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[Mod] MOB Framework Settings [0.0.4] [mobf_settings]

Posted: Mon Sep 17, 2012 22:32
by sapier
This was integrated to MOBF!

I've created a simple GUI menu to MOBF.

Image
Image

Changes 0.0.4:
-fixed inverse logic bug for spawning algorithm etc

Changes 0.0.3:
-added en/disable support for secondary spawning algorithm

Changes 0.0.2:
-added blacklist animals support
-added privilege support with reasonable new inventory_plus version (hopefully I couldn't test it)

Changes 0.0.1:
-show list of known mobs
-change settings for
*3d-Mode
*Spawning

Depends:
inventory_plus


Minimum minetest version 0.4.3
Minimum Mobf version 1.4.5


License: GPLv2

Download:
Version 0.0.4
Version 0.0.3
Version 0.0.2
Version 0.0.1

What do you think about it? Is it usefull? Does it require additional features?

Posted: Tue Sep 18, 2012 05:24
by sfan5
Nice!

Posted: Tue Sep 18, 2012 08:22
by cornernote
Awesome, another inventory gui!

just 1 quick thing.. i changed the API to inventory_plus, can you change this line:

Code: Select all

FROM:
inventory_plus.pages["mobf"] = "  Mobf Settings  "

TO:
minetest.register_on_joinplayer(function(player)
    inventory_plus.register_button(player,"mobf","Mobf Settings")
end)
The reason for the change was because i want some players to have additional buttons (eg, admins can control things). You will probably find that useful in your mod.

eg:

Code: Select all

minetest.register_on_joinplayer(function(player)
    if minetest.check_player_privs(name, {mobfw_admin=true}) then 
        inventory_plus.register_button(player,"mobf","Mobf Settings")
    end
end)
mobfw_admin is whatever priv you want to check

Posted: Tue Sep 18, 2012 12:07
by creeper96
Hay cornernote if u are reading this can you help me out with downloading mods I REALLY SUCK AT PC GAMING\

Posted: Tue Sep 18, 2012 19:38
by irksomeduck
creeper96 wrote:Hay cornernote if u are reading this can you help me out with downloading mods I REALLY SUCK AT PC GAMING\
I know i'm not cornernote, but here's how you download and install mods

1.Download and install Winrar (google it)
2. Download mod of choice
3.Double click mod
4. Winrar will open, look on the bar with the buttons. Select the one that says unzip/ unpack or extract or something
5. It will pop up with a window, on the right with all of the files and stuff find the place where you saved the minetest folder.
6. Open the mods folder
7. Click on, but don't open the folder labeled "minetest"
8. Click extract
9. Open and play minetest
10. Enjoy mod.

Posted: Tue Sep 18, 2012 21:23
by sapier
I've added support for disabling mobs. You require LATEST 1.4.5 mobf version if you wanna try it.

Disable mobs at your own risk, it's mostly untested!

EDIT1:
To disable a mob a restart is required too!

EDIT2:
@cornernote
If you get inventoryplus to default game I'll be possible to add this menu to animals_modpack. I can't add it by now as It'll result in endless posts of sort "I've installed animals modpack but it doesn't work telling missing ... " ;-)

Posted: Wed Sep 19, 2012 12:59
by ruca
Failed to load and run .../worldmods/mobf_settings/init.lua
I'm running minetest 0.4.3 and mobf 1.4.5 and latest inventory_plus.

Sapier, are you sure that you uploaded the correct files?
The init.lua of version 0.0.2 says "mobf_settings_version = "0.0.1""

Posted: Wed Sep 19, 2012 20:29
by sapier
@ruca you're right, it's wrong version I'll update to 0.0.3 soon forget about 0.0.2

EDIT1:
Secondary spawn algorithms will be supported in next mobf version setting doesn't have any effect for now

Posted: Wed Sep 26, 2012 20:38
by sapier
a new settings version to match 1.4.6 ... to disable mobs you need to restart game too!

Posted: Thu Nov 08, 2012 16:46
by LilLink21
there is something wrong with the lua

Posted: Sat Nov 10, 2012 19:02
by sapier
can you post additional information what you mean by "something" ?

Posted: Sat Nov 10, 2012 19:33
by terminalerror
sapier wrote:to disable mobs you need to restart game too!
Is it possible to disable mods ingame without restarting? It seems as if you could automatically do a /clearobjects after you disable a mob to get rid of those "unknown object" floating thingies.

Posted: Sun Nov 11, 2012 09:32
by sapier
1) disabling mobs without restarting is a little bit difficult as there's no way to deregister entities. Probably I could add some mechanism that will result in somethin similar to disable but it's lots of work to do. As of now I consider other features more important than this one.

2) automatic clearobjects is dangerous, if I add this and someone did create an animal farm his farm is history ... but I've got an idea how to avoid having unkown entities floating around. I'll add to mobf for next release.

Posted: Wed Dec 26, 2012 03:36
by Iqualfragile
can you please point out that one needs a specific privilege?
allso i was unable to save any setting, after restarting the server everything was back to default, even when i was not restarting the server nothing changed…

Posted: Wed Dec 26, 2012 11:05
by sapier
this mod is tested singleplayer only by now, I'll have a look how to make it work on server

it got integrated into mobf 1.9.0

Re: [Mod] MOB Framework Settings [0.0.4] [mobf_settings]

Posted: Fri Jun 01, 2018 21:20
by tomer
why can i see only the rat in my creative inventory?

Re: [Mod] MOB Framework Settings [0.0.4] [mobf_settings]

Posted: Fri Jun 01, 2018 22:46
by v-rob
tomer wrote:why can i see only the rat in my creative inventory?
This is a mod from 2012. Look at the date before you post, and don't bump old topics. The mod's almost certainly incompatible with the latest versions of Minetest.

Re: [Mod] MOB Framework Settings [0.0.4] [mobf_settings]

Posted: Sun Jun 24, 2018 19:40
by Sokomine
AFAIK the gui still exists and is part of mobf. Try typing /mobf or /mob or so. I forgot the right command. It allows some checks and settings.