[Mod] Simple Mobs [mobs]
Re: [Mod] Simple Mobs [mobs]
How do I disable spawning? I just want to use limited mobs,I don't wan't them to spawn.
- PilzAdam
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Re: [Mod] Simple Mobs [mobs]
By reading the first post.Ikishida wrote:How do I disable spawning? I just want to use limited mobs,I don't wan't them to spawn.
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Re: [Mod] Simple Mobs [mobs]
The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?
Re: [Mod] Simple Mobs [mobs]
LonelyCrow wrote:The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?
Look for the file: debug.txt (must be the same folder as minetest.exe).
Then search for ERROR and copy/paste the ERROR-lines here. It will be easier to see what went wrong.
Edit: Only do this if Maikerumine's solution doesn't work (post under this one). I bet he hit the mark :-)
Last edited by Topywo on Sat Jan 10, 2015 21:56, edited 1 time in total.
- maikerumine
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Re: [Mod] Simple Mobs [mobs]
Your file path should be:LonelyCrow wrote:The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?
C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods\mobs
The changing of the mods folder to mobs breaks the game.
The red is supposed be called mods, then add the "mobs" folder there.
Forgive me if I am not hitting the mark.
[EDIT]
Also, I would create a folder in your D: directory-if you have one- straight up named MINETEST, then have all your minetest stuff there. Windows sometimes doesn't like writing to the C directory on newer versions of M$.
Just my two cents.
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
- Napiophelios
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Re: [Mod] Simple Mobs [mobs]
Topywo wrote:LonelyCrow wrote:The Mod failed to load. I extracted it to C:\Users\LonelyCrow\Downloads\minetest-0.4.11-win64\mods and renamed the folder "mobs".
When I clicked the configure button on the menu, enabled the mod, and then hit play, I got an error. Was there something more I needed to do in the beginning or was extracting the file to the mod folder simply it?
Look for the file: debug.txt (must be the same folder as minetest.exe).
Then search for ERROR and copy/paste the ERROR-lines here. It will be easier to see what went wrong.
Edit: Only do this if Maikerumine's solution doesn't work (post under this one). I bet he hit the mark :-)
I bet he didn't :)
How could he possibly enable the mod in the game menu if he renamed the mods folder to mobs?
I believe you guys have misread his post...or he is mistaken in what he has posted.
regardless without the debug text info its a mystery.
Re: [Mod] Simple Mobs [mobs]
Napiophelios wrote: I bet he didn't :)
How could he possibly enable the mod in the game menu if he renamed the mods folder to mobs?
Well he did ...eh, hmmm and then...
/hides
Re: [Mod] Simple Mobs [mobs]
Hi :D
i'm new in here, so, sorry if my english is not as fluent as it seems :D
-> does this mod work with mt 0.4.11 on ubuntu???
i'm new in here, so, sorry if my english is not as fluent as it seems :D
-> does this mod work with mt 0.4.11 on ubuntu???
Some Videos in German?
https://www.youtube.com/user/SickDDubstep
Or Livestreams?
http://www.twitch.tv/sick_d
Bye bye ;)
https://www.youtube.com/user/SickDDubstep
Or Livestreams?
http://www.twitch.tv/sick_d
Bye bye ;)
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Re: [Mod] Simple Mobs [mobs]
Can you make some cows and chickens or make sure you can breed the sheep with weed?
I would love if you do :)
I would love if you do :)
Exuse me sir i'm a lady!
- Calinou
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Re: [Mod] Simple Mobs [mobs]
Yes, it does.Sick-D!! wrote:Hi :D
i'm new in here, so, sorry if my english is not as fluent as it seems :D
-> does this mod work with mt 0.4.11 on ubuntu???
- Linuxdirk
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Re: [Mod] Simple Mobs [mobs]
Maybe I’m doing something wrong but is it that I can kill the mobs with one hit with a Mese pickaxe? (And why aren’t they jumping to reach me?)
Link to the correct time position of one of my LP videos talking about that fact and demonstrating it in German
Link to the correct time position of one of my LP videos talking about that fact and demonstrating it in German
- maikerumine
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Re: [Mod] Simple Mobs [mobs]
I have noticed that to, it seems the code is rather random on whether or not they are aggressive.Linuxdirk wrote:Maybe I’m doing something wrong but is it that I can kill the mobs with one hit with a Mese pickaxe? (And why aren’t they jumping to reach me?)
Link to the correct time position of one of my LP videos talking about that fact and demonstrating it in German
I would try out TenPlus1's Mobs Redo mob, he tweaked the code and they work really great!
viewtopic.php?f=11&t=9917
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
- Linuxdirk
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Re: [Mod] Simple Mobs [mobs]
I just started the game again and now it’s even possible to simply punch them once with bare hands to make them instantly disappear.
I think I’ll address that again in my next video (released today or tomorrow) :)
I think I’ll address that again in my next video (released today or tomorrow) :)
- maikerumine
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Re: [Mod] Simple Mobs [mobs]
By chance is creative mode checked as well?Linuxdirk wrote:I just started the game again and now it’s even possible to simply punch them once with bare hands to make them instantly disappear.
I think I’ll address that again in my next video (released today or tomorrow) :)
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959
- Linuxdirk
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Re: [Mod] Simple Mobs [mobs]
Haha great :) TIL: Creative Mode isn’t stored on world-basis but generally :Dmaikerumine wrote:By chance is creative mode checked as well?
But mobs still disappear when hitting them once with a tool or weapon.
Re: [Mod] Simple Mobs [mobs]
Is this mod still being supported?
I've tried to add it to my game and it won't work due to a mod error.
I've tried to add it to my game and it won't work due to a mod error.
- mahmutelmas06
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Re: [Mod] Simple Mobs [mobs]
viewtopic.php?f=9&t=9917qyron wrote:Is this mod still being supported?
I've tried to add it to my game and it won't work due to a mod error.
Re: [Mod] Simple Mobs [mobs]
was wondering how I would go about increasing the spawnrate of the mobs I read the first post and I looked at the init.lua. But I can't figure out how to increase the rate, for me I rarely see any mobs even sheep are scarce. So I would like to increase the rate if possible.
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Re: [Mod] Simple Mobs [mobs]
mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
Look at values called chance and active_object_count wich are 9000 and 1 below.
mobs:register_spawn("mobs:sheep", {"default:dirt_with_grass"}, 20, 8, 9000, 1, 31000)
Look at values called chance and active_object_count wich are 9000 and 1 below.
mobs:register_spawn("mobs:sheep", {"default:dirt_with_grass"}, 20, 8, 9000, 1, 31000)
Re: [Mod] Simple Mobs [mobs]
yea I kinda figured it out just after posting, thanks for the quick reply though.mahmutelmas06 wrote:mobs:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height)
Look at values called chance and active_object_count wich are 9000 and 1 below.
mobs:register_spawn("mobs:sheep", {"default:dirt_with_grass"}, 20, 8, 9000, 1, 31000)
Re: [Mod] Simple Mobs [mobs]
Ok so I changed the 9000 and 1 around to 150000 1, 1 and 1, 1 and 15000 etc... doesnt effect anything at all.
Re: [Mod] Simple Mobs [mobs]
Did you wait for the spawn cycle or go to an ungenerated area of the map?Soudon wrote:Ok so I changed the 9000 and 1 around to 150000 1, 1 and 1, 1 and 15000 etc... doesnt effect anything at all.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: [Mod] Simple Mobs [mobs]
I hadnt but since I have
Re: [Mod] Simple Mobs [mobs]
Did it help?Soudon wrote:I hadnt but since I have
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: [Mod] Simple Mobs [mobs]
Yes it did help they have the correct textures. Thank You.
New Problem: I had to go to minetest/game/minetest_game/mods/default/models/ to get the character.x file copied it renamed it to mobs_sand_monster.x then opened up a png of a zombie that was 512x512 resized the canvas to 512x256 saved it and the mobs_sand_monster.x to mods/mobs/models. Now the texture does work it covers the "sand monster" with the zombie texture. however they fall through the ground and only from the waist up is above ground. I messed with the visible size x and y in the init.lua but regardless they still clip through whatever block they are on. I have a feeling it is a simple fix but I just cannot figure it out.
Well I solved the problem I took the character.blend file from the mods/default/models into blender saw the z axis was set to -10 changed it to 0 then exported the .x and overwrote mobs_sand_monster.x with it and now they no longer clip through the ground. Just in case anyone else wanted to know how to do it.
New Problem: I had to go to minetest/game/minetest_game/mods/default/models/ to get the character.x file copied it renamed it to mobs_sand_monster.x then opened up a png of a zombie that was 512x512 resized the canvas to 512x256 saved it and the mobs_sand_monster.x to mods/mobs/models. Now the texture does work it covers the "sand monster" with the zombie texture. however they fall through the ground and only from the waist up is above ground. I messed with the visible size x and y in the init.lua but regardless they still clip through whatever block they are on. I have a feeling it is a simple fix but I just cannot figure it out.
Well I solved the problem I took the character.blend file from the mods/default/models into blender saw the z axis was set to -10 changed it to 0 then exported the .x and overwrote mobs_sand_monster.x with it and now they no longer clip through the ground. Just in case anyone else wanted to know how to do it.
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