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Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Fri Oct 07, 2016 20:31
by azekill_DIABLO
BrunoMine wrote:
it really seems bizarre.
i agree, never happened to me, it may be intense lag/ram
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Fri Oct 07, 2016 20:38
by BrunoMine
azekill_DIABLO wrote:never happened to me
This actually happens (happened to me).
For this to happen forcefully, place 1 sheep in a fenced area with 1 block.
The sheep moves backward.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Fri Oct 07, 2016 20:47
by flummi
I feel like it could be a problem with the collision box of the two fences in the corner and the sheep. I imagine, that the sheep doesn't know which box of the two fences counts. And so it has alternating a collision with the one fence, "gets pushed away/steps back from the fence" into the collision box of the other fence... and then the other way round. So it vibrates through the fences.
But I dont know enough of the programming of this mod, so it is just a thought.
For the RAM / lag question: It even happend in "singleplayer" on my desktop pc, it is a 3,4 Ghz Quadcore Xeon with 8 GB RAM. The multiplayer-minetest.server is a raspi3 with one player (me), just waiting for action - enough RAM free and no real cpu usage. The database is stored on an nfs filesystem (the sd card is to slow).
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Sat Oct 08, 2016 09:32
by azekill_DIABLO
OK so i will try.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Sat Oct 08, 2016 21:00
by TenPlus1
Update
- Mobs_NPC has a new Igor mob available with 8 halloween textures.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Tue Oct 11, 2016 06:38
by abcd_z
TenPlus1 wrote:Update:
- Added 'mob_difficulty' setting in minetest.conf (defaults to 1.0) which multiplies mob health and damage when hit.
So, do I have to go into my minetest.conf file and manually add the line, "mob_difficulty=2.0"?
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Tue Oct 11, 2016 19:36
by TenPlus1
abcd_z - yep, to increase mob difficulty levels add that line to minetest.conf:
mob_difficulty = 2.0
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Fri Oct 14, 2016 01:24
by theblackwolf
I know this page is old but I wanted to give thanks for this mod. :) I like it alot and I have used it in my game. Im hoping to upload it soon. I just wanted to give praise. :)
EDIT: woops no it shows 2016 ok so i must have looked at an earlier sorry for that.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Fri Oct 14, 2016 17:59
by azekill_DIABLO
Yeah. this is a very active page!
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Sun Oct 16, 2016 21:35
by EdShouldBeInBed
Tenplus1, is there a way to get a list of mobs using the API? A command I can type so I can find the name of a Mob I want to make a bit rarer in my game.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Mon Oct 17, 2016 20:01
by TenPlus1
Ed: sadly no but that sounds like a good idea... for now you'd have to go through code and see which mods are registered, but will look into this.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Mon Oct 17, 2016 20:14
by EdShouldBeInBed
Thanks. I'm not afraid to read a few lua files, but given the number of mobs I've installed... ;)
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Tue Oct 18, 2016 13:35
by bell07
https://github.com/bell07/minetest-qa_block
+
checks/redo_spawn.lua
Code: Select all
for name, def in pairs(mobs.spawning_mobs) do
print(name)
end
+
chat-command "/qa_block redo_spawn"
=
Code: Select all
QA checks started
dmobs:waterdragon_2
mobs_monster:tree_monster
mobs_slimes:green_big
dmobs:dragon4
mobs_monster:dirt_monster
dmobs:pig_evil
mobs_turtles:seaturtle
dmobs:dragon_great_tame
dmobs:golem_friendly
zombies:normal
mobs_sharks:shark_lg
mobs_npc:npc
mobs_animal:bunny
mobs_monster:oerkki
mobs_zombie:zombie
mobs_sandworm:sandworm
mobs_animal:sheep_grey
mobs_giraffe:jeraf
dmobs:dragon_blue
mobs_animal:sheep_yellow
dmobs:panda
mobs_animal:pumba
mobs_sharks:shark_sm
mobs_jellyfish:jellyfish
mobs_wolf:wolf
mobs_animal:sheep_white
mobs_birds:bird_sm
mobs_monster:spider
mobs_crocs:crocodile_swim
mobs_monster:stone_monster
mobs_animal:cow
mobs_slimes:lava_big
dmobs:nyan
mobs_animal:sheep_blue
mobs_birds:gull
mobs_butterfly:butterfly
mobs_monster:mese_monster
dmobs:golem
mobs_crocs:crocodile
dmobs:gnorm
dmobs:wyvern
dmobs:owl
mobs_monster:dungeon_master
mobs_slimes:lava_medium
mobs_snowman:snowman
mobs_animal:sheep_black
mobs_animal:sheep_violet
dmobs:orc_redesign
mobs_animal:sheep_cyan
mobs_senderman:senderman
mobs_sharks:shark_md
mobs_pumpking:pumpking
mobs_mr_goat:goat
mobs_bear:medved
dmobs:dragon_black
dmobs:fox
mobs_better_rat:rat
mobs_deer:deer
mobs_animal:sheep_orange
mobs_animal:sheep_dark_green
mobs_horse:horse
mobs_creeper:creeper
mobs_pumpking:pumpboom
mobs_turtles:turtle
mobs_crocs:crocodile_float
mobs_slimes:green_medium
zombies:1arm
mobs_yeti:yeti
mobs_zombie:zombie_mini
mobs_dolphin:dolphin
dmobs:whale
dmobs:elephant
dmobs:badger
dmobs:treeman
mobs_animal:sheep_red
dmobs:hedgehog
mobs_fish:tropical
dmobs:pig
dmobs:dragon_green
mobs_animal:sheep_pink
mobs_animal:chicken
mobs_bugslive:bug
mobs_fish:clownfish
dmobs:dragon2
mobs_npc:igor
dmobs:dragon3
mobs_wolf:dog
dmobs:skeleton
mobs_birds:bird_lg
mobs_animal:sheep_brown
dmobs:dragon_great
mobs_npc:trader
dmobs:dragon_red
mobs_animal:sheep_magenta
dmobs:waterdragon
zombies:crawler
mobs_monster:lava_flan
mobs_monster:sand_monster
mobs_animal:rat
dmobs:ogre
mobs_animal:sheep_dark_grey
mobs_slimes:lava_small
mobs_animal:sheep_green
mobs_bat:bat
mobs_animal:kitten
dmobs:orc
dmobs:dragon
mobs_animal:bee
mobs_slimes:green_small
QA checks finished
;)
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Tue Oct 18, 2016 18:56
by EdShouldBeInBed
Just what I needed. Thanks.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Wed Oct 19, 2016 10:53
by EdShouldBeInBed
TenPlus1 wrote:Anxious: It's not just the spawn rate you have to change, that only makes them spawn more in an area, but there is also spawn number as well which is usually set to 1 or 2 and that means only a certain amount of active objects are allowed inside that map block at any one time and if it exceeds that, dont spawn a mob. e.g. if a mob already exists, dropped items, itemframe, sign, these contain entities which can affect mob spawning. Will work on this soon also.
I want to make sure I understand the setting, and perhaps api.txt could bare an update to clarify: 0 disables. A higher number implies a 1 in X chance, IE setting foomobs:bar_chance = 1000 means "Set bar's chance of spawning to 1 in 1000"
Also, spawn number: How do I increase that, is that a global or mob variable I can poke in my game's minetest.conf?
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Wed Oct 19, 2016 10:59
by TenPlus1
Mob spawn chance setting is 0 to disable and 1+ to spawn every 1 in (number set)... So if you do:
mob_animals:cow = 1000
...then you will spawn 1 cow every 1000 grassy nodes generated, every 30 seconds... and as for spawn number, that's hard-coded into the mob definition and cannot be changed (yet).
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Wed Oct 19, 2016 11:02
by EdShouldBeInBed
Excellent. Thanks. You give us good mods and good support.
Re: [Mod] Mobs Redo [1.30] [mobs]
Posted: Thu Oct 20, 2016 05:31
by abcd_z
TenPlus1 wrote:You cannot spam attack mobs anymore you have to wait for weapon punch intervals before next attack...
I *really* don't like this setting. Is there some way to disable it?
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Thu Oct 20, 2016 06:42
by TenPlus1
abcd_z: nope, basically it's an anti-cheat thing.
Re: [Mod] Mobs Redo [1.31] [mobs]
Posted: Thu Oct 20, 2016 09:15
by azekill_DIABLO
yay for no spam attack! that make the mobs so easy to defeat!
Re: [Mod] Mobs Redo [1.32] [mobs]
Posted: Fri Oct 21, 2016 13:50
by TenPlus1
Updated to version 1.32:
- New spawning check added that actually counts mob type in area
- Mob chance and area numbers can be changed from minetest.conf
e.g. add this line to change chicken spawn chance to 1000 and numbers to 5 per mapblock area:
..or to simply change rate:
..and for spawn numbers only:
Re: [Mod] Mobs Redo [1.32] [mobs]
Posted: Fri Oct 21, 2016 14:36
by Andrey01
And will be to add new mobs?
Re: [Mod] Mobs Redo [1.32] [mobs]
Posted: Fri Oct 21, 2016 20:57
by abcd_z
The attack change is limiting and frustrating, and it's not obvious how long it will take for the next attack to be effective.
Additionally, making an attack switch from "not-effective" to "effective" within the space of a split-second makes no logical sense from an in-game perspective. Attack capability should restore over time, not be a binary switch.
When Minecraft switched from spammable attacks to a recovery time, it did two things different from your approach: first, the damage done was decreased by the amount of time since the last attack, and even at its weakest an attack could still so *some* damage (20% base damage if the second attack took place 0.0 seconds later). Second, minecraft included indicators of the attack strength: the height of the weapon and a bar that would refill with the weapon strength.
I would strongly prefer bringing back the old spammable behavior, but if your mind is set against it, please at least change it so that strength regains over time, a fully-depleted attack can still do some damage, and there is some indicator on-screen of the current attack strength.
Having to guess when the next attack will be valid for arbitrary game-balancing reasons is limiting and frustrating.
Re: [Mod] Mobs Redo [1.32] [mobs]
Posted: Sat Oct 22, 2016 07:17
by TenPlus1
abcd_z: I do like the idea of 20% damage if tool attack hasn't charged back up yet.
Re: [Mod] Mobs Redo [1.32] [mobs]
Posted: Sat Oct 22, 2016 08:03
by abcd_z
What about the other two: attack strength visual indicators and non-binary strength regeneration?