[Mod] Simple Mobs [mobs]
Re: [Mod] Simple Mobs [mobs]
Now for some dumb reason I can't hit any mobs.
Well I can but have to be on top of them which line in collisionbox do I change for that.
Well I can but have to be on top of them which line in collisionbox do I change for that.
Re: [Mod] Simple Mobs [mobs]
ok trying to add a mob to this I simply copy pasted the code from dirt monster and then renamed it to zombie as I'm adding just a zombie changed all the names pointed it to both my .x and .png. but I keep getting luaentity no defined when in game I can't find where to define it I looked at the api.lua but didnt find anything.
Re: [Mod] Simple Mobs [mobs]
I'm just going to stop posting. everytime I do five minutes later I figure it out. like in this case with the png file i forgot to name mobs_zombie, I had it as mob_zombie. one freaking letter.
Re: [Mod] Simple Mobs [mobs]
alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Simple Mobs [mobs]
Soudon wrote:I'm just going to stop posting.
They die when it's too bright, read this wiki article.Soudon wrote:alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: [Mod] Simple Mobs [mobs]
Krock wrote:Soudon wrote:I'm just going to stop posting.
They die when it's too bright, read this wiki article.Soudon wrote:alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?
Oh duh yea light damage was set to 2 on them, set it to 0 all is fine thanks. It was too obvious of an answer lol.
Re: [Mod] Simple Mobs [mobs]
Ok as I had stated before I use the character.x file to get my textures to work with the mobs now I have one problem the animation that the character has the mob does not use. How can I make the mob have the same animation as my character?
Re: [Mod] Simple Mobs [mobs]
Found what I was looking for in the api, nothing to see here...
Re: [Mod] Simple Mobs [mobs]
Ok so I've played with lua but changing the min light, max light doesnt really do anything what can I set it at that they will spawn no matter what, the light level is?
- MangleFox70
- Member
- Posts: 62
- Joined: Mon Feb 01, 2016 14:50
- GitHub: Cat5TV
- IRC: MangleFox70
- In-game: MangleFox70
- Contact:
Re: [Mod] Simple Mobs [mobs]
I love having all these mobs *except* Dungeon Master. It's cool to have a mob spawning who startles you in the dark, takes your health points and wanders to and fro, but one that destroys your builds is not cool. We'll put a lot of work into a cave realm build, then suddenly half of it is destroyed by Dungeon Master.
Is there a way to disable *only* the Dungeon Master (or any other destructive ones if there are any)? For now I'm using the config to allow only friendlies, but would rather allow all the others.
Thanks!
Is there a way to disable *only* the Dungeon Master (or any other destructive ones if there are any)? For now I'm using the config to allow only friendlies, but would rather allow all the others.
Thanks!
#ThePixelShadow on YouTube
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
Re: [Mod] Simple Mobs [mobs]
Not clean solution but you always can alter mod itself. In this case remove dungeon master from being registered. Open mods/mobs/init.lua file and search for dungeon_master.MangleFox70 wrote: Is there a way to disable *only* the Dungeon Master (or any other destructive ones if there are any)? For now I'm using the config to allow only friendlies, but would rather allow all the others.
By removing this line mob should no longer automaticly spawn.
Code: Select all
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -50)
Code: Select all
mobs:register_mob("mobs:dungeon_master", {
type = "monster",
hp_max = 10,
collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.6, 0.7},
visual = "mesh",
mesh = "mobs_dungeon_master.x",
textures = {"mobs_dungeon_master.png"},
visual_size = {x=8, y=8},
makes_footstep_sound = true,
view_range = 15,
walk_velocity = 1,
run_velocity = 3,
damage = 4,
drops = {
{name = "default:mese",
chance = 100,
min = 1,
max = 2,},
},
armor = 60,
drawtype = "front",
water_damage = 1,
lava_damage = 1,
light_damage = 0,
on_rightclick = nil,
attack_type = "shoot",
arrow = "mobs:fireball",
shoot_interval = 2.5,
sounds = {
attack = "mobs_fireball",
},
animation = {
stand_start = 0,
stand_end = 19,
walk_start = 20,
walk_end = 35,
punch_start = 36,
punch_end = 48,
speed_normal = 15,
speed_run = 15,
},
})
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -50)
If init.lua file refers to other files like:
Code: Select all
dofile(path.."/dungeonmaster.lua")
Do not forget to test changes, and be prepared revert changes (mod backup) for disastrous scenario.
Minetest for myself is new thing, sorry if my solution is overcomplicated. Maybe there are some checkbox or global config settings which can override default mod mobs registration behavior, but I do not know about them yet.
- MangleFox70
- Member
- Posts: 62
- Joined: Mon Feb 01, 2016 14:50
- GitHub: Cat5TV
- IRC: MangleFox70
- In-game: MangleFox70
- Contact:
Re: [Mod] Simple Mobs [mobs]
Nope--not over-complicated at all... I just didn't think to edit the mod itself. As I'm pretty new to Minetest, I hadn't realized they were plain text... figured they were some compiled format. Very cool that I can go about editing them... and if a new version comes out, I'll just use diff to make sure my changes are persistent to the new version.
Thanks! Will give this a try!
Update: this worked wonderfully! While I was at it I also replaced the sheep sounds with a nicer "baby lamb" sound. Going to dig deeper now that I know I can edit the mod directly, and see what else we can come up with :) Our customized version has been included on both of our servers.
Thanks! Will give this a try!
Update: this worked wonderfully! While I was at it I also replaced the sheep sounds with a nicer "baby lamb" sound. Going to dig deeper now that I know I can edit the mod directly, and see what else we can come up with :) Our customized version has been included on both of our servers.
Last edited by MangleFox70 on Mon Feb 15, 2016 22:21, edited 1 time in total.
#ThePixelShadow on YouTube
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
Re: [Mod] Simple Mobs [mobs]
I am experimenting with these mobs by editing init.lua. However, they appear so scarcely in the world that i have to search for a long time before i find one.
How can i affect their initial number (e.g. create 1000 dirt_monsters at world start)?
How can i affect their initial number (e.g. create 1000 dirt_monsters at world start)?
- qwertymine3
- Member
- Posts: 202
- Joined: Wed Jun 03, 2015 14:33
- GitHub: Qwertymine
- In-game: qwertymine3
Re: [Mod] Simple Mobs [mobs]
This mod doesn't add any mobs at world generation time - so you can't directly cause a given number to spawn.mine_el wrote:I am experimenting with these mobs by editing init.lua. However, they appear so scarcely in the world that i have to search for a long time before i find one.
How can i affect their initial number (e.g. create 1000 dirt_monsters at world start)?
You can increase the number of spawns by editing the chance variable when calling mobs:register_mob (smaller means more spawns) or editing the interval for the abm created by mobs:register_mob (this is hard coded)
You could also make a mod (or modifiy ones which already exist) to spawn a mob using minetest.add_entity(pos,name).
This would also work well using the luacmd mod - spawning one at your position using me:getpos() as the position.
Spawneggs mod:viewtopic.php?t=6214
Luacmd mod:viewtopic.php?f=11&t=9671
Avatar by :devnko-ennekappao:
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Simple Mobs [mobs]
If the sound is free (or has been recorded by yourshelf), could you release it? Many players kill sheep because they think their sounds are too loud. Better sheep sounds could save a lot of virtual sheep's lives :-)MangleFox70 wrote: Update: this worked wonderfully! While I was at it I also replaced the sheep sounds with a nicer "baby lamb" sound. Going to dig deeper now that I know I can edit the mod directly, and see what else we can come up with :) Our customized version has been included on both of our servers.
A list of my mods can be found here.
- MangleFox70
- Member
- Posts: 62
- Joined: Mon Feb 01, 2016 14:50
- GitHub: Cat5TV
- IRC: MangleFox70
- In-game: MangleFox70
- Contact:
Re: [Mod] Simple Mobs [mobs]
Happy to. I have emailed the person who gave it to me to ask if we can share it. Will let you know.Sokomine wrote:If the sound is free (or has been recorded by yourshelf), could you release it? Many players kill sheep because they think their sounds are too loud. Better sheep sounds could save a lot of virtual sheep's lives :-)
#ThePixelShadow on YouTube
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
- MangleFox70
- Member
- Posts: 62
- Joined: Mon Feb 01, 2016 14:50
- GitHub: Cat5TV
- IRC: MangleFox70
- In-game: MangleFox70
- Contact:
Re: [Mod] Simple Mobs [mobs]
Update: heard back and it sounds like he's cool with us distributing the sounds for non commercial use. What license should I request he release it under?
#ThePixelShadow on YouTube
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
A Weekly Minetest Webcast hosted by MangleFox70
Have a mod you'd like featured? Want to participate in our show? Join servers.minetest.tv Port 30000 for creative or 30001 for survival.
Upload your own skin via our web site: Minetest.TV
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Simple Mobs [mobs]
Any sufficiently free liscence ought to do. For media content, the cc-by-<something>-liscences seem most fitting; perhaps cc-by-sa? Though it might be better to talk with the mod author about it.
A list of my mods can be found here.
Re: [Mod] Simple Mobs [mobs]
Ok small issue just not sure how to fix it. I noticed that the mobs are able to attk me through the walls of my house. If I stand in the corner doing something they can attk and hit me.
If you know how to fix it let me know I'm ok with editing the lua I just need to know what to change.
If you know how to fix it let me know I'm ok with editing the lua I just need to know what to change.
Re: [Mod] Simple Mobs [mobs]
The simple mobs api deals damage when in range of a mob instead of checking wether mob can actually see you though walls like Mobs Redo api: viewtopic.php?f=11&t=9917
Re: [Mod] Simple Mobs [mobs]
I do not like mobs redo so much since they use b3d files which I can't edit, so with that said I am again having the issue of them clipping through the ground I just can't remember how I fixed it before. The z axis is fine that is not the problem I just don't know how I did it.
- Nathan.S
- Member
- Posts: 1147
- Joined: Wed Sep 24, 2014 17:47
- GitHub: NathanSalapat
- IRC: NathanS21
- In-game: NathanS21
- Location: Bigsby Texas
- Contact:
Re: [Mod] Simple Mobs [mobs]
Collision box maybe?
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
Check out my website, and brand new Minetest Modding Course
Re: [Mod] Simple Mobs [mobs]
I was thinking so but I have no idea what number in the collision box field is for the z axisNathan.S wrote:Collision box maybe?
- Nathan.S
- Member
- Posts: 1147
- Joined: Wed Sep 24, 2014 17:47
- GitHub: NathanSalapat
- IRC: NathanS21
- In-game: NathanS21
- Location: Bigsby Texas
- Contact:
Re: [Mod] Simple Mobs [mobs]
I believe the second and fifth. Second being the bottom, and fifth being the top.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
Check out my website, and brand new Minetest Modding Course
Re: [Mod] Simple Mobs [mobs]
Why do dirt mobs disapper when you hit them a couple of times while still getting damage from behind even though you are inside a house standing in a corner?
And why don't sheeps drop wool and meat when I hit/kill them?
And why don't sheeps drop wool and meat when I hit/kill them?
Who is online
Users browsing this forum: No registered users and 4 guests