[Mod] Mobs Redo [1.55] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@PiJeyEe - MultiCraft is not an official Minetest client so no guarantee mods will work perfectly.

Note: I have updated mobs redo with a few additional nil checks incase it helps though.

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thunderdog1138
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Re: [Mod] Mobs Redo [1.53] [mobs]

by thunderdog1138 » Post

I'm trying to make an arrow have a tail using the following code:

Code: Select all

mobs:register_arrow("mobs_monster:blaster_red", {
	visual = "sprite",
	visual_size = {x = 1, y = 1},
	textures = {"blaster_red.png"},
	velocity = 50,

	hit_player = function(self, player)
		player:punch(self.object, 1.0, {
			full_punch_interval = 1.0,
			damage_groups = {fleshy = 6},
		}, nil)
		mobs:boom(self, self.object:get_pos(), 1, true)
	end,

	hit_mob = function(self, mob)
		mob:punch(self.object, 1.0, {
			full_punch_interval = 1.0,
			damage_groups = {fleshy = 6},
		}, nil)
		mobs:boom(self, self.object:get_pos(), 1, true)
	end,

	hit_node = function(self, pos, node)
		mobs:boom(self, pos, 1, true)
	end,

	tail = 1,
	tail_texture = "blaster_red.png",
	tail_size = 7
})
But when I run the game, the tail doesn't appear and the debug says:

Code: Select all

2020-12-01 19:02:54: ERROR[Server]: Invalid field texture (expected string got table).
2020-12-01 19:02:54: ERROR[Server]: stack traceback:
2020-12-01 19:02:54: ERROR[Server]: 	[C]: in function 'add_particle'
2020-12-01 19:02:54: ERROR[Server]: 	...est-5.3.0-win64\bin\..\games\star_wars\mods\mobs/api.lua:4060: in function <...est-5.3.0-win64\bin\..\games\star_wars\mods\mobs/api.lua:4044>
The arrow otherwise works as intended. Am I doing something wrong?
Check out my Star Wars subgame.

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TenPlus1
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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

you missed tail_texture = "blaster_red.png" ..... here's how I did the tail in dungeon master's fireball:

Code: Select all

mobs:register_arrow("mobs_monster:fireball", {
	visual = "sprite",
	visual_size = {x = 1, y = 1},
	textures = {"mobs_fireball.png"},
	collisionbox = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
	velocity = 7,
	tail = 1,
	tail_texture = "mobs_fireball.png",
	tail_size = 10,
	glow = 5,
	expire = 0.1,

	on_activate = function(self, staticdata, dtime_s)
		-- make fireball indestructable
		self.object:set_armor_groups({immortal = 1, fleshy = 100})
	end,

	-- direct hit, no fire... just plenty of pain
	hit_player = function(self, player)
		player:punch(self.object, 1.0, {
			full_punch_interval = 1.0,
			damage_groups = {fleshy = 8},
		}, nil)
	end,

	hit_mob = function(self, player)
		player:punch(self.object, 1.0, {
			full_punch_interval = 1.0,
			damage_groups = {fleshy = 8},
		}, nil)
	end,

	-- node hit
	hit_node = function(self, pos, node)
		mobs:boom(self, pos, 1)
	end
})

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thunderdog1138
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Re: [Mod] Mobs Redo [1.53] [mobs]

by thunderdog1138 » Post

Thanks, it seems I made a mistake and placed the wrong version of the game into the game folder. It works now.
Check out my Star Wars subgame.

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TenPlus1
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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

Yay :)

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Re: [Mod] Mobs Redo [1.53] [mobs]

by PiJeyEe » Post

TenPlus1 wrote:
Wed Dec 02, 2020 18:30
@PiJeyEe - MultiCraft is not an official Minetest client so no guarantee mods will work perfectly.

Note: I have updated mobs redo with a few additional nil checks incase it helps though.
Mods are working perfectly and I have installed a lot, even the textures I made was reflecting to theirs. The only mod thats keep crashing was this and I think it is only an issue between mobs_monsters and mobs redo.

If I can ask you for infos while fixing it I would gladly appreciate. Thanks!

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Re: [Mod] Mobs Redo [1.53] [mobs]

by revevil » Post

Hello! I have a question about mobs in general. I have tried this mod with mobs_monster, mobs_mc, and nssm (your version and also nppx). My game is empty. I'm the only one there. I have occasionally gotten a monster or farm animal. Never got nssm to work (tried everything). Is it possible to set the spawn rate so high you can spawn a monster every 30 seconds? This is what I want. I tried to edit your scripting but I could not get it work. I want my game to murder the crap out of me.

Thanks!

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TenPlus1
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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@revevil - the api has a number of settings that you can play with to increase mob spawning, mob_chance_multiplier is one as well as mob_active_limit :

https://notabug.org/TenPlus1/mobs_redo/ ... i.txt#L688

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Re: [Mod] Mobs Redo [1.53] [mobs]

by revevil » Post

TenPlus1 - Thank you getting back to me so fast. I finally got it to work! That page explained exactly what I did wrong. I thought by raising the mob chance multiplier I was increasing the chances of mobs spawning... (slaps own head) I had the setting on 1 million! So I dropped it to .5 and finally saw a rabbit. So... I decided to go nuts and set the multiplier to .01. It was like the Discovery channel! My world came to life everywhere! Although, I may raise that up still to not be so ridiculous. Also, I got the Animals mod to work and Not So Simple Mobs. Could not get the Monsters mod to work, but it was working a few days ago for sure. EXCELLENT job on those mods btw!

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Re: [Mod] Mobs Redo [1.53] [mobs]

by revevil » Post

I actually got in a fight with the giant duck boss this morning. oh I thought it would be no big deal to walk up to him and swing my lightsaber. He summoned so many ducks they pinned me down and I could not move. I tried to attack them back but it was too overwhelming. So I put down a block of extreme mese tnt and blew my town up. Ducks went flying everywhere and I got a weird message from the server that said it detected a lot of objects in a small space and deleted all of them. Strangely enough that huge bomb did not blow up the duck boss. Those bosses from nssm are awesome!

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Re: [Mod] Mobs Redo [1.53] [mobs]

by TenPlus1 » Post

@revevil - the ducks aren't the worst, wait until you meet masticone and morgut's etc. those are horrid things to deal with :P

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Updated to Version 1.54:

by TenPlus1 » Post

- Simplified breeding function, child mobs take 20 minutes to grow up, use food to speed this up.
- Tweaked mob death slightly (Mob becomes ethereal)
- Updated API.txt file (self.state information)
- Ability to have mob spin while dying
- on_flop function added
- air_damage added

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Re: [Mod] Mobs Redo [1.54] [mobs]

by debiankaios » Post

I scripting my own mob, but if i hit him he is + -100 blocks further. How can I set that to + -5?

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Re: [Mod] Mobs Redo [1.53] [mobs]

by cuthbertdoublebarrel » Post

revevil wrote:
Thu Dec 03, 2020 23:19
I actually got in a fight with the giant duck boss this morning. detected a lot of objects in a small space and deleted all of them.
sounds like you have created a cursed world too
did the giant duck boss have 3 heads ?.not had loads of ducks attacking me yet, but had the same message but was not aware it was NSSM .
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Re: [Mod] Mobs Redo [1.53] [mobs]

by debiankaios » Post

cuthbertdoublebarrel wrote:
Sun Dec 06, 2020 13:13
revevil wrote:
Thu Dec 03, 2020 23:19
I actually got in a fight with the giant duck boss this morning. detected a lot of objects in a small space and deleted all of them.
sounds like you have created a cursed world too
did the giant duck boss have 3 heads ?.not had loads of ducks attacking me yet, but had the same message but was not aware it was NSSM .
No I have copy the mesemob Bambusmann has me send textures and i programming a alien for our alienmod

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Re: [Mod] Mobs Redo [1.53] [mobs]

by revevil » Post

TenPlus1 wrote:
Fri Dec 04, 2020 07:30
@revevil - the ducks aren't the worst, wait until you meet masticone and morgut's etc. those are horrid things to deal with :P
Yeah masticone is my least favorite enemy! Just keep slashing them and they multiply. You know I've just been leaving the spawn rate multiplier at 1.0, and it's been fine. I've still got damage turned off though. I think my next game I'm going to leave it on and see if I can survive... its just more fun to have a challenge.

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Re: [Mod] Mobs Redo [1.54] [mobs]

by GTP » Post

Hello everyone and thanks to the author of this mod!
I'm new to Minetest and I'm setting up a server running Minetest Game with some mods, looking to add mobs I found this one that seems really good! But I also was looking to add hunger, so my question is: is there a hunger mod that integrates well with this one? In case I have to edit some settings to get the two mods working togheter, could you please point me to the relevant information? I know that this question has been likely already answered, but the mod mentioned in the first posts doesn't seem to be mantained anymore and reading 2166 posts looking for the answer is far from ideal :)
Thank you for your suggestions.

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Re: [Mod] Mobs Redo [1.54] [mobs]

by TenPlus1 » Post

GTP - Check out the Stamina mod, it adds hunger and sprint as well as drunk effects when in use with wine mod :)

https://content.minetest.net/packages/TenPlus1/stamina/

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Re: [Mod] Mobs Redo [1.54] [mobs]

by GTP » Post

Thank you TenPlus1!
Since you're the author of both mods, I would suppose that they integrate without having to edit anything. Is that correct?

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Re: [Mod] Mobs Redo [1.54] [mobs]

by TenPlus1 » Post

GPT - Sofar was the original author although both forks are quite different from one another now :) and yes it will simply work without having to tweak anything, like most of my mods (ethereal ng, farming redo, invisibility, lucky blocks etc :)

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Re: [Mod] Mobs Redo [1.54] [mobs]

by revevil » Post

TenPlus1: I finally did it, graduated from creative mode to survival mode I think. I turned on "Enable Damage" and installed your fork of the hunger and stamina mod. WOW. I thought I was a good minetest player before, but I was not. =( I have never had to run so much for my life. Definitely puts things in a different perspective. I made a homebase by a plains/jungle biome, but I've been forced to evacuate. The spiders from the nssm mod took over so bad I didn't feel like messing with the webs, so I moved to another biome. It's harder but more fun now. Having it too easy sucks. And your modding skills are badass! I'm not going to be going back to creative mode. I want a challenge.

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Re: [Mod] Mobs Redo [1.54] [mobs]

by TenPlus1 » Post

hehe, glad to see you've entered jumanji mode and still having fun :)

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Re: [Mod] Mobs Redo [1.54] [mobs]

by revevil » Post

TenPlus1 wrote:
Tue Dec 15, 2020 10:45
hehe, glad to see you've entered jumanji mode and still having fun :)
I am, but I can survive at the surface stuff. Where my skills lack is safely exploring caves. I started making mineshafts to avoid the mobs in the caves. I am using the illumination mod for light, but I swear I need the duck tape mod from doom 3. I just want to duck tape a torch to my pickaxe. =) I could try the light fixer in worldedit, but I feel like its too cheaty.

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Re: [Mod] Mobs Redo [1.54] [mobs]

by twoelk » Post

a glowing pickaxe? now that might be a neat feature for a mese tool.
that way mese tools need not be stronger than diamond coated ones but could start glowing when used instead to add value.

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Re: [Mod] Mobs Redo [1.54] [mobs]

by UnknownOutrider » Post

Can someone please explain to me why my animals (chickens mostly, but also sheep & cows) are disappearing or dying in their pens? I've gone on 3 lengthy quests to find chickens, but they keep dying after I get them in a pen. Yes, they are tamed. Do they need to be fed? Watered? I have the Regional Weather Bundle mod - is the weather killing them?

HOW DO I KEEP THEM ALIVE?!

On a related question, how do I hatch the chicken eggs?

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