[Mod] Simple Mobs [mobs]

Soudon
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Re: [Mod] Simple Mobs [mobs]

by Soudon » Fri Oct 02, 2015 05:31

Now for some dumb reason I can't hit any mobs.

Well I can but have to be on top of them which line in collisionbox do I change for that.
 

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Re: [Mod] Simple Mobs [mobs]

by Soudon » Sat Oct 03, 2015 02:24

ok trying to add a mob to this I simply copy pasted the code from dirt monster and then renamed it to zombie as I'm adding just a zombie changed all the names pointed it to both my .x and .png. but I keep getting luaentity no defined when in game I can't find where to define it I looked at the api.lua but didnt find anything.
 

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Re: [Mod] Simple Mobs [mobs]

by Soudon » Sat Oct 03, 2015 02:50

I'm just going to stop posting. everytime I do five minutes later I figure it out. like in this case with the png file i forgot to name mobs_zombie, I had it as mob_zombie. one freaking letter.
 

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Re: [Mod] Simple Mobs [mobs]

by Soudon » Sat Oct 03, 2015 06:48

alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?
 

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Re: [Mod] Simple Mobs [mobs]

by Krock » Sat Oct 03, 2015 07:22

Soudon wrote:I'm just going to stop posting.

Image

Soudon wrote:alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?

They die when it's too bright, read this wiki article.
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Re: [Mod] Simple Mobs [mobs]

by Soudon » Sat Oct 03, 2015 08:51

Krock wrote:
Soudon wrote:I'm just going to stop posting.

Image

Soudon wrote:alright so my sand_monster is fine, now my dirt_monster I can see but once I get close it disappears any have any ideas?

They die when it's too bright, read this wiki article.



Oh duh yea light damage was set to 2 on them, set it to 0 all is fine thanks. It was too obvious of an answer lol.
 

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Re: [Mod] Simple Mobs [mobs]

by Soudon » Sun Oct 04, 2015 05:21

Ok as I had stated before I use the character.x file to get my textures to work with the mobs now I have one problem the animation that the character has the mob does not use. How can I make the mob have the same animation as my character?
 

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Re: [Mod] Simple Mobs [mobs]

by Merlin » Wed Oct 14, 2015 12:02

Found what I was looking for in the api, nothing to see here...
 

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Re: [Mod] Simple Mobs [mobs]

by Soudon » Tue Oct 20, 2015 01:39

Ok so I've played with lua but changing the min light, max light doesnt really do anything what can I set it at that they will spawn no matter what, the light level is?
 

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Re: [Mod] Simple Mobs [mobs]

by MangleFox70 » Mon Feb 08, 2016 14:11

I love having all these mobs *except* Dungeon Master. It's cool to have a mob spawning who startles you in the dark, takes your health points and wanders to and fro, but one that destroys your builds is not cool. We'll put a lot of work into a cave realm build, then suddenly half of it is destroyed by Dungeon Master.

Is there a way to disable *only* the Dungeon Master (or any other destructive ones if there are any)? For now I'm using the config to allow only friendlies, but would rather allow all the others.

Thanks!
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Re: [Mod] Simple Mobs [mobs]

by xeranas » Mon Feb 08, 2016 15:22

MangleFox70 wrote:Is there a way to disable *only* the Dungeon Master (or any other destructive ones if there are any)? For now I'm using the config to allow only friendlies, but would rather allow all the others.

Not clean solution but you always can alter mod itself. In this case remove dungeon master from being registered. Open mods/mobs/init.lua file and search for dungeon_master.

By removing this line mob should no longer automaticly spawn.
Code: Select all
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -50)


By removing this part mob should will not exist in system
Code: Select all
mobs:register_mob("mobs:dungeon_master", {
   type = "monster",
   hp_max = 10,
   collisionbox = {-0.7, -0.01, -0.7, 0.7, 2.6, 0.7},
   visual = "mesh",
   mesh = "mobs_dungeon_master.x",
   textures = {"mobs_dungeon_master.png"},
   visual_size = {x=8, y=8},
   makes_footstep_sound = true,
   view_range = 15,
   walk_velocity = 1,
   run_velocity = 3,
   damage = 4,
   drops = {
      {name = "default:mese",
      chance = 100,
      min = 1,
      max = 2,},
   },
   armor = 60,
   drawtype = "front",
   water_damage = 1,
   lava_damage = 1,
   light_damage = 0,
   on_rightclick = nil,
   attack_type = "shoot",
   arrow = "mobs:fireball",
   shoot_interval = 2.5,
   sounds = {
      attack = "mobs_fireball",
   },
   animation = {
      stand_start = 0,
      stand_end = 19,
      walk_start = 20,
      walk_end = 35,
      punch_start = 36,
      punch_end = 48,
      speed_normal = 15,
      speed_run = 15,
   },
})
mobs:register_spawn("mobs:dungeon_master", {"default:stone"}, 2, -1, 7000, 1, -50)


There are plenty mobs mod variations and structure may vary for e.g.:
If init.lua file refers to other files like:
Code: Select all
dofile(path.."/dungeonmaster.lua")

You can remove this single line and dungeon master should no longer be initialized.

Do not forget to test changes, and be prepared revert changes (mod backup) for disastrous scenario.

Minetest for myself is new thing, sorry if my solution is overcomplicated. Maybe there are some checkbox or global config settings which can override default mod mobs registration behavior, but I do not know about them yet.
 

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Re: [Mod] Simple Mobs [mobs]

by MangleFox70 » Mon Feb 08, 2016 15:29

Nope--not over-complicated at all... I just didn't think to edit the mod itself. As I'm pretty new to Minetest, I hadn't realized they were plain text... figured they were some compiled format. Very cool that I can go about editing them... and if a new version comes out, I'll just use diff to make sure my changes are persistent to the new version.

Thanks! Will give this a try!

Update: this worked wonderfully! While I was at it I also replaced the sheep sounds with a nicer "baby lamb" sound. Going to dig deeper now that I know I can edit the mod directly, and see what else we can come up with :) Our customized version has been included on both of our servers.
Last edited by MangleFox70 on Mon Feb 15, 2016 22:21, edited 1 time in total.
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Re: [Mod] Simple Mobs [mobs]

by mine_el » Mon Feb 08, 2016 16:14

I am experimenting with these mobs by editing init.lua. However, they appear so scarcely in the world that i have to search for a long time before i find one.

How can i affect their initial number (e.g. create 1000 dirt_monsters at world start)?
 

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Re: [Mod] Simple Mobs [mobs]

by qwertymine3 » Mon Feb 08, 2016 18:39

mine_el wrote:I am experimenting with these mobs by editing init.lua. However, they appear so scarcely in the world that i have to search for a long time before i find one.

How can i affect their initial number (e.g. create 1000 dirt_monsters at world start)?


This mod doesn't add any mobs at world generation time - so you can't directly cause a given number to spawn.

You can increase the number of spawns by editing the chance variable when calling mobs:register_mob (smaller means more spawns) or editing the interval for the abm created by mobs:register_mob (this is hard coded)

You could also make a mod (or modifiy ones which already exist) to spawn a mob using minetest.add_entity(pos,name).
This would also work well using the luacmd mod - spawning one at your position using me:getpos() as the position.

Spawneggs mod:https://forum.minetest.net/viewtopic.php?t=6214
Luacmd mod:https://forum.minetest.net/viewtopic.php?f=11&t=9671
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Re: [Mod] Simple Mobs [mobs]

by Sokomine » Sat Mar 12, 2016 23:35

MangleFox70 wrote:Update: this worked wonderfully! While I was at it I also replaced the sheep sounds with a nicer "baby lamb" sound. Going to dig deeper now that I know I can edit the mod directly, and see what else we can come up with :) Our customized version has been included on both of our servers.

If the sound is free (or has been recorded by yourshelf), could you release it? Many players kill sheep because they think their sounds are too loud. Better sheep sounds could save a lot of virtual sheep's lives :-)
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Re: [Mod] Simple Mobs [mobs]

by MangleFox70 » Mon Mar 14, 2016 16:43

Sokomine wrote:If the sound is free (or has been recorded by yourshelf), could you release it? Many players kill sheep because they think their sounds are too loud. Better sheep sounds could save a lot of virtual sheep's lives :-)


Happy to. I have emailed the person who gave it to me to ask if we can share it. Will let you know.
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Re: [Mod] Simple Mobs [mobs]

by MangleFox70 » Thu Mar 17, 2016 01:19

Update: heard back and it sounds like he's cool with us distributing the sounds for non commercial use. What license should I request he release it under?
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Re: [Mod] Simple Mobs [mobs]

by Sokomine » Fri Mar 18, 2016 19:35

Any sufficiently free liscence ought to do. For media content, the cc-by-<something>-liscences seem most fitting; perhaps cc-by-sa? Though it might be better to talk with the mod author about it.
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Re: [Mod] Simple Mobs [mobs]

by Soudon » Thu Jun 02, 2016 23:13

Ok small issue just not sure how to fix it. I noticed that the mobs are able to attk me through the walls of my house. If I stand in the corner doing something they can attk and hit me.

If you know how to fix it let me know I'm ok with editing the lua I just need to know what to change.
 

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Re: [Mod] Simple Mobs [mobs]

by TenPlus1 » Fri Jun 03, 2016 08:17

The simple mobs api deals damage when in range of a mob instead of checking wether mob can actually see you though walls like Mobs Redo api: viewtopic.php?f=11&t=9917
 

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Re: [Mod] Simple Mobs [mobs]

by Soudon » Tue Jun 28, 2016 01:01

I do not like mobs redo so much since they use b3d files which I can't edit, so with that said I am again having the issue of them clipping through the ground I just can't remember how I fixed it before. The z axis is fine that is not the problem I just don't know how I did it.
 

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Re: [Mod] Simple Mobs [mobs]

by Nathan.S » Tue Jun 28, 2016 02:00

Collision box maybe?
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Re: [Mod] Simple Mobs [mobs]

by Soudon » Tue Jun 28, 2016 02:03

Nathan.S wrote:Collision box maybe?


I was thinking so but I have no idea what number in the collision box field is for the z axis
 

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Re: [Mod] Simple Mobs [mobs]

by Nathan.S » Tue Jun 28, 2016 13:41

I believe the second and fifth. Second being the bottom, and fifth being the top.
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Re: [Mod] Simple Mobs [mobs]

by rtos » Sat Jul 21, 2018 19:40

Why do dirt mobs disapper when you hit them a couple of times while still getting damage from behind even though you are inside a house standing in a corner?
And why don't sheeps drop wool and meat when I hit/kill them?
 

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