[Mod] Mobs Redo [1.61] [mobs]

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Re: [Mod] Mobs Redo [1.32] [mobs]

by Nathan.S » Post

Download or clone from github and place in your mods folder. Rename the folder to mobs if necessary.
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Re: [Mod] Mobs Redo [1.32] [mobs]

by captpete » Post

Crashes (grey screen) with an Error on 0.4.14

2016-11-27 16:31:18: ERROR[Main]: ServerError: Lua: OOM error from mod 'mobs_animal' in callback luaentity_Step(): not enough memory
2016-11-27 16:31:18: ERROR[Main]: Current Lua memory usage: 70 MB
2016-11-27 16:31:18: ACTION[Server]: singleplayer leaves game. List of players:
[biome_lib] Stand by, playing out the rest of the aircheck mapblock log
(there are 0 entries)...
[biome_lib] Stand by, playing out the rest of the no-aircheck mapblock log
(there are 0 entries)...

Fixed (I Think) see topic viewtopic.php?f=9&t=13972&hilit=OOM
Last edited by captpete on Sun Nov 27, 2016 23:20, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.32] [mobs]

by Christian9 » Post

Thanks, I am an idiot

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Re: [Mod] Mobs Redo [1.32] [mobs]

by twoelk » Post

I had just been rearranging some of the mods on the http://wiki.minetest.net/Mods:Mobs page and while noticing how Mobs-Redo is vacuuming up more and more of the other mobs I was wondering wether a new group could be added that includes seasonal mobs such as the old Santa! NPC. These could be triggered or limited by some querying of the actuall real time of the year or some set ingame season variable. A Santa placing Lucky Blocks under Christmas Trees near players might be fun.
Anyways there are still some old and endangered mobs out there that might be worth recoding as addins for this API ;-P

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Re: [Mod] Mobs Redo [1.28] [mobs]

by redblade7 » Post

mahmutelmas06 wrote:
redblade7 wrote:
TenPlus1 wrote:You could always comment out the mobs:spawn_egg line inside of the bunny.lua file to remove it's spawn egg completely.
No, I want the animals in the game, I just dont want people to take 99 kittens out of inventory and dump them everywhere. I already commented out all the monsters from my server and the spawner tool a long time ago. What I want is to remove the animals from creative inventory, like some mods have "not_in_creative_inventory = 1"
There wont be in inventory if you delete mobs:register_egg("mobs:animalname", "animalname", "mobs_animalname_inv.png", 0) line from each mobs lua files.
But they still be exist in game.
This makes a tamed mob turn to an unknown item when you try and pick it up (or use the net). Is there a way to remove the mob eggs from creative inventory while still allowing a picked up tamed mob?
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Re: [Mod] Mobs Redo [1.32] [mobs]

by Nathan.S » Post

add not_in_creative_inventory=1 to the groups, that would make them not show in creative, but still exist when captured with the net.
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Re: [Mod] Mobs Redo [1.32] [mobs]

by redblade7 » Post

Nathan.S wrote:add not_in_creative_inventory=1 to the groups, that would make them not show in creative, but still exist when captured with the net.
There is no group in register_mob, and adding "groups = {not_in_creative_inventory=1}" has no effect, unlike register_node in other mods.
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Re: [Mod] Mobs Redo [1.32] [mobs]

by zing269 » Post

There is an additional 5th parameter available for the register_egg function, no_creative. So if you modify the register_egg line in kitten.lua file to be mobs:register_egg("mobs_animal:kitten", S("Kitten"), "mobs_kitten_inv.png", 0, true) then the kitten egg should not be available in the creative inventory.

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Re: [Mod] Mobs Redo [1.32] [mobs]

by redblade7 » Post

redblade7 wrote:
Nathan.S wrote:add not_in_creative_inventory=1 to the groups, that would make them not show in creative, but still exist when captured with the net.
There is no group in register_mob, and adding "groups = {not_in_creative_inventory=1}" has no effect, unlike register_node in other mods.
Actually Nathan I found from api.txt that if you add "true" as a fifth field to register_egg, it prevents the mob from showing up in creative inventory.

One problem though - when in creative inventory, the mob isn't removed when dropped, which still allows for griefing (though makes it harder). Is it possible to remove the mob when you drop it rather than leave it in inventory? I've noticed with creative mode that with some mods this happens and with other mods it doesn't, so there must be some setting.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

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Re: [Mod] Mobs Redo [1.32] [mobs]

by TenPlus1 » Post

Update:

- Added 'mob_show_health' flag to minetest.conf to hide health status when punching mob.
- Few bugfixes addressed with line of sight attacks.

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Re: [Mod] Mobs Redo [1.32] [mobs]

by Christian9 » Post

Is it at all possible to make the spawners only spawn baby mobs?

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

Updated to 1.33:

- Added functions for players to ride mobs (thanks to blert2112)

... here's an example horse mob you can try for yourself (updated 30th Dec 2016):
Attachments
mob_horse.zip
(20.13 KiB) Downloaded 87 times
Last edited by TenPlus1 on Fri Dec 30, 2016 11:36, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Fixer » Post

Very nice!

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Re: [Mod] Mobs Redo [1.33] [mobs]

by ExeterDad » Post

Awesome! Mobs Redo has come a very long ways :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by FreeLikeGNU » Post

now if only there was a way to attach the bone of one mob to a bone of another mob...

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Re: [Mod] Mobs Redo [1.33] [mobs]

by D00Med » Post

Great! Nice to see lib_mount merged in
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Re: [Mod] Mobs Redo [1.33] [mobs]

by Bread » Post

It is a great function to ride a mob but I found bugs.

I am standing on a horse after using a bed when I am riding the horse.

I have lost my saddle after exit a game while I am riding a horse.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

Some quirks to iron out still :) e.g. saddle loss, player sitting when horse killed by mobs etc.

Update: horse example above updated to fix known issues :) saddle drops when horse dies, player disconnects from horse properly on death.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by echosa » Post

What's the difference between your horse example and the mobs_more_animals horse? I currently have mobs_more_animals in my game. Do I need to replace its horse with yours?

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Chibi ghost » Post

I cracked up when I looked up from building and saw a wild chicken get raptured

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Griiimon » Post

Would it be possible to create a spawn method, that spawns a bunch of mobs instantly as soon as a new chunk is created?

I find it annoying when animals pop up in an area i already searched and found empty. So far from what i figured, the spawn methods provided can't accomplish this.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by TenPlus1 » Post

echosa: the mobs_more_animals horse is from kpgmobs and can still be ridden using lib_mount, but the horse example uses mobs redo's own riding functions as a test :)

Griimon: maybe I could play with lbm's to spawn mobs in specific areas of map as they are loaded instead of an abm which is checking for spawns all around player.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by Griiimon » Post

I'm just starting to get acquainted with modding mintest, so this might be a stupid idea but how about:

- option to set chance to appear for mob by biome mob_cow: [ "Grassland", 20%], "Iceland", 0%]
- set group size/ how many to spawn in a map block, if chanced
- using minetest.register_on_generated(), determine if generated block is not entirely underground, get biome id and loop through all animals. if random(100) < chance look for random spot to spawn group

Btw, this API rocks. Your work is much appreciated.

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Re: [Mod] Mobs Redo [1.33] [mobs]

by addi » Post

I getting some warnings on my client while playing with this mod. The warnings even occour while playing on a dedicated server.

Code: Select all

Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Resizing window (1920 1001)
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Loaded mesh: zmobs_mese_monster.x
Loaded mesh: zmobs_mese_monster.x
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Loaded mesh: mobs_chicken.x
Loaded mesh: mobs_chicken.x
Loaded mesh: mobs_spider.x
Loaded mesh: mobs_spider.x
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_stone_monster.b3d
Loaded mesh: mobs_bunny.b3d
Loaded mesh: mobs_bunny.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_sand_monster.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
Unknown chunk found in mesh base - skipping
Loaded mesh: mobs_oerkki.b3d
If you know what caused this, you may fix them some day. It seems the unknown chunk exist only in some mobs_monster.

Its a realy great collection of mobs that runs fine without any lag. Congratulation :)

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Re: [Mod] Mobs Redo [1.33] [mobs]

by zorman2000 » Post

Hi TenPlus1,

I know that since a few versions ago, mobs_redo has a good pathfinding thanks to the integration of rnd's smart mobs function. However, this is used mostly on the attack functionality of mobs. I think it would be extremely useful if this could be refactored to create an API for pathfinding, meaning, one could give a specific position at some point to the mob and the mob would try to reach it using the already built pathfinding method. Do you think this would be possible?

As I'm using mobs_redo for a NPC mod, pathfinding became very tricky for me. I wanted to use this functionality but was unable to figure out how. Maybe you can do it :)

Thanks!

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