[Mod] Mobs Redo [1.50] [mobs]

MoNTE48
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Re: [Mod] Mobs Redo [0.5] [mobs]

by MoNTE48 » Mon Nov 10, 2014 14:11

Yes, I agree.
Could you make this mod fork and fully adapted for this mod? And add the egg caviar.
It would also be nice to do insturktsiyu tuning HUD mod for your this mod.
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Mon Nov 17, 2014 04:18

Folks,

I have a few questions about how this mod is implemented. I've been trying to tweak a few items to better suit my singleplayer design, but being new to MT/MC and lua, I'm in need of some assistance.

1a) After looking at the lua files for various mobs, I'm trying to understand the numbers in this line (tweaked by me):

"mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -100)"

I know that the last value is the level below sea level where the mob will spawn, no higher. I know that one of them has to do with the light level--I think it's the "-1", but I could be wrong. What I'm wanting to do is control the light level at which various mobs will spawn. I tried the SimpleMobs++ mod, but I had Dungeon Masters spawning above ground and INSIDE my base in the middle of the day! Why have a base with doors on it if this can happen?

1b) If the "-1" is the light level, what does this value represent? I thought the values for light ranged from 1 to 15? Is this a special value for, say, "any light level"?

1c) Does the relative placement of the light source have any impact on the spawning potential? In MC, there was some mention at one point about placing torches on the FLOOR, not walls, as mobs only spawned on the floor. By maximizing the intensity of light on the floor itself, you could more effectively prevent mob spawning in highly-enclosed areas like tight caverns. What controls the actual spawning conditions and where is that stored--in the line that I quoted above, or somewhere else, or both?

2) Can non-flying mobs climb ladders, or is this an effective barrier to them? I only play singleplayer right now, so no other players are present.

3) Assuming the answer to Question #2 is "no, they cannot climb", then what is the use for trapdoors in singleplayer mode? Purely aesthetics?

4) Is there a way to have hostile mobs attack each other, similar to what happens with skeletons in MC? I'd like to have this as a possibility.

Thanks for any information you can provide, and please be patient. I'm still learning both minetest and lua.
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Re: [Mod] Mobs Redo [0.5] [mobs]

by addi » Mon Nov 17, 2014 04:28

to 1a look here: https://github.com/tenplus1/mobs/blob/m ... i.lua#L779
this is the great advantage of open source, that you can look into the code if the documentation bad.

function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, min_dist, max_dist, spawn_func)
 

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LodeRunner
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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Mon Nov 17, 2014 04:49

Addi,

addi wrote:to 1a look here: https://github.com/tenplus1/mobs/blob/m ... i.lua#L779
this is the great advantage of open source, that you can look into the code if the documentation bad.

function mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, min_dist, max_dist, spawn_func)


Wow, thanks for the quick service! I knew that I'd seen the parameter names somewhere, but I was just tired enough that I couldn't locate the exact place.

This would seem to confirm my comment about the "-1" having special significance, as you can't have a luminosity of -1 in the real world AFAIK.

Any additional thoughts, folks?
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Re: [Mod] Mobs Redo [0.5] [mobs]

by AMMOnym » Sun Nov 23, 2014 15:27

Hello,
Could someone give me image, where is showed parts of the mobs ?? I want to make new textures :)
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by HeroOfTheWinds » Mon Nov 24, 2014 21:36

AMMOnym wrote:Hello,
Could someone give me image, where is showed parts of the mobs ?? I want to make new textures :)

Just download the mod and edit the textures inside the textures folder. Shouldn't be too hard to figure out which parts are which, either.
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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Thu Nov 27, 2014 05:25

I'm having a small problem with chicken eggs.

Over the past few hours of game time, my section of the map has been overrun by chickens. While the chickens themselves are not always present, I can't walk 2 feet without running into 18 or so eggs. Literally, it looks like snow out there on the hills. I dialed back the egg dropping random number by about 4x, but that doesn't remove all the eggs currently littering the landscape.

1) Is there a way to remove ONLY the eggs from the game and thereby reset the local landscape? I'd like to preserve the rest of the game state.
2) Can this mod be updated to "un-spawn" eggs after a time? In reality, they would obviously go bad anyway.

Thanks for the help, folks!
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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Thu Nov 27, 2014 09:05

If you have WorldEdit installed on your standalone game you could use that to select an area and remove eggs... e.g

//p set
//replace mobs:egg air

1st commang lets you set the area by punching 2 nodes (top left, bottom right or area)
2nd command replaces any eggs with air
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Thu Nov 27, 2014 18:09

TenPlus1,

Hello and thanks for the tip. This is the second time that someone has suggested WorldEdit to solve a particular problem, so I think I'll have a look at it.

By punching two nodes, I'm assuming you're referring to when I'm looking at the map, not when I'm actually in-game. Am I correct?

Thanks again for your help. I've learned some helpful things from reading your posts in the Mods subforum.
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Re: [Mod] Mobs Redo [0.5] [mobs]

by twoelk » Thu Nov 27, 2014 18:42

WE runs ingame, so you indeed punch nodes ingame, may need some practice on non valueable worlds as WE is a very powerfull tool to wreck a map easily.
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Fri Nov 28, 2014 01:38

twoelk,

Thanks for the clarification. I have since read the on-line tutorial and have installed it, so I have a better idea about how it functions. Sorry for being such a noob there for a moment. I'll see what I can do.

I did have some luck solving this problem by using the mod that removes "unknown" items. (I forget the name of it). I changed the lua script and added mob:egg and it cleared out just the eggs, which is what I needed.

Thanks again for the additional instructions!
LodeRunner
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Re: [Mod] Mobs Redo [0.5] [mobs]

by abcd_z » Mon Dec 01, 2014 23:40

I haven't seen any mobs on the overworld, day or night.

I used the "/spawnentity mobs:sheep" command to spawn a sheep. It worked, but I also got the error "15:29:11: ERROR[ServerThread]: Assignment to undeclared global "yaw" inside a function at /home/brenco/.minetest/mods/mobs/api.lua:447".

I was exploring when I saw some sort of bipedal mob floating in the water, but as I approached it disappeared and gave me the exact same error.

I'm running the daily build from the PPA and the version number is 201411302216-0~3117~ubuntu14.04.1

Any idea what this problem is and how to fix it?
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Wed Dec 03, 2014 20:16

0.6 released with new multi-textures for mobs... chickens, oerkki, dungeon master and rats have random skins selected when spawning so they have different looks in-game...
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Thu Dec 04, 2014 06:04

TenPlus1,

I noticed something yesterday while testing out an unrelated mod. The Sand Monsters (and Stone, I think) don't appear to do any damage to the player. They just appear to ram into you over and over, doing no harm. The Tree Monsters definitely hurt you, and the Dirt Monsters I think do. I'll try to check this out more thoroughly.

Any ideas? There's no error, they just don't seem to do anything hurtful (other than annoy the heck out of you when you're digging / mining).
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Re: [Mod] Mobs Redo [0.5] [mobs]

by LodeRunner » Fri Dec 05, 2014 17:09

TenPlus1,

Actually, yes, I am. But the armor doesn't appear to have taken any damage. I've had the same set of steel armor for a LOOONG time and it's not like I've been running from every mob I see. Falling appears to have damaged the armor, but hits from mobs don't appear to damage it. I'll try to confirm all this tonight, I if get the time.

I also confirmed that the mese shards that are ejected by the mese monster do no damage to the player. Fireballs from the DM DO damage the player, but they don't appear to damage the armor.

I know that's kind of an odd mish-mash of observations, but I've been tweaking a couple of existing mods, including this one, so I've been accumulating various information during my own testing.

Anything else I can do to help?

BTW, how does everyone pronounce "mese"? Is it "MEH-seh" (short "e" sounds) or "MEE-seh" (long "e")?
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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Fri Dec 05, 2014 20:32

Will have to look into damage setup for armor... and I pronounce it Mee'se :P
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by ExeterDad » Fri Dec 05, 2014 22:03

TenPlus1 wrote: and I pronounce it Mee'se :P

Me too. But I didn't invent it.
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by Rochambeau » Tue Dec 09, 2014 20:02

Today I pulled the recent minetest git and now I've got an error when I try to tame cows:

"Assignment to undeclared global "tool" inside a function at .... mods/mobs/cow.lua:40".

Is it a bug in minetest dev or in the mod?
 

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Re: [Mod] Mobs Redo [0.5] [mobs]

by TenPlus1 » Wed Dec 10, 2014 08:59

Thankfully just an error message and taming of cows still works, will sort error and update...
 

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Re: [Mod] Mobs Redo [0.7] [mobs]

by Inocudom » Tue Dec 23, 2014 13:13

Cyberpangolen uploaded these sound effects recently:
https://forum.minetest.net/viewforum.php?f=9
I think they will improve this mod considerably.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

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Re: [Mod] Mobs Redo [0.8] [mobs]

by linuxman » Thu Dec 25, 2014 03:12

Is it possible for passive mobs to not despawn.
I want to make a farm. I would like passive mobs to spawn when I enter the game/area and never despawn/spawn later.
 

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Re: [Mod] Mobs Redo [0.8] [mobs]

by TenPlus1 » Thu Dec 25, 2014 09:06

If you tame a sheared sheep, milked cow or hog with 8 wheat they will stick around and not despawn...

Note: new sounds added to monsters, chicken and rat...
 

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