[mod] Slimes inspired by TheManaWorld [tmw_slimes]

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[mod] Slimes inspired by TheManaWorld [tmw_slimes]

by Piezo_ » Post

Anyone here ever played The Mana World? It's another libre game out there, maybe not quite as popular as Minetest, but still very nice. Anyway, I've been there, and I decided to bring back some exotic slimes for y'all, inspired by the ones found in that game!

You want slimes? We got 'em! You want lava slimes? Yup, we got those, too!
You want poison slimes? No? Well, I added them, anyway! We've got every kind of slime this side of mars!
...And the other side, too, if you have other_worlds installed!

Make your Minetest experience a little (or a lot) more gooey, with tmw_slimes!
Image

I've also added something special for those mad adventurers who would dare to challenge nature itself and create the perfect slime...

Depends: default, mobs_redo, fire

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License: GPLV3+
while (true) { suffer(); }

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by Joseph16 » Post

sweeeeeeet
Testin' mines since 1989

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by FreeGamers » Post

I haven't played TheManaWorld, but this is a well done mod. The variation in the slimes and their biome spawns is really good. It also has a really good artwork set and crafting basics. Many of the slime drops can be eaten with different effects. Slimes suck up items or players inventory after death and release them if killed which triggers a sound effect. Also the concept of them being a simple organic substance with a "living nucleus" connects the fantasy of slimes to a more grounded science-fiction explanation that fits in well with the world.

Well done. I've begun adding and modifying slime appropriate sound to my files to enhance this. I've added sound events for most of the actions which really improves this a bit more. The only items I'm wishing for is that they spawned in small and large variants. The current ones are quite small, it can make them sneaking up on you deadly because sometimes they are hard to hit. Some variants do a lot of damage, which is fine, you just have to be ready for that.

Underrated mod.
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by TenPlus1 » Post

*pokes da slimes*

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by Sokomine » Post

I'd love to see them running (well, more or less :-)) around on a server.
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by ThorfinnS » Post

What mods do you recommend to play with this? Had everything but the diamond shield -- that was steel. One dropped from above, doing 14, and a second later, before I even had a chance to react, it did another 14.

Using full steel armor (trying to recover stuff) something did 27 in a single hit. No, I never saw it, but nothing else we have installed hits like that.

Wood armor is next to useless with some surface slimes. And if you ignore the surface world until you get steel armor, then the surface slimes are pansies.

Or is this really designed to one-shot players with the best armor they could have at that point in the game?

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by FreeGamers » Post

ThorfinnS wrote:What mods do you recommend to play with this? Had everything but the diamond shield -- that was steel. One dropped from above, doing 14, and a second later, before I even had a chance to react, it did another 14.

Using full steel armor (trying to recover stuff) something did 27 in a single hit. No, I never saw it, but nothing else we have installed hits like that.

Wood armor is next to useless with some surface slimes. And if you ignore the surface world until you get steel armor, then the surface slimes are pansies.

Or is this really designed to one-shot players with the best armor they could have at that point in the game?
I always envisioned slimes as a rather simplistic mob. I don't think they need to be so powerful. That said, I haven't gotten around to fully balancing and adjusting them yet, so I don't know what I'd recommend to you. You can set the damage values and HP values for each slime in the lua files. I may end up messing with the files at some point to create a fatter version with more HP or speed but haven't gotten to it. I think the little ones could be nerfed and it would seem reasonable.
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by ThorfinnS » Post

Ran into something I'm not understanding.

Code: Select all

2019-06-15 00:17:43: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (-649.923,8.68216,-135.402), damage 0 HP
2019-06-15 00:17:44: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (-649.905,7.51,-135.173), damage 0 HP
2019-06-15 00:17:45: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (-649.872,7.51,-134.513), damage 0 HP
2019-06-15 00:17:46: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (-649.872,7.51,-134.513), damage 0 HP
2019-06-15 00:17:47: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (-649.872,7.51,-134.513), damage 0 HP
2019-06-15 00:17:48: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (-649.872,7.51,-134.513), damage 0 HP
2019-06-15 00:17:49: ACTION[Server]: singleplayer dies at (-650,8,-133). Bones placed
2019-06-15 00:17:49: ACTION[Server]: Server: NoCheat: singleplayer tried to interact while dead; ignoring.
I was just peacefully ignoring a surface slime that was following me because I was armored up and he was doing no damage. And what do I really need more goo for anyway?

Then, I go from fully healed to dead. No damage, just dead. I've only skimmed the code, but I can't figure out what happened. Any guesses?

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by FreeGamers » Post

I couldn't tell you. Maybe your armor wore out and you got one-shotted.
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by ThorfinnS » Post

Finally had some time to play a bit.

That wasn't it. Went back, killed the slime, and he had my armor. Barely scratched. And I'd think that death would be like the others -- the line right before the "dies" announcement would be a punched for 27.

I'm still scratching my head how it happened. As the log shows, nothing did any damage. The line right before says I was punched for 0 damage, then 1 second later it just reported that I died and bones were placed. It's kind of like something is bypassing the whole damage system, maybe replacing it with some internal record-keeping or some insta-death thing, but if it's in the code somewhere, I missed it.

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by FreeGamers » Post

Maybe its poison damage?
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by ThorfinnS » Post

Maybe. It was just an ocean slime. Or at least that's all I saw. It's possible I was being double-teamed. But if there were a poisonous slime there, too, that would explain it.

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by Red_King_Cyclops » Post

Piezo has left Minetest for health concerns, so this mod probably won't be updated unless it's forked.
My best mods: space_travel, time_travel, and rocket.

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by freshreplicant » Post

This mod is really great, probably one of my favourites for adding mobs. The animations/sound effects make the slimes really immersive.

On 5.3.0 however this mod was crashing the game for me, with the following message:

Code: Select all

AsyncErr: ServerThread::run Lua: Runtime error from mod 'tmw_slimes' in callback luaentity_Step(): /home/freshreplicant/.minetest/mods/mobs/api.lua:393: attempt to call field 'set_animation' (a nil value)
stack traceback:
	/home/freshreplicant/.minetest/mods/mobs/api.lua:393: in function 'set_animation'
	/home/freshreplicant/.minetest/mods/tmw_slimes/init.lua:101: in function 'animate'
	/home/freshreplicant/.minetest/mods/tmw_slimes/slimes/algae.lua:51: in function 'do_custom'
	/home/freshreplicant/.minetest/mods/mobs/api.lua:3370: in function </home/freshreplicant/.minetest/mods/mobs/api.lua:3245>
I tried to track it down to see if there was some incompatibility with mobs_redo, but I'm not experienced enough with lua/modding yet to be able to fix that way. I was however able to get the mod working again by commenting out the following section of the algae.lua file (for me it was under /.minetest/mods/tmw_slimes/slimes/):

Code: Select all

--do_custom = function(self)
		--tmw_slimes.animate(self)
		--tmw_slimes.absorb_nearby_items(self)
	--end,
Again, new to programming so I'm not sure if there's a way to comment out multiple lines in lua, but it works as a band aid for now, so far I have had no further crashes.

Would be great to see this forked and put on contentdb, Piezo put out some quality mods, shame if they are not usable any more.

Figured I would share how I got it working again anyhow!

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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by FreeGamers » Post

I've dealt with this in my game already and applied fixes. It will still crash to the slimes that you have not fixed when they are encoutered. This affects the slimes that float/swim/fly because they don't really jump. They don't need jumpin animations because of this, but the code was left in by Piezo when it was developed probably as part of a template.

Simply remove the line in do_custom that controls this. Here is a small commit from my game that did something similar (commented this function out).

https://notabug.org/FreeGamers/saras_si ... 39ee7b1f70

https://notabug.org/FreeGamers/saras_si ... 8d4581d4d9
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by FreeGamers » Post

I believe this happens because tmw_slimes.animate function requires a jump animation to be defined in order for that section of the mob definition to work.

Something in Mt 5.3 or mobs_redo probably updated and now this undefined variable fails the code.

see this section: https://notabug.org/FreeGamers/saras_si ... #L104-L106

you could try to define an animation for the mob definition to resolve this, but since it float/flies it would look silly anyways. Just tell the game to not animate the slime when jumping and I think that should be a robust enough solution.
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Re: [mod] Slimes inspired by TheManaWorld [tmw_slimes]

by freshreplicant » Post

FreeGamers wrote:
Thu Sep 10, 2020 19:16
I've dealt with this in my game already and applied fixes. It will still crash to the slimes that you have not fixed when they are encoutered. This affects the slimes that float/swim/fly because they don't really jump. They don't need jumpin animations because of this, but the code was left in by Piezo when it was developed probably as part of a template.

Simply remove the line in do_custom that controls this. Here is a small commit from my game that did something similar (commented this function out).

https://notabug.org/FreeGamers/saras_si ... 39ee7b1f70

https://notabug.org/FreeGamers/saras_si ... 8d4581d4d9
Oh good to know it could still happen if I encountered other slimes. It's strange though, because it was happening with the algae slime even if I didn't encounter them.

I've encountered ocean slimes, jungle, poison and a few others but nothing happened yet, though as you say, it must be linked specifically to the ones that don't jump. I'll comment out those lines for the other affected ones just to be sure.

It'd be great if the contentdb package could be updated somehow or at least amended to include the fix. Though it seems to have been submitted by Piezo, so I gues that's out of the question unless he is able to return to the Minetest community.

https://content.minetest.net/packages/P ... mw_slimes/

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