[Abandoned] [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
- Hamlet
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[Abandoned] [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
Adds dwarves.
Do not use this mod without using also 3D Armor: you will be 'naked' against armored mobs.
Features:
- Spawn at -300 and below.
- Miner, Soldier, Marksman, Paladine.
- Attack monsters (and players if provoked).
- Recover health, gain experience (armor and damage).
- Drop Minetest Game's default tools and weapons.
- Miners will dig ores and place torches.
- If rightclicked will tell their names (Esperanto phrase, random name; see alphabet.txt for the special letters.).
- Random class, appearence, tools/weapons.
- Can be "tamed" using using one lump/ingot/crystal of gold, mese or diamond.
Advanced settings:
- Option to toggle dwarves digging ores and placing torces.
- Option to toggle hovering nametags: Given name (Dwarf class).
Version: 0.2.1
Source code's license: EUPL v1.2 or later.
Textures' license: LGPL v2.1 - CC BY 3.0 - CC BY-SA 3.0 -CC0 (check each subfolder)
Dependencies: default (found in Minetest Game), mobs (Mobs Redo)
Supported: castle_masonry, dfcaverns, real_minerals
Downloads:
Archives: .zip .tar.gz
Source code: Codeberg
Installation
Unzip the archive, rename the folder to mobs_dwarves and place it in
../minetest/mods/
GNU+Linux: If you use a system-wide installation place it in
~/.minetest/mods/
If you only want this to be used in a single world, place the folder in
../minetest/worlds/world_name/worldmods/
- Attachments
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- screenshot.png (142.39 KiB) Viewed 2013 times
Last edited by Hamlet on Fri Oct 02, 2020 17:06, edited 9 times in total.
My repositories: Codeberg.org | My ContentDB's page
- texmex
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- Hamlet
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Re: [Mod] Mobs Dwarves [0.1.0] [mobs_dwarves]
Thanks! :)texmex wrote:Impressive work!
My repositories: Codeberg.org | My ContentDB's page
- Hamlet
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Re: [Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]
Released v0.1.1
- Added alphabet.txt
- Removed redundant conditional check.
- Minor code improvements.
- Added alphabet.txt
- Removed redundant conditional check.
- Minor code improvements.
My repositories: Codeberg.org | My ContentDB's page
Re: [Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]
Hi,
I tried the mod in a local game. However, the system did not create NPCs in the lower caves. Do I have to adjust something or how does it work exactly?
The manual placing of the NPCs works without problems.
Greets
I tried the mod in a local game. However, the system did not create NPCs in the lower caves. Do I have to adjust something or how does it work exactly?
The manual placing of the NPCs works without problems.
Greets
- linushsao
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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]
page not found?
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List
- FreeGamers
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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]
Yeah, it really is abandoned. I discussed this recently with another community member and they pushed a copy of an old version to their github per our conversation. The mod is a bit lackluster in my opinion. I think eventually I'll end up reworking it for my Sara's Simple Survival Server. I want to add traders from each race that can be found underground. The current standard mob API is pretty easy to use and using inspiration from this and some other mobs I've seen, I think some race packs like elves, dwarves, and orcs/goblins could be made. I have plenty to keep myself occupied with until then though, so it may be awhile.linushsao wrote:page not found?
https://github.com/ThorfinnS/mobs_dwarves
Also check out FaceDeer's dfcaverns mod, which really enhances some elements of underground exploration.
The goblins mod is really good too, but needs a bit of tweaking and balancing, I suggest getting one of the revisions by forum users posted in the comments recently. I've set mine to spawn in specific elevations because they are extremely destructive to player's builds.
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft
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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]
mobs_dwarves is still available for download on Content DB: https://content.minetest.net/packages/H ... s_dwarves/FreeGamers wrote:Yeah, it really is abandoned. I discussed this recently with another community member and they pushed a copy of an old version to their github per our conversation. The mod is a bit lackluster in my opinion. I think eventually I'll end up reworking it for my Sara's Simple Survival Server. I want to add traders from each race that can be found underground. The current standard mob API is pretty easy to use and using inspiration from this and some other mobs I've seen, I think some race packs like elves, dwarves, and orcs/goblins could be made. I have plenty to keep myself occupied with until then though, so it may be awhile.linushsao wrote:page not found?
https://github.com/ThorfinnS/mobs_dwarves
Also check out FaceDeer's dfcaverns mod, which really enhances some elements of underground exploration.
The goblins mod is really good too, but needs a bit of tweaking and balancing, I suggest getting one of the revisions by forum users posted in the comments recently. I've set mine to spawn in specific elevations because they are extremely destructive to player's builds.
Currently working on new mods.
- Hamlet
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Re: [Mod] Mobs Dwarves [0.2.0] [mobs_dwarves]
Released v0.2.0
Added:
- Dwarves can be "tamed" using one lump/ingot/crystal of gold, mese or diamond.
- Support for translations.
- Option to toggle dwarves digging ores and placing torces.
- Option to toggle hovering nametags: Given name (Dwarf class).
Changed:
- License changed to EUPL v1.2
- mod.conf set to follow MTv5.x specifics.
- on_spawn function moved to after_activate.
- Textures have been optimized (with optipng).
Removed:
- Support for MT v0.4.x
Added:
- Dwarves can be "tamed" using one lump/ingot/crystal of gold, mese or diamond.
- Support for translations.
- Option to toggle dwarves digging ores and placing torces.
- Option to toggle hovering nametags: Given name (Dwarf class).
Changed:
- License changed to EUPL v1.2
- mod.conf set to follow MTv5.x specifics.
- on_spawn function moved to after_activate.
- Textures have been optimized (with optipng).
Removed:
- Support for MT v0.4.x
My repositories: Codeberg.org | My ContentDB's page
- Hamlet
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Re: [Abandoned Mod] Mobs Dwarves [0.1.1] [mobs_dwarves]
Please do feel free to open a Pull Request with your additions and improvements, I would like to see them:FreeGamers wrote:The mod is a bit lackluster in my opinion. I think eventually I'll end up reworking it for my Sara's Simple Survival Server. I want to add [...]
- not rubbing their faces on walls.
- not falling into the void.
- not stepping into lava.
- not interfering with the API's animation when recovering health (i.e. moonwalking bug).
- using formspecs when being hired (soldier classes).
- using formspecs for trading (miner class).
I am not able to do the above, if you are then please do not keep these improvements for your server only but share them with the community.
My repositories: Codeberg.org | My ContentDB's page
- FreeGamers
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Re: [Mod] Mobs Dwarves [0.2.0] [mobs_dwarves]
I'd happily share them. I've added geomoria onto my server and currently have goblins walking about it. I'm going to be implementing dwarves for sure at some point. I don't have a github account and I won't be using it in the future. I've set myself up on notabug, but I think I've seen you on there. Regardless, I'll share stuff here or someother way. Sometime in the future, the server mod code will all be pushed onto notabug. Although I'm hoping to do that at a point release at some point or when the server has some cooperative development interest from other players+developers.
I haven't been able to deal with mobs going into water or lava because mobs_redo simply doesnt seem to support that, but I'll keep an eye open for any creative solutions I can find.
As for falling into the void, mobs_redo provides a fear_height function to prevent them from going into anything beyond a specified height.
Mobs_redo has some pathfinding functions, but I haven't found them to be too effective.
I haven't been able to deal with mobs going into water or lava because mobs_redo simply doesnt seem to support that, but I'll keep an eye open for any creative solutions I can find.
As for falling into the void, mobs_redo provides a fear_height function to prevent them from going into anything beyond a specified height.
Mobs_redo has some pathfinding functions, but I haven't found them to be too effective.
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- Hamlet
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Re: [Mod] Mobs Dwarves [0.2.0] [mobs_dwarves]
@FreeGamers
No problems, I've found how to prevent mobs getting stuck (link) and I've 'filed' a bug report about the falling-in-the-void issue when their walk speed is > than 1 (link).
I'm rewriting Dwarves from scratch, hopefully the next release will be more performant and in line with the 'Keep It Simple, Stupid!' principle. :)
No problems, I've found how to prevent mobs getting stuck (link) and I've 'filed' a bug report about the falling-in-the-void issue when their walk speed is > than 1 (link).
I'm rewriting Dwarves from scratch, hopefully the next release will be more performant and in line with the 'Keep It Simple, Stupid!' principle. :)
My repositories: Codeberg.org | My ContentDB's page
- Hamlet
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
Released v0.2.1
Changed:
- Fixed 'stuck issue'.
- Fixed 'moonwalking issue' when healing.
- Fixed class-appearence mismatch.
- Fixed nametags being only partially hidden.
- Code improvements.
Changed:
- Fixed 'stuck issue'.
- Fixed 'moonwalking issue' when healing.
- Fixed class-appearence mismatch.
- Fixed nametags being only partially hidden.
- Code improvements.
My repositories: Codeberg.org | My ContentDB's page
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
keep getting this error .
i have the latest build installed via engine .
12 10:27:42: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_dwarves' in callback luaentity_Step(): ... T MASTER\minetest-5.2.0-win64\bin\..\mods\mobs/api.lua:1434: attempt to call method 'find' (a nil value)
2020-05-12 10:27:42: ERROR[Main]: stack traceback:
i have the latest build installed via engine .
12 10:27:42: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_dwarves' in callback luaentity_Step(): ... T MASTER\minetest-5.2.0-win64\bin\..\mods\mobs/api.lua:1434: attempt to call method 'find' (a nil value)
2020-05-12 10:27:42: ERROR[Main]: stack traceback:
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
Just got the same error ^^ but with Minetest 5.1 on ubuntu servercuthbertdoublebarrel wrote: ↑Tue May 12, 2020 09:48keep getting this error .
i have the latest build installed via engine .
12 10:27:42: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_dwarves' in callback luaentity_Step(): ... T MASTER\minetest-5.2.0-win64\bin\..\mods\mobs/api.lua:1434: attempt to call method 'find' (a nil value)
2020-05-12 10:27:42: ERROR[Main]: stack traceback:
Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
@shazen, @cuthbertdoublebarrel - please download latest mobs api and install, that issue was fixed.
https://notabug.org/tenplus1/mobs_redo
https://notabug.org/tenplus1/mobs_redo
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
This is where i am little confused i am using the engine online content browser to update . when i see you have notified us via the forum there is an update i then check the content browser and it tallys showing that the mod needs updating ..so why i am still on an outdated version of your mod . ? .... is the content browser not registering the updates correctly from notabug.org ?TenPlus1 wrote: ↑Tue May 12, 2020 12:16@shazen, @cuthbertdoublebarrel - please download latest mobs api and install, that issue was fixed.
https://notabug.org/tenplus1/mobs_redo
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
When I update my git page I always update the contentdb page to suit, especially when an error has been found and fixed.
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
thats what i figured as it was tallying up.
now i am unable to find dwarves on the content browser via the engine ,
though its there via the main site , strange.
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- Hamlet
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
That is because today I have set the Minetest engine version limit to 5.1 for all my mods, due the fact that with 5.2 I can not guarantee that they will not crash someone's game; be it due to my code or dependencies' code.
So I believe that ContentDB is now hiding my mods to anyone using Minetest 5.2+, that is what I wanted.
If someone wishes to use these mods on 5.2 or later, they will have to manually install them.
Currently I am not maintaining my repositories, thus I have archived all of them.
If someone is willing to spend their time on these mods, "May the Fork be with you."
So I believe that ContentDB is now hiding my mods to anyone using Minetest 5.2+, that is what I wanted.
If someone wishes to use these mods on 5.2 or later, they will have to manually install them.
Currently I am not maintaining my repositories, thus I have archived all of them.
If someone is willing to spend their time on these mods, "May the Fork be with you."
My repositories: Codeberg.org | My ContentDB's page
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
Thanks Hamlet very much appriciate that info .it explains alot .
its a long long way down there to encounter the dwarves only for the game to crash.
from what glimpses i got they looked great and the voice over i was not expecting .
will install 5.21 as they are to good to miss out on . hopefully someone will make the effort to update for the newer builds .
its a long long way down there to encounter the dwarves only for the game to crash.
from what glimpses i got they looked great and the voice over i was not expecting .
will install 5.21 as they are to good to miss out on . hopefully someone will make the effort to update for the newer builds .
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
Hi,TenPlus1 wrote: ↑Tue May 12, 2020 12:16@shazen, @cuthbertdoublebarrel - please download latest mobs api and install, that issue was fixed.
https://notabug.org/tenplus1/mobs_redo
Last update of mobs_redo i made was on may the tenth, i try to keep mods updated. i download your latest version and installed it but i got the same error
Code: Select all
2020-05-13 02:36:38: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'mobs_dwarves' in callback luaentity_Step(): ...//mobs_redo/api.lua:1434: attempt to call method 'find' (a nil value)
2020-05-13 02:36:38: ERROR[Main]: stack traceback:
2020-05-13 02:36:38: ERROR[Main]: ...//mobs_redo/api.lua:1434: in function 'replace'
2020-05-13 02:36:38: ERROR[Main]: ...//mobs_redo/api.lua:3322: in function <...//mobs_redo/api.lua:3175>
Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
@shazen - new api uploaded that works with table replacements, tested and working a-ok.
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Re: [Mod] Mobs Dwarves [0.2.1] [mobs_dwarves]
the error above resolved no crashes in version 5.2.0 either
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