[Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

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Saturn
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[Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Saturn » Post

Image
Adds skeletons.

Version: 0.2.0
Source code's license: EUPL v1.2 or later.
Multimedia files' license: CC BY-SA and others, see subfolders.

Dependencies: default (found in Minetest Game, mobs (Mobs Redo)
Supported: bonemeal


Downloads
Archives: .zip .tar.gz
Source code: Codeberg


Installation

Unzip the archive, rename the folder to mobs_skeletons and place it in
../minetest/mods/

If you only want this to be used in a single world, place it in
../minetest/worlds/WORLD_NAME/worldmods/

GNU+Linux - If you use a system-wide installation place it in
~/.minetest/mods/

For further information or help see:
https://wiki.minetest.net/Help:Installing_Mods
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Last edited by Saturn on Fri Oct 22, 2021 22:53, edited 3 times in total.

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Saturn
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Re: [Mod] Mobs Skeletons [mobs_skeletons] [0.1.1]

by Saturn » Post

Released v0.1.1

Changed:
- Fixed wrong light damage settings.

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Re: [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Saturn » Post

Released v0.2.0

Added:
- Support for bonemeal

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by LRV » Post

There was a topic move request for this mod, and the topic is in order. However now it says the mod is abandoned in the title. Still move the mod or leave it?
This is a cool signature. :)

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by sangeet » Post

It's sad that this mod is abandoned, I've been using it at my server since June 2021, was hoping to see some development.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

This is one of the best monster mods for Minetest. Should never have been abandoned.

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Update:

by TenPlus1 » Post

With Hamlet/ Saturn's permission I have forked this mod and will keep it updated:

https://notabug.org/TenPlus1/mobs_skeletons

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

There is an issue when running this mod with Asuna. I think due to caverealms mod. I had to add a bunch of nodes where the skeletons can spawn and I had to rip out the light damage because the caverealm caves are very bright, and weilded_light mod. Basically whenever I went near to the skeletons in the caves they fell over dead. And they wouldn't spawn in cave_realms and asuna above ground unless I added spawn nodes.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by TenPlus1 » Post

@Neuromancer - I could easily change it so that skeletons only die from direct sunlight, if enough players want that change. Also they spawn on group:crumbly and group:cracky nodes which are typically default group types for dirt and stone in most games and mods.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

The game Asuna appears to be using a modified version of caverealms lite. If you add the skeleton's mod to Asuna, they hardly ever spawn. I think this is because there are no normal caves with plain stone floors in Asuna. I had to tweak spawning.lua as follows to get it to spawn just a few skeletons in the huge customized caves that get created in Asuna. I think it still needs more tweaks to get it to work correctly with that game.

nodes = {
'caverealms:stone_with_salt', --**
'group:stone', --**
'group:crumbly',
'group:cracky'
},

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Update:

by TenPlus1 » Post

- Added 'mobs_skeletons.sunlight_kill' setting, when true only direct sunlight kills skeletons.
- Skeletons spawn day or night under a max light of 6

@Neuromancer - All nodes created by caverealms fall under cracky or crumbly groups, skeletons will now spawn.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

Thanks for working on this beautiful mod. If I create an Asuna game, add your latest version of this mod, turn on noclip & fly, set time to 21000, and go underground while I see skeletons, they immediately flop over and die. So I think the sunlight is not working. I'd like to see more of them so I'm going to change chance to 1000 and see what that does.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by TenPlus1 » Post

@Neuromancer - Remember to flip the 'mobs_skeletons.sunlight_kill' to true, that way normal light will not kill them, only natural sunlight.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

TenPlus1 wrote:
Sun Apr 30, 2023 05:26
@Neuromancer - Remember to flip the 'mobs_skeletons.sunlight_kill' to true, that way normal light will not kill them, only natural sunlight.
I did that, and maybe they die a little more slowly when I approach them, but if they walk near to a blue crystal on the ground (which are everywhere underground) they fall over and die. The following seems to work better in that it doesn't kill skeletons at night or underground but you'd think it would prevent all sunlight damage. Though I have seen them take some damage during the day.
-- Setting to enable direct sunlight only death of skeletons
local sunlight = minetest.settings:get_bool('mobs_skeletons.sunlight_kill') == true
if sunlight then
light_damage_min =0
light_damage_max= 0
else
local light_damage_min = sunlight and 15 or (default.LIGHT_MAX / 2)
local light_damage_max = sunlight and 15 or (default.LIGHT_MAX + 1)
end
-- Sounds
local sounds = {
random = 'mobs_skeletons_skeleton_random',
attack = 'mobs_skeletons_slash_attack',
damage = 'mobs_skeletons_skeleton_hurt',
death = 'mobs_skeletons_skeleton_death'
}

---
--- Functions
---

-- Used to calculate the damage per second
mobs_skeletons.fn_DamagePerSecond = function(self)

-- direct sunlight returns full damage
if sunlight then
return 0--7
end

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Mantar » Post

Might be better to just have it do a minetest.get_natural_light(pos) at the skeleton's location, if the mobs mod is reading artificial light sources for light damage on top of sunlight
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

@Mantar Yes I think the solution would be to change api.lua in Mobs Redo API to have an additional natural light damage method that would be similar to this already existing method, but be for natural light and use minetest.get_natural_light(pos).

-- is mob light sensitive, or scared of the dark :P
if self.light_damage ~= 0 then

local light = minetest.get_node_light(pos) or 0

if light >= self.light_damage_min
and light <= self.light_damage_max then

self.health = self.health - self.light_damage

effect(py, 5, "tnt_smoke.png")

if self:check_for_death({type = "light"}) then
return true
end
end
end

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by TenPlus1 » Post

@Neuromancer - Hrm, this is interesting... I've downloaded Asuna and created a world, flipped the sunlight switch for skeletons to Enabled and placed a ton of different skeletons in every Caverealms biome and none of them die from light exposure. None of the nodes have a high enough light level to kill them (even the too_many_stones glowing nodes), but... they die in the overworld under the sun just fine.

Note: My fork has to be manually installed, if you get install or update the mod from contentdb it'll go back to the original version.

@Mantar - I don't use natural light level on purpose so that mods can create an artificial sun node of 15 (higher than the 14 max) for this purpose.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

TenPlus1 wrote:
Mon May 01, 2023 07:22
@Neuromancer - Hrm, this is interesting... I've downloaded Asuna and created a world, flipped the sunlight switch for skeletons to Enabled and placed a ton of different skeletons in every Caverealms biome and none of them die from light exposure. None of the nodes have a high enough light level to kill them (even the too_many_stones glowing nodes), but... they die in the overworld under the sun just fine.

Note: My fork has to be manually installed, if you get install or update the mod from contentdb it'll go back to the original version.
I pulled your mod a second time from your URL https://notabug.org/TenPlus1/mobs_skeletons and installed it manually again. I tried both with the settingtype.txt
mobs_skeletons.sunlight_kill (Only direct sunlight kills skeletons) bool true
and I tried it set to false
both times they just keep dying in caves even at night.
I also tried removing the text "(Only direct sunlight kills skeletons)" and made sure it was set to true. Same problem.
So then I went into api.lua in Mobs Redo mod and changed:

Code: Select all

	-- is mob light sensitive, or scared of the dark :P
	if self.light_damage ~= 0 then

		--local light = minetest.get_node_light(pos) or 0  --from this 
		local light = minetest.get_natural_light(pos) or 0  --to this
And it worked perfectly. They stayed alive in the caves and died in sunlight on the surface.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by TenPlus1 » Post

@Neuromancer - Which version of Minetest are you using ? Are you spawning new skeletons when doing the tests or are they remaining from last time ? I've updated the mob api to take natural light into account without breaking backwards compatibilty.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

TenPlus1 wrote:
Tue May 02, 2023 06:02
@Neuromancer - Which version of Minetest are you using ? Are you spawning new skeletons when doing the tests or are they remaining from last time ? I've updated the mob api to take natural light into account without breaking backwards compatibilty.
Thanks for your work on this. I'm using version 5.7.0 and creating a brand new world each time with new skeletons. This time I created a completely new install of of 5.70 Minetest. I installed skeletons manually from the link , and then I went to the content tab to download only Asuna and Mobs API Redo. No other mods downloaded or installed. And the skeletons still died underground. I go down into the caverealm until I am in a very large wide open underground area that has space as almost as far as the eye can see so I can find skeletons more quickly. You don't have to go very deep to find them.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

dup.
Last edited by Neuromancer on Wed May 03, 2023 00:33, edited 1 time in total.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

I did notice that the glowing red "illumishrom" mushrooms don't kill them, but the blue "glow gems" kill them every time.
The glow gems give off much more light.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by TenPlus1 » Post

@Neuromancer - I've had 5 other people test the mod and when 'mob_skeletons.sunlight_kill' is True only natural sunlight will kill the skeletons when above ground during the day, they seem quite cozy in a caverealm environment.

Rather than touching the mob api, in mobs_skeletons .lua file on line 36, change it to read:

Code: Select all

local sunlight = true
...and you could also change the following min and max values to 15 to force the change.

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Re: [Abandoned] [Mod] Mobs Skeletons [mobs_skeletons] [0.2.0]

by Neuromancer » Post

TenPlus1 wrote:
Wed May 03, 2023 05:45
@Neuromancer - I've had 5 other people test the mod and when 'mob_skeletons.sunlight_kill' is True only natural sunlight will kill the skeletons when above ground during the day, they seem quite cozy in a caverealm environment.

Rather than touching the mob api, in mobs_skeletons .lua file on line 36, change it to read:

Code: Select all

local sunlight = true
...and you could also change the following min and max values to 15 to force the change.
I prefer having all the mobs only take damage from sunlight, so rather than changing all of those mods, I'll just change Mobs API redo to natural light. Thanks for all your help!

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