[mod] MC Like Mobs [mobs_mc]

void
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Re: [mod] MC Like Mobs [mobs_mc]

by void » Thu Dec 28, 2017 16:27

Currently has been demostrated that endermen move fast and don't teleport when are hit
 

IanniPowerup!!!
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Re: [mod] MC Like Mobs [mobs_mc]

by IanniPowerup!!! » Sun Dec 31, 2017 18:35

awesome mod . BUT !! Put an optional dependence on nether . U gave us nether mobs so I though that they would spawn in the nether (if the nether is installed) NOPE !!! They don't .. :-/
So where do i find a blaze or a gast within survival ?
 

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Re: [mod] MC Like Mobs [mobs_mc]

by GamingAssociation39 » Fri Feb 16, 2018 00:05

There also needs to have the new mobs added
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Re: [mod] MC Like Mobs [mobs_mc]

by Lone_Wolf » Fri Feb 16, 2018 19:31

IanniPowerup!!! wrote:awesome mod . BUT !! Put an optional dependence on nether . U gave us nether mobs so I though that they would spawn in the nether (if the nether is installed) NOPE !!! They don't .. :-/
So where do i find a blaze or a gast within survival ?

The nether is in this game by default. You may have messed something up
 

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Re: [mod] MC Like Mobs [mobs_mc]

by turducken » Sun Feb 25, 2018 03:55

If I enable this mod everything becomes extremely laggy. Animals walk in straight lines for several blocks, then reset back to original position to actually run their AI code where they stop, change direction, move their head, etc. If I disable this mod the game goes back to a nice fluid experience.

Is there some profiling switch I can throw in minetest to see exactly what is going on? I've played MineClone2 with this mod as part of it, and it worked well there. Could it be too many mobs_redo mobs? I've tried disabling several of the mob_redo mob packs but it seems to be something in mobs_mc that really lags the game.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by holli » Sat Apr 07, 2018 16:46

Hi there,

my son is a real MC enthusiast and having MC mobs in minetest blows his mind! *hehe* Minetest is still the best!
Apro pos "blow", It seems a creeper blows my server: I walked thru my world on an 0.4.16 server @ lubuntu 16.04.4 amdx64 LTS and I died for no reason. At the same time my server crashes with this log entry:

2018-04-07 16:03:09: ACTION[Server]: A TNT explosion occurred at (-47.725162506104,2.1315042972565,-414.22280883789) with radius 0
minetest: /build/minetest-wva50I/minetest-0.4.16/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32):
Zusicherung »i >= F1000_MIN && i <= F1000_MAX« nicht erfüllt.
Abgebrochen (Speicherabzug geschrieben)


Yes it's the german edition. Google translator interpret the last two lines with
Assertion »i> = F1000_MIN && i <= F1000_MAX «not fulfilled.
Canceled (dump dumped)


I respawn in my bed, went to the coordinates i died but no dying box - all my inventory was lost... :-(

How to fix this issue?

Greetz,

Holli
 

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Re: [mod] MC Like Mobs [mobs_mc]

by Wuzzy » Sat Apr 07, 2018 19:24

This is a division-by-zero bug in Minetest Game:

https://github.com/minetest/minetest_game/issues/2105

The crash is triggered by Mobs Redo:
https://github.com/tenplus1/mobs_redo/issues/157

The bug is in MTG, so we have to wait until MTG fixed it. Mobs Redo author TenPlus1 might choose to apply a workaround.

To my knowledge, this does not affect MineClone 2, as this game has a different TNT mod.
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by holli » Sat Apr 07, 2018 20:12

Hi Wuzzy,

thank you for your answer. And many thanks for your work on github! Now i'll try to edit the responsible lua script in tnt mod from
Code: Select all
local damage_radius = (radius / def.radius) * def.damage_radius

to
Code: Select all
local damage_radius = 0
if def.radius ~= 0 then local damage_radius = (radius / def.radius) * def.damage_radius end


This was my first time to code in lua and it don't end in a desaster. Yay! \o/

Thanks for helping me out and finding the reason why my server crahed and where the failure is.

Holli

EDIT: Code correction

EDIT2: The code changes mentioned above seems to work. I had no server crash for a long time. And I provoke a creeper to explode in water *hehe*
 

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Re: [mod] MC Like Mobs [mobs_mc]

by ToyElf » Mon May 21, 2018 03:29

Howdy!
Is there any way to reduce the spawn rates of animals?
I'm okay with the amount of monsters I get, but my world is getting overran by wolves, sheep, cows, rabbits and pigs. Can I manually reduce the spawn rates of these mobs?

Nothing else I can suck up to, your mod is awesome! Great job you lot!
 

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Re: [mod] MC Like Mobs [mobs_mc]

by Lone_Wolf » Mon May 21, 2018 19:55

ToyElf wrote:Howdy!
Is there any way to reduce the spawn rates of animals?
I'm okay with the amount of monsters I get, but my world is getting overran by wolves, sheep, cows, rabbits and pigs. Can I manually reduce the spawn rates of these mobs?

Nothing else I can suck up to, your mod is awesome! Great job you lot!

I don't have the time to look into it but if you granted yourself the server privilege you could run /clearobjects quick every few minutes to remove all entities nearby. That would remove the animals but also any other entities. So it may not be something you want to do
 

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Re: [mod] MC Like Mobs [mobs_mc]

by ToyElf » Mon May 21, 2018 22:57

It also removes minecarts, and considering I have a huge railway system this would be an expensive thing to do! If one of you guys finds a way, please let me know.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by zing269 » Tue May 22, 2018 00:22

You can add a line like mob_name=(chance,count) to your minetest.conf to override the chance and count for each mob you wish to adjust. Look at the api.txt file in the mobs mod folder for details.

the default values for chickens are:
mobs_mc:chicken=(17000,3)

to have less chickens spawn less often you would raise the chance number and lower the count:
mobs_mc:chicken=(34000,2)
Last edited by zing269 on Wed May 23, 2018 01:18, edited 1 time in total.
 

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Punk
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Re: [mod] MC Like Mobs [mobs_mc]

by Punk » Tue May 22, 2018 21:55

Like mobs redo and farming redo, this one also don't has hud hunger.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by TenPlus1 » Wed May 23, 2018 07:24

Punk: explain please ? why would a mobs mod have hunger ?
 

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Re: [mod] MC Like Mobs [mobs_mc]

by IhrFussel » Wed May 23, 2018 15:40

Lone_Wolf wrote:I don't have the time to look into it but if you granted yourself the server privilege you could run /clearobjects quick every few minutes to remove all entities nearby. That would remove the animals but also any other entities. So it may not be something you want to do


Don't do this!

I think you didn't read the sentence in the docs after the removal of objects inside active/loaded mapblocks. It says it will delete the objects of all other mapblocks the next time they are loaded. So it's pretty much a silent /clearobjects full
 

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Re: [mod] MC Like Mobs [mobs_mc]

by Punk » Wed May 23, 2018 17:37

TenPlus1 wrote:Punk: explain please ? why would a mobs mod have hunger ?


I don't remember which mobs package had a hunger HUD, I just remember it had one with breads symbols. I don't play Minetest for a considerable time. I just upgraded the mobs and it's gone.
 

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Re: [mod] MC Like Mobs [mobs_mc]

by TenPlus1 » Wed May 23, 2018 19:43

Mobs wouldn't affect minetest hunger mods but you could try this one:

https://github.com/tenplus1/stamina
 

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Re: [mod] MC Like Mobs [mobs_mc]

by ToyElf » Thu May 24, 2018 01:04

zing269 wrote:You can add a line like mob_name=(chance,count) to your minetest.conf to override the chance and count for each mob you wish to adjust. Look at the api.txt file in the mobs mod folder for details.

the default values for chickens are:
mobs_mc:chicken=(17000,3)

to have less chickens spawn less often you would raise the chance number and lower the count:
mobs_mc:chicken=(34000,2)

Thanks, that was what i was after!
 

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Re: [mod] MC Like Mobs [mobs_mc]

by Wuzzy » Thu May 24, 2018 15:20

As some of you might know, this mod has been included unchanged in MineClone 2 for a long time now. I always made changes to this mod first, then copied the entire mod into MineClone 2.

But now I am seriously considering to no longer do this. Instead, I like to develop the mobs in MineClone 2 independently. Maybe I also be more liberal with modifications to Mobs Redo, making it MCL2-specific. I start to think this has held be back for a while anyway. I have tried to avoid these steps for a very long time, but I think it just doesn't make

As for mobs_mc, it always felt odd to me to have MC-like mods specific to MTG. The textures don't match, the balancing is odd, etc. Really, this mod right now is more tailored to MCL2 anyway.

I have not changed anything in the code yet, I just wanted to give you a heads-up that in the future, mob development in MCL2 might deviate. This decision is not final, however, but I lean towards the deviation.
My projects: MineClone 2. Hades Revisited. Help modpack. A ton of other mods, see here.
 

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