[Mod] Mobs Redo [1.61] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.34] [mobs]

by TenPlus1 » Post

zorman: the snippet of code I posted only handles a path length of 16 nodes, try increasing it to 50.

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Re: [Mod] Mobs Redo [1.34] [mobs]

by D00Med » Post

@TenPlus1 I can't seem to get it to work, should "minetest.find_path(h, h, 50, 3, 6, "Dijkstra")" be changed to "minetest.find_path(p, h, 50, 3, 6, "Dijkstra")"
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Re: [Mod] Mobs Redo [1.34] [mobs]

by Sokomine » Post

flummi wrote: The tamed sheeps (and the cows although) from mobs_redo keep slipping through the corners of my corral - and only there in the corners. They can't jump over the fences or slip through at any other places. They just walk around in the corral until they reach a corner. There they stand still for some moments with their backside to the corner and then slowly start sliding backwards until they are approx. half through the fence. Then they turn around and walk away - outside the corral. This seems to not happen to the sheeps from the cme creature mod.

Does anybody know how to fix this or prevent them from slidding through my fences? Keeping them in a pit or building stonewalls isn't an option ;-) And I like the sheeps from mobs_redo - especially the red one :-)
I once had a lamb tunnel through the one-node wide floor while I was working somewhere below. Only a piece of wool and meat remained from the unlucky animal. Mob loss due to tunneling through corners afaik still happens. It's less bad than in the days when the first mobs came to MT - in those days, sheeps jumped on the back of other sheeps and thus escaped any fenced-in area (was another mod back then). Smaller animals seem to be particulary endangered by the tunneling effect. The safest way appears to be to have 2 nodes wide walls. There's invisible glass on the Xanandu server which comes in very handy.
burli wrote: I also want to propose to add the function to spawn mobs in groups like a herd of cows
Definitely! It's sad to see all these lone sheep and cows wander the map. Rather than picking up lone animals and "tame" them with a bit of food, I'd love to have herds of sheep walking slowly and randomly around a shepherd-npc-mob who would be willing to sell sheep to players for valuable ores.
Insurrection wrote: Question about mob behaviors- I'm trying to make a new "skittish" tag for mobs (so to speak) that makes them run away from the player once they spot the player. I've tried copying and modifying some of the existing code in API.lua, but no luck. I'm a bit code-dumb, so any help would be appreciated. I'd imagine this would be a useful feature altogether for other modders, too.
That'd also be great but doesn't fit into this particular mod. Mobs_redo has mobs that throw hearts around when having sex. Running away when something dangerous as a player comes would be far too unrealistic for it :-/ If you want to see sheep and rabbits that are rightly afraid of players, take a look at AdventureTest as seen on the TerraQuest server.
Tenplus1 wrote: - New replace function added which can use tables e.g.

replace_what = {"default:grass_3", "default:grass_4", "default:grass_5"},
That's a good idea. The animals seem a lot more lively if they change their environment. Sheep and cows turning dirt_with_grass into dirt, self-feeding on wheat fields...that's something. Just removing grass plants may not be obvious enough to the observer.
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Re: [Mod] Mobs Redo [1.34] [mobs]

by redblade7 » Post

I'm running into a problem, after recent updates to mods on my servers, mobs_animal does not stay tamed forever. When you walk away for a while, the mob is "untamed" and loses its name tag if it has one. I don't know if mobs or mobs_animal is responsible, or if it's an update I did for something else. My servers are all at 0.4.15 stable. Were there any changes made to mobs or mobs_animal recently, or is the problem in another mod?

EDIT: After updating several of my mods including mobs and mobs_animal there are no problems. Thank you!
Last edited by redblade7 on Thu Apr 13, 2017 01:10, edited 1 time in total.
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Re: [Mod] Mobs Redo [1.34] [mobs]

by Andrey01 » Post

Will any new mobs?

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Re: [Mod] Mobs Redo [1.34] [mobs]

by EdShouldBeInBed » Post

Is there a way to set the depth a mob will appear at in minetest.conf? I want to use the goblins, but I'd like to put them down in the region I have HeroOfTheWind's Caverealms appearing.
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.

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Re: [Mod] Mobs Redo [1.34] [mobs]

by TenPlus1 » Post

The .conf only allows you to set spawn chance and number but you could easily add a mob:spawn command to your own mod that spawns them at that depth...

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Re: [Mod] Mobs Redo [1.34] [mobs]

by EdShouldBeInBed » Post

Cool, figured that. Just wanted to see if there was a setting before I altered the code. :)
I'm a writer who tinkers with code on occasion. I play minetest when insomnia makes the writing hard.

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googol
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Re: [Mod] Mobs Redo [1.34] [mobs]

by googol » Post

A small request.
Could you add in to the all functions
minetest.register_craftitem
Where is on_use = minetest.item_eat()
Next line:
groups = {eatable=N}
Please.

for example:
-- before

Code: Select all

-- fried egg
minetest.register_craftitem(":mobs:chicken_egg_fried", {
description = S("Fried Egg"),
	inventory_image = "mobs_chicken_egg_fried.png",
	on_use = minetest.item_eat(2),
})
-- after

Code: Select all

-- fried egg
minetest.register_craftitem(":mobs:chicken_egg_fried", {
description = S("Fried Egg"),
	inventory_image = "mobs_chicken_egg_fried.png",
	groups = {eatable=2},
	on_use = minetest.item_eat(2),
})
Thanks.
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Re: [Mod] Mobs Redo [1.34] [mobs]

by bell07 » Post

+1
But the right group should be "food", to be sync to the "food" mod.

Code: Select all

food_meat=1
The food mod does have the food.support(group, item) enhancer function, some items are already enhanced in https://github.com/rubenwardy/food/blob ... upport.lua
But my view is the item groups should be defined in mods that defines the items.

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Re: [Mod] Mobs Redo [1.34] [mobs]

by TenPlus1 » Post

Update:

- Fixed snow glitch where mobs couldn't attack player while standing on snow, now line_of_sight only counts FULL blocks as an obstruction.

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Re: [Mod] Mobs Redo [1.34] [mobs]

by Nathan.S » Post

Hey, now the mobs are going to kill me. ;)
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u34

Re: [Mod] Mobs Redo [1.34] [mobs]

by u34 » Post

what about to support award-mod? where u can count the mob kills for instance.

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burli
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Re: [Mod] Mobs Redo [1.34] [mobs]

by burli » Post

I noticed that path following works with Oerkki, Sand monster and Dirt monster, but not with spider or tree monster. I can't open the mesh models with Blender. Can someone check where the origin of the models is?

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Re: [Mod] Mobs Redo [1.34] [mobs]

by Bread » Post

Mobs can step over fence and gate without jumping now.

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Re: [Mod] Mobs Redo [1.34] [mobs]

by burli » Post

Bread wrote:Mobs can step over fence and gate without jumping now.
Because stepheight is set to 1.1

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Re: [Mod] Mobs Redo [1.34] [mobs]

by ph8jPf9M » Post

burli wrote:I noticed that path following works with Oerkki, Sand monster and Dirt monster, but not with spider or tree monster. I can't open the mesh models with Blender. Can someone check where the origin of the models is?
not sure but found these viewtopic.php?t=3063 https://github.com/mdoege/stampy_mobs_blender_files

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Re: [Mod] Mobs Redo [1.34] [mobs]

by burli » Post

I have downloaded the mobs_mc mod, but pathfinding doesn't work for mobs like Zombie and Skeleton, but it works with the spider. I have no idea why. Can someone help to find the reason and fix this? I don't know enough about Blender

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Re: [Mod] Mobs Redo [1.34] [mobs]

by MinisterFarrigut » Post

Wait, could it be possible to put Minecraft mods into Minetest?
I build buildings. I don't usually make mods...I use them.

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Re: [Mod] Mobs Redo [1.34] [mobs]

by Andrey01 » Post

MinisterFarrigut wrote:Wait, could it be possible to put Minecraft mods into Minetest?
I consider it is possible.Only you need write Minecraft`s mods on Lua

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Re: [Mod] Mobs Redo [1.35] [mobs]

by TenPlus1 » Post

Updated to version 1.35:

- Fixed group_attack so that only members of the same species will attack player
- Added owner_loyal flag so that when player hits an enemy, loyal and aggressive pets will attack it as well.

Thanks to vaguelyAnonymous for the 2nd idea :)

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Re: [Mod] Mobs Redo [1.35] [mobs]

by KCoombes » Post

TenPlus1 wrote:Updated to version 1.35:

- Fixed group_attack so that only members of the same species will attack player
- Added owner_loyal flag so that when player hits an enemy, loyal and aggressive pets will attack it as well.

Thanks to vaguelyAnonymous for the 2nd idea :)
Fabulous! I see gang wars in the future :P

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Re: [Mod] Mobs Redo [1.35] [mobs]

by Lone_Wolf » Post

Could you add a 'Lava sword' that auto-smelts (if possible) the drops of mobs?
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Re: [Mod] Mobs Redo [1.35] [mobs]

by Struttas_of_Borg » Post

hey im new to minetest, i have the mod installed and activated, but no mobs are spawning.

how do i get the mobs.

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Re: [Mod] Mobs Redo [1.35] [mobs]

by burli » Post

you need to add mobs as additional mod. In mobs redo are no mobs included

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