[Mod] Simple Mobs [mobs]

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BrunoMine
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Re: [Mod] Simple Mobs [mobs]

by BrunoMine » Sat Jun 21, 2014 15:17

This error toppled Brazil Minemacro server
Code: Select all
11:14:15: ERROR[main]: ERROR: An unhandled exception occurred: /root/minetest/bin/../mods/mobs/api.lua:467: bad argument #1 to 'ipairs' (table expected, got nil)
11:14:15: ERROR[main]: stack traceback:
11:14:15: ERROR[main]:    [C]: in function 'ipairs'
11:14:15: ERROR[main]:    /root/minetest/bin/../mods/mobs/api.lua:467: in function </root/minetest/bin/../mods/mobs/api.lua:464>

In thread 7f00a2e57740:
/usr/games/minetest-minetest-660e636/src/main.cpp:1919: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f00975fe700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7f00a2e57740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  virtual void Database_SQLite3::saveBlock(MapBlock*))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)

How to solve this?
 

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Re: [Mod] Simple Mobs [mobs]

by PilzAdam » Sat Jun 21, 2014 20:02

brunob.santos wrote:This error toppled Brazil Minemacro server
Code: Select all
11:14:15: ERROR[main]: ERROR: An unhandled exception occurred: /root/minetest/bin/../mods/mobs/api.lua:467: bad argument #1 to 'ipairs' (table expected, got nil)
11:14:15: ERROR[main]: stack traceback:
11:14:15: ERROR[main]:    [C]: in function 'ipairs'
11:14:15: ERROR[main]:    /root/minetest/bin/../mods/mobs/api.lua:467: in function </root/minetest/bin/../mods/mobs/api.lua:464>

In thread 7f00a2e57740:
/usr/games/minetest-minetest-660e636/src/main.cpp:1919: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f00975fe700:
#0  virtual void* CurlFetchThread::Thread()
DEBUG STACK FOR THREAD 7f00a2e57740:
#0  int main(int, char**)
(Leftover data: #1  Dedicated server branch)
(Leftover data: #2  virtual void ServerMap::save(ModifiedState))
(Leftover data: #3  virtual void Database_SQLite3::saveBlock(MapBlock*))
(Leftover data: #4  void ItemStack::serialize(std::ostream&) const)

How to solve this?

Do you use an unmodified version of this mod? Does the server add any extra mobs?
 

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Re: [Mod] Simple Mobs [mobs]

by BrunoMine » Sun Jun 22, 2014 02:06

No. I simply deletes the mobs keeping only the dungeon master. I deleted a line of it.(drop)
 

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Re: [Mod] Simple Mobs [mobs]

by Casimir » Sun Jun 22, 2014 09:53

Don't delete that line, just do
Code: Select all
drops = "",
 

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Re: [Mod] Simple Mobs [mobs]

by PilzAdam » Sun Jun 22, 2014 12:26

brunob.santos wrote:No. I simply deletes the mobs keeping only the dungeon master. I deleted a line of it.(drop)

Why didn't you add this information to your first post? This is the reason it crashes.
 

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Re: [Mod] Simple Mobs [mobs]

by Achilles » Thu Jul 03, 2014 22:15

Is there a command to gain spawn eggs or something of the sort to spawn mobs/monsters? A '/giveme' command I mean...
 

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Re: [Mod] Simple Mobs [mobs]

by Casimir » Thu Jul 03, 2014 23:35

/spawnentity mobs:sand_monster
 

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Re: [Mod] Simple Mobs [mobs]

by Calinou » Fri Jul 04, 2014 09:42

Casimir wrote:/spawnentity mobs:sand_monster


This one requires the “server” privilege, not the “give” one.

I'm adding the ability to spawn all mobs using items in this mod.
 

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Re: [Mod] Simple Mobs [mobs]

by Megazell » Tue Jul 22, 2014 23:01

I have Minetest (Software Center) installed on 10 computers that are identical to each other all running Lubuntu.

On 6 of them the mod works 100% with no problems. One 4 of them the mobs are invisible with a can not load mesh error at the top as they attack the player. I did some digging but have not found a solution for this.
 

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Re: [Mod] Simple Mobs [mobs]

by Topywo » Wed Jul 23, 2014 12:07

Megazell wrote:I have Minetest (Software Center) installed on 10 computers that are identical to each other all running Lubuntu.

On 6 of them the mod works 100% with no problems. One 4 of them the mobs are invisible with a can not load mesh error at the top as they attack the player. I did some digging but have not found a solution for this.



Could it be you installed minetest from the Lubuntu software center under different Lubuntu versions? Iirc the minetest versions can differ (are upgraded) in Lubuntu versions.

I personally prefer to use (one of the) latest dev versions of minetest.
 

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Re: [Mod] Simple Mobs [mobs]

by Megazell » Wed Jul 23, 2014 12:10

I will look into that. Each computer was installed with Lubuntu at the same time. I will check the versions on the 6 machines not working right.
 

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Re: [Mod] Simple Mobs [mobs]

by Megazell » Thu Jul 24, 2014 22:26

They are all using the same version 0.4.9.
 

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Re: [Mod] Simple Mobs [mobs]

by HANNAHBOO » Fri Aug 29, 2014 23:43

Can I get a step by step instructions how dowloading mods. I try but seem to be doing something wrong. I have 4.10 version I think.
 

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Re: [Mod] Simple Mobs [mobs]

by balthazariv » Sat Aug 30, 2014 00:11

HANNAHBOO wrote:Can I get a step by step instructions how dowloading mods. I try but seem to be doing something wrong. I have 4.10 version I think.


You must download here :
https://github.com/PilzAdam/mobs/zipball/master

After you extract the files and rename the folder "PilzAdam-mobs-c49cc47" to "mobs"
You must place the new folder "mobs" to you mods directory in minetest.
It's the same for all mods. Sometimes mods involve other mods that you find in the depends.
You can also read the wiki http://dev.minetest.net/Installing_Mods
 

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Re: [Mod] Simple Mobs [mobs]

by Achilles » Wed Sep 10, 2014 18:37

Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?
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Re: [Mod] Simple Mobs [mobs]

by Krock » Wed Sep 10, 2014 18:43

Achilles wrote:Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?

https://github.com/PilzAdam/mobs/blob/m ... t.lua#L395
Code: Select all
/spawnentity mobs:fireball
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

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Re: [Mod] Simple Mobs [mobs]

by Calinou » Wed Sep 10, 2014 20:10

Krock wrote:
Achilles wrote:Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?

https://github.com/PilzAdam/mobs/blob/m ... t.lua#L395
Code: Select all
/spawnentity mobs:fireball


You are likely to immediatly get hit by the fireball, taking damage and spawning fire around you.
 

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Re: [Mod] Simple Mobs [mobs]

by Achilles » Thu Sep 11, 2014 14:31

Calinou wrote:
Krock wrote:
Achilles wrote:Is it possible to spawn only part of a mob? Such as the fireball of a dungeon master?

https://github.com/PilzAdam/mobs/blob/m ... t.lua#L395
Code: Select all
/spawnentity mobs:fireball


You are likely to immediatly get hit by the fireball, taking damage and spawning fire around you.


Thanks again for helping me here and for your consideration
 

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Re: [Mod] Simple Mobs [mobs]

by indriApollo » Fri Oct 10, 2014 20:53

Hi, I've these annoying messages while playing on a server.
Since lua errors are real-time logged to debug.txt in the latest minetest builds, it hangs the game when warnings occur.
Sapier suggested models beeing broken, anyone ?
 

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Re: [Mod] Simple Mobs [mobs]

by TenPlus1 » Sat Oct 11, 2014 08:27

The errors are references inside each of the mob .x files looking for a texture that isnt available... They can be ignored or you can try the Mobs Redo mod where they have been removed...

viewtopic.php?f=11&t=9917
 

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Re: [Mod] Simple Mobs [mobs]

by 4aiman » Sat Oct 11, 2014 17:48

One can open every *.x file and delete/rename texture to smth that IS present in textures folder :)
Alternatively one could've left texture names as they were ;)
 

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Re:

by LodeRunner » Mon Nov 17, 2014 03:54

Folks,

This is my first post, but I've been lurking for a while, reading as much as I can, learning lua, and learning the game. I know some of several different languages and have been a modder for a while on several different programs, so forgive me for jumping in with both feet right away.

A post a few pages ago was very interesting to me, as I was asking some of the same questions:

ak399g wrote:Four questions:
1.) Possible to create flying mobs?
2.) Possible to have certain mobs jump higher than others?
3.) How to change the Dungeon Master's fireball attack to only igniting flammable objects and air instead of every node?
4.) When I shoot a mob to death with your throwing mod, they don't drop anything.


I don't know about Item #1 or #2, but I do have some answers about the last two:

3) In the lua file for the Dungeon Master, there is a line of code near the bottom that prevents the fireballs from destroying default:obsidian and ethereal:obsidian block (or something close to that). In the Calinou-Carbone_mobs mod, the fireballs are set NOT to destroy furnaces, chests, and a few other items. I am guessing that you could just add some additional "and" nodes to the "if/then" statement and that would do it. You could also drop the random percentage that causes any non-flammable nodes to be set on fire (found right after the "and" statements). A more elegant solution would be to initialize a Group and designate it in the code, that way you could just edit the Group table rather than the if/then statement itself. Does anyone know how to do this? I'd like to create something similar to the skeletons in MC that would shoot less powerful arrows but I'm still learning lua. :-P

4) On line 650-ish of the mobs api.lua, there is a statement that goes something like:

"if hitter and hitter:is_player() then -- and hitter:get_inventory() then"

with the items after the -- commented out. Since the arrows from the throwing mod are shot by the player but are not the player per se, I think the program is not issuing the drop commands. I commented out the portion about "hitter:is_player()" and then went outside and shot some sheep (poor sheep, they always get used for tests). Every one dropped a mutton chop for me, and the cows and the chickens dropped their brand of food as well. I haven't tried extensively on any hostile mobs yet, so this may vary, but I'm working on it. As a side effect, this may allow hostile mobs to shoot each other, kind of like the skeletons in MC. Not sure of this yet, though.

Hope this helps people with their own modding!
LodeRunner
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Re: [Mod] Simple Mobs [mobs]

by 4aiman » Mon Nov 17, 2014 09:24

The first one is easy.
Moreover, Blockman's 'creatures' mod has a ghost.
My 'adbs' mod offers the opportunity to add a flying mob with a simple change of a flag 'flying'. (But that one is inseparable from Magichet.)

The second one is not a problem for most of forks of Adam's 'mobs' (AFAIK, it was Electric Solstice who had changed mob definition to use meta tables). All one need to do is to redefine jump.
I don't remember, but it seems to me that there was an opportunity to use a flag with jump height too.
 

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Re: [Mod] Simple Mobs [mobs]

by LodeRunner » Mon Nov 24, 2014 00:53

Folks,

Just a quick follow-up to my last post.

ak399g asked why the throwing mod doesn't cause mobs to drop anything when killed. I answered:

4) On line 650-ish of the mobs api.lua, there is a statement that goes something like:

"if hitter and hitter:is_player() then -- and hitter:get_inventory() then"

with the items after the -- commented out. Since the arrows from the throwing mod are shot by the player but are not the player per se, I think the program is not issuing the drop commands. I commented out the portion about "hitter:is_player()" and then went outside and shot some sheep (poor sheep, they always get used for tests). Every one dropped a mutton chop for me, and the cows and the chickens dropped their brand of food as well. I haven't tried extensively on any hostile mobs yet, so this may vary, but I'm working on it. As a side effect, this may allow hostile mobs to shoot each other, kind of like the skeletons in MC. Not sure of this yet, though.


Since that post, I have tested my solution on hostile mobs and yes, they do drop their designated items when killed. I did not get them to shoot each other (didn't have 2 DMs present at the same time), so I don't know if mobs will drop items when killed by each other (or if they can kill each other).

Hope this helps!
LodeRunner
Wait...didn't I just explore this cavern?
 

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