals?) sometimes disappear when follow me. Slightly irritating bug.

I find doing the fence gates like this tends to reduce the number of hostile mobs that try to break through and attack me whilst I collect the crops
Image
Attachments
screenshot_20180921_084233.png
(388.91 KiB) Not downloaded yet
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by Darkwar » Tue Sep 25, 2018 21:07

ok is there any away make rats medium rare so there wont be so many
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Wed Sep 26, 2018 12:50

Darkwar: edit your minetest.conf file and add this line to make them more rare:

mobs_animal:rat = 16000
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by Byakuren » Wed Sep 26, 2018 20:27

Darkwar wrote:ok is there any away make rats medium rare

Heat until an internal temperature of 135F
Every time a mod API is left undocumented, a koala dies.
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by Darkwar » Thu Sep 27, 2018 01:49

Byakuren wrote:
Darkwar wrote:ok is there any away make rats medium rare

Heat until an internal temperature of 135F

lmfao XD
 

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Re: [Mod] Mobs Redo [1.47] [mobs]

by Nordal » Thu Sep 27, 2018 08:31

Is there anything to do against this monster shooting fireballs? How to protect yourself and how to kill it? It's down in the cave and sits on my bones and stuff. I want to have it back, please!
 

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