[Mod] Mobs Redo [1.50] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Sat Apr 04, 2015 12:34

Make sure that you are using the kpgmobs made for mobs redo:

viewtopic.php?f=9&t=8798&start=50#p173539

also creatures mod should work fine alongside mobs redo...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by mahmutelmas06 » Sun Apr 05, 2015 20:16

Code: Select all
23:14:28: ERROR[main]: ServerError: D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:927: bad argument #1 to 'ipairs' (table expected, got nil)
23:14:28: ERROR[main]: stack traceback:
23:14:28: ERROR[main]:    [C]: in function 'ipairs'
23:14:28: ERROR[main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:927: in function 'check_for_death'
23:14:28: ERROR[main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:281: in function 'do_env_damage'
23:14:28: ERROR[main]:    D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:289: in function <D:\Oyun\Kurulan\Minetest\bin\..\mods\mobs/api.lua:178>
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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Mon Apr 06, 2015 06:41

mahmutelmas06: going by the errors and line numbers you are not running the latest mobs redo api, so... what other mods are you running ? and what was happening in the world at the time of crash ?
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by mahmutelmas06 » Mon Apr 06, 2015 08:42

TenPlus1 wrote:mahmutelmas06: going by the errors and line numbers you are not running the latest mobs redo api, so... what other mods are you running ? and what was happening in the world at the time of crash ?


My mob version is 1.08
It hapens when i place an animal on land close to sea in creative mode. But it hapens sometimes not always.

Edit:

I found the bug. Its related to drop on die function.
Probably another mod overwrite it so it wasnt working.
But i am not sure i need to test for a while
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Re: [Mod] Mobs Redo [1.08] [mobs]

by Rochambeau » Mon Apr 06, 2015 18:49

Hi,

I'm trying to create a mod, where certain mobs should spawn in certain areas.
For that, I created a special node and want to spawn - for example - a NPC on that node. My code looks like this, but on a 10x10 field of cobblespawn, not a single NPC is spawning.

Code: Select all
minetest.register_node("testmod:cobblespwan", {
   description = "Cobblespawn",
   tiles = {"default_cobble.png"},
   is_ground_content = true,
   groups = {cracky=3, stone=2},
   sounds = default.node_sound_stone_defaults(),
})

mobs:register_spawn("mobs:npc", {"testmod:cobblespawn"}, 20, 0, 1, 15, 31000)


depends.txt includes mobs.

What am I doing wrong?
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Tue Apr 07, 2015 07:09

You had a typo in the code above, once fixed it works fine, every 30 seconds an npc appears on top of the cobblespawn block...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by afflatus » Wed Apr 08, 2015 00:22

Is it possible to make "follow" accept a list and then use that list for the on_rightclick function?
or at least, would you be interested if I can figure out how to do it?

I would also love it if the replace_* attributes replenished wool, milk etc. in the same way, but this may be an unnecessary complication.

I'm delighted to see that pigs eat apples and rabbits eat carrots now. Thanks!
And the kittens are extremely cute - could they also accept milk?
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Re: [Mod] Mobs Redo [1.08] [mobs]

by afflatus » Wed Apr 08, 2015 00:37

Is it the case that all mobs basically live for 600 ticks, or did I miss something? It would be nice if different species had different life-spans. There is a bit of an issue with the fact that none of the animals hang around for long even if they are tamed. It's also slightly annoying that /clearobjects always completely wipes the board, but that's an engine issue I guess.

The kpgmobs horses also need a lot of work, but I guess we should talk about that on the kpgmobs thread.
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Re: [Mod] Mobs Redo [1.08] [mobs]

by TenPlus1 » Wed Apr 08, 2015 06:30

At present the mobs redo api is going through a sort of overhaul and I'm adding many new features including jumping only mobs, mob_specific registration and I can look into lifetimers and replace function adding to mob foods and replenishing wool/milk etc :) also added jump sounds...
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by mahmutelmas06 » Wed Apr 08, 2015 10:24

Some wild animals should attack to each other.
for exp wolf could attack sheep and kitten
rat could attack to bunny
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Re: [Mod] Mobs Redo [1.08] [mobs]

by Krock » Wed Apr 08, 2015 16:32

mahmutelmas06 wrote:rat could attack to bunny

Rats eat cheese and cornflakes. I doupt they would like to eat moving meat.
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Re: [Mod] Mobs Redo [1.08] [mobs]

by ExeterDad » Wed Apr 08, 2015 16:41

Although my nearly finished snake would like a bunny or rat snack.
 

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Re: [Mod] Mobs Redo [1.08] [mobs]

by Don » Wed Apr 08, 2015 17:53

ExeterDad wrote:Although my nearly finished snake would like a bunny or rat snack.

Yay. My snake is almost ready!
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Re: [Mod] Mobs Redo [1.08] [mobs]

by afflatus » Wed Apr 08, 2015 22:21

Yes animals generally attack smaller animals. Wolves should take chickens too.
Great work! I look forward to testing out the new features ... as and when.
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Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Thu Apr 09, 2015 18:12

their isn't really a switch to turn it off, but if you set blood_amount to 0 for your mob it wont appear...

Update: in latest github version I've added a switch enable/disable blood, add the following line to your minetest.conf file:

mobs_enable_blood = false
 

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Re: [Mod] Mobs Redo [1.09] [mobs]

by afflatus » Thu Apr 09, 2015 23:20

A couple of side-issues:
mobs:register_egg() is impossible to override due to the slight overloading of 'mob' (if that''s the right way to put it). Mine is an edge case, so I'm not expecting a fix. I'm just posting here in case anyone else tries to override it.

The second question after "can I keep the kitty as a pet / what does it eat?" - is "how do I name it?" Apparently players want to be able to name their pets. Again, it's a minor detail.
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Re: [Mod] Mobs Redo [1.09] [mobs]

by ExeterDad » Thu Apr 09, 2015 23:25

Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P
 

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Re: [Mod] Mobs Redo [1.09] [mobs]

by Don » Fri Apr 10, 2015 00:33

ExeterDad wrote:Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P

Do you loose interest easily?
Naming pets is a good idea
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Re: [Mod] Mobs Redo [1.09] [mobs]

by ExeterDad » Fri Apr 10, 2015 00:39

Don wrote:Do you loose interest easily?

Indeed. Too many shiny objects to explore.
 

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Re: [Mod] Mobs Redo [1.09] [mobs]

by Sokomine » Fri Apr 10, 2015 01:07

ExeterDad wrote:Naming of the pets shouldn't be too hard. I was messing with that. But I really wanted the name to hover the animal like a gamer tag. So all could see the difference between a owned pet or a wild critter. I couldn't figure out how so I lost interest. Maybe TenPlus1 might solve this *subtle hint* :P

Take a look at npcf. It has hoovering name tags.
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Re: [Mod] Mobs Redo [1.09] [mobs]

by ExeterDad » Fri Apr 10, 2015 02:48

Sokomine wrote:Take a look at npcf. It has hoovering name tags.

I already did awhile ago. But then my brain hurt. I have much more to learn before tackling that code. But also I was concerned it may be too heavy for a hovering tag. I do wish entities could have meta info text like a node can. That seems like a lightweight solution. But not a option right now.
 

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Re: [Mod] Mobs Redo [1.09] [mobs]

by TenPlus1 » Fri Apr 10, 2015 06:09

Devs have been requested to allow changable tags to objects which would help a lot in naming mobs and showing status information (healthy, recovering, child etc)... I will however look into the npcf mod and see how the nametags are done there...
 

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Re: [Mod] Mobs Redo [1.09] [mobs]

by prestidigitator » Fri Apr 10, 2015 08:04

ExeterDad wrote:I do wish entities could have meta info text like a node can. That seems like a lightweight solution. But not a option right now.

Actually Lua entities have far easier "metadata" than nodes do. You can add arbitrary properties to their instance tables. Just treat the value returned by LuaEntitySAO:get_luaentity() like any old Lua table. For example, this is how prestibags store their contents when rezzed in-world.
 

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