[Mod] Mobs Redo [1.48] [mobs]

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

by Astrobe » Sat Nov 10, 2018 10:13

Lone_Wolf wrote:Why not set it up so that when a mob loses sight of a player it walks to the last position it saw the player?


Because the "keep walking/running" feature achieves mostly the same effect with much simpler means: the mob doesn't have to memorize the last position, it doesn't have to check if it has reached it and it won't do silly things when it cannot reach it. Actually if one improves the "walking" state in some way (like the cheat-ish "turn towards the nearest player, visible or not", or the jump probe improvement), the attack behavior may benefit from it.
 

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

by acidzebra » Sun Nov 11, 2018 07:49

1. Is there any way to prevent mobs from dropping their goodies on death when killed by another mob (as opposed to being killed by a player)? I've gone through the API a few times but can't find any way to identify the attacker and act accordingly. I have my mobs hunting each other (wolves attack sheep, turtles attack jellyfish etc) but I don't want them to drop anything when killed by another mob (alternatively, is there a way to have mobs pick up something another mob drops?)

2. I'm not sure if feeding and breeding only applies to tame mobs but it would be interesting if mobs in the wild had some kind of internal "hunger" variable - this would modify their chance to attack other mobs (wolf kills sheep > wolf is sated/docile for a while) and maybe affect their chance to breed (well fed animals breed). The attack_chance variable does a little to prevent the "this mob is a continuous murder machine" effect but overall not that much.
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Sun Nov 11, 2018 14:09

mobs drop common items like meat when killed but will only drop rare items like leather or gems if killed by player.
 

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

by Chibi ghost » Sun Nov 11, 2018 14:22

ah that explains the leather hide I got when I killed a dungeon master
 

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

by acidzebra » Sun Nov 11, 2018 19:39

TenPlus1 wrote:mobs drop common items like meat when killed but will only drop rare items like leather or gems if killed by player.


that gave me the info I needed to change it for my game thank you! (no free drops for anyone, don't care about rarity)
Is self.cause_of_death.puncher:is_player() something I can use in setting up checks when creating a specific mob?
I guess I was really asking if something like this was exposed in the API.

For the record, I changed
Code: Select all
if random(1, self.drops[n].chance) == 1 then

to
Code: Select all
if random(1, self.drops[n].chance) == 1 and death_by_player then

and that did what I wanted ^^
 

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

by runs » Sun Nov 11, 2018 22:08

Astrobe wrote:Sorry for the delay, I was tuning and testing various things.


Well, I'm using your API and the animals show a better behaviour, not till perfect, but now they're not crazy jumping, are able to avoid obstacles in a better way. I feel them all more natural.

I don't want to belittle Tenplus1, of course, don't misunderstand me, cos thanks to him we have the best minetest mobs engine. :-)

Code: Select all
THE ATTACHED FILE IS FOR REFERENCE ONLY. Do not use as-is.


I didn't listen, hahaha :-D
 

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

by Milan* » Mon Nov 12, 2018 19:07

Hi there, i've got a problem with this mod and didn't find anything helpful with the searchfunction - maybe i am bad at searching though:

As soon as a mod as mesecons/pipeworks keep an area loaded, it gets flooded by mobs.
You quickly find yourself cleaning hundreds (100-400) mobs in an area of like ... maybe four or five chunks.

If i understand the entries of active_object_count of my subgame correctly, there shouldn't be more than five mobs within one chunk (and it works in normally activated areas just fine).

Code: Select all
mods/geomoria/init.lua:        active_object_count = 5,
mods/mobs_animal/chicken.lua:   active_object_count = 2,
mods/mobs_animal/rat.lua:       active_object_count = 2,
mods/mobs_monster/dirt_monster.lua:     active_object_count = 2,
mods/mobs_monster/dungeon_master.lua:   active_object_count = 1,
mods/mobs_monster/lava_flan.lua:        active_object_count = 2,
mods/mobs_monster/mese_monster.lua:     active_object_count = 1,
mods/mobs_monster/sand_monster.lua:     active_object_count = 2,
mods/mobs_monster/spider.lua:   active_object_count = 1,
mods/mobs_redo/api.lua: local active_object_count = def.active_object_count or 1


(this 'grep' snipped shows me actually that most of the mobs in the game don't have this setting set at all but it should default to 1 then, as the api returns, right?

Any help would be amazing.^.^
Illuna Minetestservers | Mastodon | [ matrix ] | I may host you a Minetestserver, just contact me.
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Mon Nov 12, 2018 21:12

Milan: Before a mob spawns it checks to see how many of the same mob are in the loaded area and if it's over the active_object_count limit it will not spawn, so I don't know why all these mobs are showing up cause it checks quite a large area to be sure ?!?! Will look into it more...
 

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

by runs » Mon Nov 12, 2018 21:48

TenPlus1 can you send me your npc blender model for the trader. I would desire to make bit modifications to it.

I need a 3d blender model. How can I get it?
 

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TenPlus1
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Lone_Wolf
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Re: [Mod] Mobs Redo [1.47] [mobs]

by Lone_Wolf » Tue Nov 13, 2018 15:53

TenPlus1 wrote:traders use the default player models

/Minetest/games/minetest_game/mods/default/models
IIRC
 

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

by Astrobe » Tue Nov 13, 2018 18:14

I suspect there's something wrong in the engine: mob display is controlled by the engine parameter active_object_send_range_blocks) and is apparently related to do the fact that a client (i.e. a player) is there. ABMs usually work this way too, except perhaps for force-loaded areas.

If I'm correct that the game does not report the mobs that cannot be seen by any player, then that would explain your problem. I have strong suspicions that this is the case because I've seen similar things happen without force-load, when the spawning ABM is between the player and the mobs (the ABM is within active_object_range, but the mobs are outside of active_object_send_range_blocks).
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Wed Nov 14, 2018 08:45

That sounds plausable Astrobe, might have to rethink how mobs are spawned in that case, with a global counter maybe.

As a temporary measure you could protect the areas around machines and set the 'mobs_spawn_protected' setting to false so that mobs will never spawn inside protected areas.
 

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

by Lord_Vlad » Wed Nov 21, 2018 02:46

My favorite games are zombie games, so I changed a zombies mod to suit my needs except a few.

There are no hordes... I'd like zombies to meet up and have tea parties... I mean wander as a horde, and attack all at once. It would be perfect if they could destroy fences and doors too, like, hordes that can go through defenses... OK MAYBE not... I mean that is probably asking too much.

If these can't happen, I would like to test having omniscient/nearly omniscient zombies that always know where to find me, and do hoard around my position, guided by the smell or something. How do I get this ?
Will they find their way out of caves and tricky paths in the process or will they get stuck like idiots ?

Also, I have a problem with my weapons not really wearing out against zombies. Even a wooden sword can last for quite long, so I had to up their HP quite a lot and they take forever to kill. It looks like a noob question so sorry for that.
What determines how resistant they are to damage ?
What determines how much a weapon breaks when hitting them ?
 

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

by runs » Sat Nov 24, 2018 23:25

Please some code to spawn a mob close to a particular node? I need in my mod a mob appearing in a certain site not randomly.

And also how can I check if a if a mob (entity) is spawned and get its ObjectRef.
 

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Chibi ghost
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TenPlus1
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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Thu Nov 29, 2018 12:20

Update:

- Added new 'self.disable_falling' switch for custom routines
- Spiders can now climb vertical facings :)
- Cows can reproduce milk themselves by eating 8x grass
- Sheep can regrow wool themselves by eating 8x grass
 

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

by cHyper » Thu Nov 29, 2018 14:27

TenPlus1 wrote:Update:

- Added new 'self.disable_falling' switch for custom routines
- Spiders can now climb vertical facings :)
- Cows can reproduce milk themselves by eating 8x grass
- Sheep can regrow wool themselves by eating 8x grass


nice features, keep on the good work of this mobs..
 

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

by Chibi ghost » Thu Nov 29, 2018 18:33

TenPlus1 wrote:Update:

- Added new 'self.disable_falling' switch for custom routines
- Spiders can now climb vertical facings :)
- Cows can reproduce milk themselves by eating 8x grass
- Sheep can regrow wool themselves by eating 8x grass

spiders climb you say err eap err the giant eight legged nopes can climb walls
 

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

by wziard » Sat Dec 01, 2018 11:01

Hi, I installed DOOMed's mobs (dmobs) and somehow there's now a true infestation of dragons. They spawn way too much. Like I see one every 30 meters or something like that. However, when I look in the code I see the spawnrate is set to 64000, so the should be very rare.

Any clues on how to debug?

Could it have something to do with my server being the 5.x dev version? Or maybe an overflow somewhere (64000 maybe gets wrapped around because maybe the rate is signed 16bit?)

I really like this collection of mobs but my children complain about the amount of dragons :-)
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Sat Dec 01, 2018 20:27

Do you have technic/mesecons active in an area with a world anchor ? this has been found to cause over spawning.
 

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

by wziard » Sat Dec 01, 2018 20:51

The mesecons mod is loaded. But nothing from it has been build yet. No world anchors.

But strangely enough it seems to have been a temporary phenomenon. Now that it has been running for a few hours I rarely see any dragons. Maybe mobs_redo keeps track of how many of each animal have been spawned in the last X hours? And then when you add a new set of animals all the counters are still zero and mobs_redo 'catches up'?

I didn't look at any code here, just wild theories :-)
 

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

by Lord_Vlad » Sun Dec 02, 2018 05:32

XXX
Last edited by Lord_Vlad on Tue Dec 04, 2018 23:50, edited 1 time in total.
 

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

by runs » Mon Dec 03, 2018 11:29

A request:
- Support for 'sit' and 'rest' animations for NPC, like in default player.

How can I override the default behaviour. I want my flying NPC alight?
 

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TenPlus1
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Re: [Mod] Mobs Redo [1.47] [mobs]

by TenPlus1 » Mon Dec 03, 2018 11:50

npc uses the player model so sit and lay down animations are there to use, also the do_custom function can be added to any mob which let's you do anything Inc. flying, you just gotta code it.
 

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