[Mod] D00Med mobs [dmobs]
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
Yes
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Re: [Mod] D00Med mobs [dmobs]
If you lack inspiration, a hostile water mob that would spawn in cave lakes would be nice to have ;-).
My game? It's Minefall.
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
Yeah that would be good :) the problem with water mobs is that they can spawn in very small ponds, or in player's farms. And they get stuck a lot.
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- texmex
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Re: [Mod] D00Med mobs [dmobs]
What about spawning them on a maximum Y level of say -15 in order to drastically increase the chance of the water mass being quite large?D00Med wrote:Yeah that would be good :) the problem with water mobs is that they can spawn in very small ponds, or in player's farms. And they get stuck a lot.
- D00Med
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Re: [Mod] D00Med mobs [dmobs]
That would certainly help
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- azekill_DIABLO
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Re: [Mod] D00Med mobs [dmobs]
Sorry I didn't saw this earlier. WTFtaikedz wrote: Giant phytoplankton.
WTF intensifiesD00Med wrote:What about giant phytoplankton...that eat whales.
This is an excellent idea. This person is too clever.texmex wrote: What about spawning them on a maximum Y level of say -15 in order to drastically increase the chance of the water mass being quite large?
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Re: [Mod] D00Med mobs [dmobs]
That's what I did for sharks when I switched to Valleys MG (sharks in rivers!?). Not perfect, but that's an improvement.texmex wrote:What about spawning them on a maximum Y level of say -15 in order to drastically increase the chance of the water mass being quite large?D00Med wrote:Yeah that would be good :) the problem with water mobs is that they can spawn in very small ponds, or in player's farms. And they get stuck a lot.
My game? It's Minefall.
- grecaandreievich
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Re: [Mod] D00Med mobs [dmobs]
Hi, I am trying to use this mod but everytime I activate it on the game, I can see a tiny window that says there were an error to activate this mod because it has non allowed characters. Only the a-z 0-9 characters are permitted.
Can you help me with that?
Can you help me with that?
Hola, papu.
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Re: [Mod] D00Med mobs [dmobs]
Rename the mod directory to "dmobs". https://wiki.minetest.net/Installing_Mo ... ling_a_modgrecaandreievich wrote:Only the a-z 0-9 characters are permitted.
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] D00Med mobs [dmobs]
Got this error when trying to use saddle on tamed dragon (red):
It's a bug or i do something wrong?
UPD:fixed by using mobs:set_animation instead of set_animation in dmobs/api.lua
UPD2:ZOMG UBERLOL - wrong nest material - server crash
Question: how to heal my dragon?
Code: Select all
2018-09-03 12:54:22: ACTION[Server]: singleplayer right-clicks object 28: LuaEntitySAO at (63.2976,186.586,-22.8375)
2018-09-03 12:54:22: WARNING[Server]: Undeclared global variable "set_animation" accessed at /home/tim/.minetest/mods/dmobs/api.lua:201
2018-09-03 12:54:22: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'dmobs' in callback luaentity_Step(): /home/tim/.minetest/mods/dmobs/api.lua:201: attempt to call global 'set_animation' (a nil value)
2018-09-03 12:54:22: ERROR[Main]: stack traceback:
2018-09-03 12:54:22: ERROR[Main]: /home/tim/.minetest/mods/dmobs/api.lua:201: in function 'object_fly'
2018-09-03 12:54:22: ERROR[Main]: /home/tim/.minetest/mods/dmobs/dragons/piloting.lua:52: in function 'do_custom'
2018-09-03 12:54:22: ERROR[Main]: /home/tim/.minetest/mods/mobs_redo/api.lua:2934: in function </home/tim/.minetest/mods/mobs_redo/api.lua:2816>
UPD:fixed by using mobs:set_animation instead of set_animation in dmobs/api.lua
UPD2:ZOMG UBERLOL - wrong nest material - server crash
Question: how to heal my dragon?
Re: [Mod] D00Med mobs [dmobs]
Hi.
First, thanks for the wonderful mobs.
But... We have a true infestation of dragons badgers and pandas now :D
Is there an easy way to decrease the spawn rate (especially for the dragons?) somewhat?
And maybe increase the elephants :-)
edit: Hm, I looked in the code and the spawn rate of dragons is set to 64000, which seems very low. but still there's loads of them around. Maybe I need to update my mobs_redo? I'll experiment.
First, thanks for the wonderful mobs.
But... We have a true infestation of dragons badgers and pandas now :D
Is there an easy way to decrease the spawn rate (especially for the dragons?) somewhat?
And maybe increase the elephants :-)
edit: Hm, I looked in the code and the spawn rate of dragons is set to 64000, which seems very low. but still there's loads of them around. Maybe I need to update my mobs_redo? I'll experiment.
Re: [Mod] D00Med mobs [dmobs]
Whale swimming backward
Re: [Mod] D00Med mobs [dmobs]
its a nice mod but only some questions:
when i spawn the elephant i see that the feets off the elephant are underground
is it possible to sit on a tame dragon?
the kamikaze pig and the flying pig are the same why?
when i spawn the elephant i see that the feets off the elephant are underground
is it possible to sit on a tame dragon?
the kamikaze pig and the flying pig are the same why?
- Grossam
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Re: [Mod] D00Med mobs [dmobs]
I browsed the code quickly, and I can't find anything about the specific dragon gem (fire, ice and so on…). Are they a drop or a craft ?
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- Grossam
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Re: [Mod] D00Med mobs [dmobs]
Hi ! I'm trying to modify dmobs. It's the first time I deal with the mobs_redo API, and I've several questions.
In dragon_normal.lua, I find this spawning rule :
According to this : https://notabug.org/TenPlus1/mobs_redo/ ... er/api.txt min_light is greater than max_light, so the dragon can't spawn. Is it a mistake (argument order is not the same in register_spawn and spawn_specifis) or is it on purpose ?
-------
Every spawning rules are gathered in spawn.lua except some dragons. Once again, is it on purpose, or is it a 'TODO' ?
-------
I want the mobs to spawn in ethereal biomes. Should I add a second register_spawn call to create a second rule if ethereal is loaded, or should I modify the 'nodes' argument and have only one rule if ethereal is loaded ?
--------
About this part of egg_hatch function :
It will try to spawn entities named dragon_black, dragon_blue and so on, but the registered mods are name dragon1, dragon2… this won't work, isn't it ?
Thank you !
In dragon_normal.lua, I find this spawning rule :
Code: Select all
mobs:spawn_specific("dmobs:dragon", {"air"}, {"default:stone"}, 20, 10, 300, 15000, 2, -100, 11000)
-------
Every spawning rules are gathered in spawn.lua except some dragons. Once again, is it on purpose, or is it a 'TODO' ?
-------
I want the mobs to spawn in ethereal biomes. Should I add a second register_spawn call to create a second rule if ethereal is loaded, or should I modify the 'nodes' argument and have only one rule if ethereal is loaded ?
--------
About this part of egg_hatch function :
Code: Select all
local dragonpairs = {
fire = {colour="red",nest="default:lava_source"},
lightning = {colour="black",nest="default:obsidian"},
poison = {colour="green",nest="default:cactus"},
ice = {colour="blue",nest="default:ice"},
great = {colour="great",nest=""},
}
--
for nature,details in pairs(dragonpairs) do
if ( wield_item == "dmobs:dragon_gem_"..nature and eggnode:find(nature) ) or
( wield_item == "dmobs:dragon_gem" and eggnode == "dmobs:dragon_egg_great" ) then -- special case... because inconsiderate/inconsistent naming
minetest.chat_send_player(clicker:get_player_name(), " ... it ... swallowed the gem...")
minetest.after(dmobs.eggtimer,
function(pos, dragon, pname)
local neweggnode = minetest.get_node(pos).name
if eggnode ~= neweggnode then return end -- prevent infinite hatchings
minetest.remove_node(pos)
local thedragon = "dmobs:dragon_"..details.colour
if eggnode == "dmobs:dragon_egg_great" then
thedragon = "dmobs:dragon_great"
end
local ent = minetest.add_entity(pos, thedragon)
minetest.sound_play("dmobs_chirrup",{pos=pos,max_hear_distance=20})
local obj = ent:get_luaentity()
if eggnode ~= "dmobs:dragon_egg_great" then
ent:set_properties({
textures = {"dmobs_dragon_young.png"},
visual_size = {x=1, y=1},
})
end
obj.tamed = true
obj.owner = clicker:get_player_name()
end,
pos, clicker:get_player_name()
)
item:take_item()
break
end
end -- for loop
Thank you !
Last edited by Grossam on Sun Jul 28, 2019 05:57, edited 2 times in total.
Gloire à qui, n'ayant pas d'idéal sacro-saint,
Se borne à ne pas trop emmerder ses voisins.
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Re: [Mod] D00Med mobs [dmobs]
Grossam, try using the new mob spawning function instead, it's a lot easier to use and understand:
... as for Ethereal nodes, this is what I use when spawning Hogs:
https://notabug.org/TenPlus1/mobs_anima ... og.lua#L62
Code: Select all
mobs:spawn({
name = "dmobs:dragon",
nodes = {"air"},
neighbor = {"default:stone"},
min_light = 10,
max_light = 15,
interval = 300,
chance = 15000,
active_object_count = 2,
min_height = -100,
max_height = 11000,
})
https://notabug.org/TenPlus1/mobs_anima ... og.lua#L62
- Grossam
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Re: [Mod] D00Med mobs [dmobs]
A single call of spawn with a variable for nodes and neighbours. Very simple ! Thank you !
I spend some times correcting several small bugs this morning, but I'm stuck with one : ice and water dragon arrows appear as 'unknown' objects instead of awaited dmobs:ice.
Here's the arrow registration routine :
What's strange is that lightning and poison seem to work just fine. So I suspected a mispell in the mobs def themselves, bu they seem okay :
Can someone spot what's wrong ?
I spend some times correcting several small bugs this morning, but I'm stuck with one : ice and water dragon arrows appear as 'unknown' objects instead of awaited dmobs:ice.
Here's the arrow registration routine :
Code: Select all
for _,arrowtype in pairs( {"ice","lightning","poison"} ) do
base_arrow.textures = {"dmobs_"..arrowtype..".png"},
mobs:register_arrow("dmobs:"..arrowtype, dmobs.deepclone(base_arrow) )
end
Code: Select all
-- Ice dragon
local dragondef = {
type = "monster",
passive = false,
attacks_monsters = true,
damage = 4,
reach = 3,
attack_type = "dogshoot",
shoot_interval = 2.5,
dogshoot_switch = 2,
dogshoot_count = 0,
dogshoot_count_max =5,
arrow = "dmobs:ice", -- and so on…
-- Waterdragon (Hydra)
mobs:register_mob("dmobs:waterdragon", {
type = "monster",
passive = false,
attack_type = "dogshoot",
dogshoot_switch = 2,
dogshoot_count = 0,
dogshoot_count_max =5,
shoot_interval = 2.5,
arrow = "dmobs:ice", -- and so on…
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- Grossam
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Re: [Mod] D00Med mobs [dmobs]
I'm made some tests with the spawn() function : I inserted nodes from unloaded mods in nodes and neighbor tables. It didn't raise any error, the unloaded nodes just seem to be ignored. So it seems that testing the presence of the mod isn't event necessary ?
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- Grossam
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Re: [Mod] D00Med mobs [dmobs]
I finally found the arrow bug :
The coma at the end of the base_arrow.texture line seems to mess the loop. I'm a coding beginner so if someone could explain why ? Seems to me it ends the loop, as an 'end' would do ?
Code: Select all
for _,arrowtype in pairs( {"ice","lightning","poison"} ) do
base_arrow.textures = {"dmobs_"..arrowtype..".png"},
mobs:register_arrow("dmobs:"..arrowtype, dmobs.deepclone(base_arrow) )
end
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- taikedz
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Re: [Mod] D00Med mobs [dmobs]
This is likely an artifact from my refactor of that code. This is quite an obscure bug - the following code
Will print
The comma just separates statements, in theory
So I would have expected the above to still work.
Nonetheless, it is still more correct to remove the comma.
You are welcome to make a pull request on D00med's repo, or to its clone here https://github.com/minetest-mobs-mods/dmobs , since D00med has said they are no longer maintaining the mod...
Code: Select all
function y()
print("Hi")
end
-- This is like in the loop
x = 5,
y()
print(x)
Code: Select all
Hello
5
So I would have expected the above to still work.
Nonetheless, it is still more correct to remove the comma.
You are welcome to make a pull request on D00med's repo, or to its clone here https://github.com/minetest-mobs-mods/dmobs , since D00med has said they are no longer maintaining the mod...
- Grossam
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Re: [Mod] D00Med mobs [dmobs]
Thank you taikedz.
I'd like to make a pull request later, but as my repo is not on github, I'm not sure how to do it.
Edit : finaly I just add to think a bit and I fou,d the way : adding yet another remote ! My piece of advice : test it a lot before accepting the request ;-)
New changes are coming, mainly creating more interesting drops for the mobs and change some of their caracteristics (stronger ogres, weake skeletons…). This will imply a revision of spawn frequencies.
I'd like to make a pull request later, but as my repo is not on github, I'm not sure how to do it.
Edit : finaly I just add to think a bit and I fou,d the way : adding yet another remote ! My piece of advice : test it a lot before accepting the request ;-)
New changes are coming, mainly creating more interesting drops for the mobs and change some of their caracteristics (stronger ogres, weake skeletons…). This will imply a revision of spawn frequencies.
Gloire à qui, n'ayant pas d'idéal sacro-saint,
Se borne à ne pas trop emmerder ses voisins.
Se borne à ne pas trop emmerder ses voisins.
Re: [Mod] D00Med mobs [dmobs]
Lua in this case the comma separates expressions in a multiple assignment statement. As in:
There is a similar thing happening in the code you are working on:
pairs() returns two values (yes, in Lua you can) which are assigned to the variable "_" and the variable "arrowtype".
Nice catch BTW.
Code: Select all
x, y = 5, 10 -- so x=5 and y=10
Code: Select all
for _,arrowtype in pairs( {"ice","lightning","poison"} ) do
Nice catch BTW.
- Grossam
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Re: [Mod] D00Med mobs [dmobs]
OK, so the code was probably trying to perform an inexistant second assignement.
I spotted it while rewritting a part of the loop (to make yet another test). What my eyes couldn't see, my fingers detected !
I spotted it while rewritting a part of the loop (to make yet another test). What my eyes couldn't see, my fingers detected !
Gloire à qui, n'ayant pas d'idéal sacro-saint,
Se borne à ne pas trop emmerder ses voisins.
Se borne à ne pas trop emmerder ses voisins.
Re: [Mod] D00Med mobs [dmobs]
D00Med has some other mods. Are you interested in those too? The one with the horror theme is one of his best.
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