[Mod] Mobs Redo [1.49] [mobs]

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Mon Mar 25, 2019 11:07 am

horses already have that feature, use the craftable horse shoes and apply to the horse for different speeds, jump, break time etc
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby sirrobzeroone » Sun Mar 31, 2019 11:00 pm

Couple of hopefully quick questions;

I can see from the chicken it's possible to set a custom texture for a child animal, is there an equivalent setting for child animal mesh?

I'm also not entirly sure how on_breed works does one of the base critters in one of the mobs_XXXX have an example using on_breed? The chicken appears to be a custom breeding script used in on_custom.

Thanks for any help :)
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby mase » Mon Apr 01, 2019 5:07 pm

I have updated mobs_animals.
How can I get rid of the message, that the mesh mobs_chicken.x was not found?
mase
Member
 
Posts: 63
Joined: Tue Feb 21, 2017 8:16 pm
In-game: mase

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Mon Apr 01, 2019 7:28 pm

sirrobzeroone: Check the api.txt for all information relating to the mob api and it's uses and features.

mase: The chicken model and textures were updated recently with a FIXED version so if some chickens look weird give yourself the (mobs:mob_reset_stick) and punch a chicken with it to repair and stop messages.
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby mase » Mon Apr 01, 2019 9:44 pm

TenPlus1: I cannot find any chicken around the place where the error occurs.
mase
Member
 
Posts: 63
Joined: Tue Feb 21, 2017 8:16 pm
In-game: mase

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Tue Apr 02, 2019 6:24 am

If you are running mobs on your standalone machine you could type this into chat to clear the entity issues:

/clearobjects quick
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby mase » Tue Apr 02, 2019 7:12 am

I run it on my server. I also tried to remove them with the cleaner mod.
mase
Member
 
Posts: 63
Joined: Tue Feb 21, 2017 8:16 pm
In-game: mase

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Tue Apr 02, 2019 7:44 am

Okies, I have updated the Mobs Redo API to force-use defined models instead of stored one's inside the mob, upgrade your mob api and it will fix model issues. https://notabug.org/TenPlus1/mobs_redo
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby sirrobzeroone » Tue Apr 02, 2019 9:29 pm

I noticed a few of the mobs_animals have 3d renders as their inventory icons. Since I had the chicken render handy in a similar style. I created a new inv icon similar to the cat and bunny.

feel free to use or not :) - CC0 licence
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby sirrobzeroone » Wed Apr 03, 2019 8:55 am

After playing around with the chicken, I thought I'd give the cow a shot as well. There was some distortion in the UV map, anyways I just about finished the base mesh but the textures were still a bit irritating, so I designed a new mesh based of the look of the mesh from real lifestock mod from MC - meshes now released to anyone to use but only in tabular format so it was quicker for me to remake the mesh in sketchup from scratch and import to blender. Anyways I got a bit carried away and end up with these:

Image

Three breeds and two different textures for each, Simmental, Tyrol Grey and Red Belted Galloway (all three are dual breeds so good for beef and milk). The Tyrol Grey is to pay hommage to the original grey cow texture. I tried to make the textures look good on the base texture pack but hopefully they will also not look to bad on other texture packs. I also kept each cow texture to 4kb in size so should be okay on lower spec'd hardware.

I made these a standalone mod in the attached zip, but totally happy if they are bundled into animals. I also created a new butter, cheese, meat and inv icon as well, feel free to use or not. Also hunted down 4 new sound effects for random, attack, damage, death all cc0 - i borrowed a few bits from mobs_animal, language files and bucket w/ milk.

The cows themselves have two standing animations and then one of each walking, running, attacking and death animation. Anyways big read me in the attached zip, everything included is either under the standard mobs_redo Licence or CC0. Find any bugs let me know and I'll smooth them out. The cow only needs mobs_redo to work but will also play nicely with mobs_animals, giving you the current cow and the new one above.

Anyways hope these are useful :)
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Wed Apr 03, 2019 10:05 am

Wow, nicely done sirrobzeroone :)
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby twoelk » Wed Apr 03, 2019 11:54 am

ooh, lovely
now for different breeds and the use of Mendel's law in breeding within minetest :-)
twoelk
Member
 
Posts: 1304
Joined: Fri Apr 19, 2013 4:19 pm
GitHub: twoelk
In-game: twoelk

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby texmex » Wed Apr 03, 2019 12:32 pm

Good work, get it on git
texmex
Member
 
Posts: 1290
Joined: Mon Jul 11, 2016 9:08 pm
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby CalebJ » Wed Apr 03, 2019 10:31 pm

Those skins look awesome, sirrobzeroone. Great job.
CalebJ
New member
 
Posts: 2
Joined: Sat Dec 29, 2018 7:21 pm

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby sirrobzeroone » Thu Apr 04, 2019 7:17 am

Thanks all, they were fun to make. I'll get them hosted somewhere on repository asap at least so the blend files are safe.
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby diriel » Fri Apr 05, 2019 5:45 pm

I would love to see improvements to Horses, especially in horse breeding. So much awesome work being done here!

Thanks for all the great progress!
diriel
Member
 
Posts: 23
Joined: Wed Jun 01, 2016 11:00 pm

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby redblade7 » Sun Apr 07, 2019 7:02 pm

Is it my imagination or does it seem like in recent versions there are very little mobs being spawned?
redblade7
Member
 
Posts: 240
Joined: Sun Feb 15, 2015 7:14 am
In-game: redblade7 redblade7_owner

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby persingel3 » Sun Apr 07, 2019 7:51 pm

I want traders not to die
how can I do it?
persingel3
New member
 
Posts: 2
Joined: Sun Apr 07, 2019 7:41 pm

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby persingel3 » Sun Apr 07, 2019 8:26 pm

TenPlus1 wrote:Image
Pilzadam's simple mobs has been a great addition to Minetest over the years and thankfully many people have built upon his work to create the latest mob api with many new features and items...

The API itself is a standalone mod which players can use to add their own mobs to the world through mob-packs. This must be installed and running for mobs to work.

https://notabug.org/TenPlus1/mobs_redo <-- Mobs Redo API
https://notabug.org/TenPlus1/mobs_animal <-- Farm Animals
https://notabug.org/TenPlus1/mobs_monster <-- Monsters
https://notabug.org/TenPlus1/mobs_npc <-- Simple NPC and Trader
https://notabug.org/TenPlus1/mob_horse <-- Ridable Horses with horseshoe upgrades


+ features

+ mobs and items

Note: Try not to use different mob mods alongside this one unless compatibility stated.
License: MIT
Lucky Blocks: 38




I want traders not to die
how can I do it?
persingel3
New member
 
Posts: 2
Joined: Sun Apr 07, 2019 7:41 pm

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Mon Apr 08, 2019 6:09 am

persinglel3: you could change the mob definition in traders.lua and tweak the armor level to 10, that would stop any tool or monster harming the trader.
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby Festus1965 » Thu Apr 11, 2019 11:15 am

I am here as of mobs_monster

my last profiler save gave me out for my server that mobs_monster now (after reduce cpu of pipeworks by 50%) this mod is most strongest cpu user now

it uses last output 20% of all profiler listed time, and most and all of it called "on_punch".

Is it right that on_punch is only implemented in dungeon_master.lua ?
Even I found only this ONE the on_punch is shown in profiler 5 times, with each about part 40%? would get together 200% - sure not trust profiler too much, but ...

and if so can you explain what is is doing, mean that that small part of code is using 100% of all mobs_monster activity, and 20% of cpu time of all active elements ?

Or when I read this "-- if player has a good weapon with 7+ damage it can deflect fireball" can I just cut it out, as
* if not get direct hit from fireball make no sense to run
* get hit, need to have the sword ? in the hand ?
* and if then, sword need to be stronger than 7 ...
that this combination not so often to be able just to let it off ? and safe sooo much cpu time, mean lag?
Festus1965
Member
 
Posts: 918
Joined: Sun Jan 03, 2016 11:58 am
GitHub: Minetest-One
In-game: Thomas Explorer

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Fri Apr 12, 2019 5:50 am

the on_punch function in mobs redo's arrow feature is only called when the arrow/fireball itself it punched, so using 20% of the cpu doesn't seem quite right.
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby Festus1965 » Fri Apr 12, 2019 8:44 am

as you did not answer some other above, but here just taken:
Code: Select all
mobs_monster:                                   |         0 |     52639 |        62 |   0.0 |  99.9 |  17.1
  - ABM 'mobs_monster:spider spawning' ........  |         4 |      4836 |       234 |   0.0 |  13.6 |   0.9
  - on_step[8] ................................  |         2 |     32345 |        18 |   0.0 |  97.8 |   2.1
  - ABM 'mobs_monster:lava_flan spawning' .....  |         6 |      2842 |        90 |   0.0 |   9.4 |   0.4
  - ABM 'mobs_monster:dungeon_master spawning'   |         4 |      3111 |       173 |   0.0 |   9.3 |   0.7
  - on_step[7] ................................  |         1 |     34205 |        16 |   0.0 |  99.2 |   4.6
  - on_activate[16] ...........................  |        18 |       327 |        56 |   0.0 |  11.6 |   0.8
  - on_activate[12] ...........................  |        27 |        89 |        44 |   0.1 |   2.3 |   0.2
  - get_staticdata[8] .........................  |         2 |      1172 |        95 |   0.0 |  20.0 |   1.3
  - on_punch[6] ...............................  |       144 |      1940 |       728 |  12.4 |  76.3 |  41.2
  - on_punch[2] ...............................  |       138 |      2213 |       693 |   1.4 |  81.0 |  32.1
  - ABM 'mobs_monster:sand_monster spawning' ..  |        20 |       330 |       185 |   0.1 |   1.1 |   0.6
  - on_activate[3] ............................  |        19 |       497 |        56 |   0.1 |   8.4 |   0.8
  - get_staticdata[6] .........................  |         3 |       202 |        78 |   0.0 |   5.5 |   0.5
  - get_staticdata[9] .........................  |         3 |       715 |        89 |   0.0 |  32.7 |   1.1
  - get_staticdata[2] .........................  |         3 |      1098 |        95 |   0.0 |  19.7 |   1.2
  - on_activate[6] ............................  |        25 |       355 |        53 |   0.1 |   3.6 |   0.5
  - on_step[9] ................................  |         1 |     34841 |        12 |   0.0 |  99.7 |   2.9
  - on_punch[9] ...............................  |       151 |      1836 |       638 |  10.9 |  80.6 |  40.6
  - ABM 'mobs_monster:tree_monster spawning' ..  |         5 |       896 |        97 |   0.0 |   2.4 |   0.4
  - on_activate[18] ...........................  |        38 |       285 |        71 |   0.1 |  24.7 |   1.0
  - on_activate[14] ...........................  |        19 |       192 |        56 |   0.0 |   5.1 |   0.7
  - on_step[2] ................................  |         2 |     31586 |        16 |   0.0 |  93.4 |   2.0
  - on_punch[4] ...............................  |       167 |      1915 |       725 |   1.4 |  77.8 |  40.9
  - on_activate[10] ...........................  |        16 |       330 |        57 |   0.1 |   7.0 |   0.7
  - on_step[10] ...............................  |         6 |       752 |        53 |   0.0 |  41.6 |   6.5
  - ABM 'mobs_monster:oerkki spawning' ........  |         4 |      4424 |       270 |   0.0 |  13.6 |   0.8
  - get_staticdata[7] .........................  |         3 |       633 |        85 |   0.0 |  13.7 |   1.2
  - get_staticdata[3] .........................  |         3 |       890 |        93 |   0.0 |  24.3 |   0.9
  - on_step[11] ...............................  |         1 |     38109 |        26 |   0.0 |  99.8 |   7.5
  - on_activate[5] ............................  |         3 |        10 |         5 |   0.1 |   1.3 |   0.5
  - ABM 'mobs_monster:stone_monster spawning' .  |         4 |      7252 |       272 |   0.0 |  21.3 |   1.0
  - on_punch[11] ..............................  |       113 |      3009 |       705 |   0.5 |  75.4 |  33.6
  - on_step[4] ................................  |         1 |     38778 |        21 |   0.0 |  99.7 |   3.8
  - on_step[6] ................................  |         2 |     52625 |        29 |   0.0 |  99.9 |   9.1
  - ABM 'mobs_monster:mese_monster spawning' ..  |         2 |      6787 |       266 |   0.0 |  14.7 |   1.0
  - get_staticdata[5] .........................  |         2 |      1131 |        93 |   0.0 |  17.0 |   1.0
  - on_step[3] ................................  |        16 |      5904 |        96 |   0.1 |  95.7 |   7.9
still 17.1% of all, mean top using [Mod] - and it is fixing into all others near 100 %, so this can be confirmed
* and how to explain still 5 separate on_punch, when even the only one I found, took off with [[ ]] --> where they coming from ?
* also with that one was over 200 %? together before of all on_punch, now reach just 183 %?, so I changed something - but also, confusing about profiler, how it can find inside monster more than 100%
* and however it comes, on_punch is a strong part using CPU time ... should have a watch on it
Festus1965
Member
 
Posts: 918
Joined: Sun Jan 03, 2016 11:58 am
GitHub: Minetest-One
In-game: Thomas Explorer

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby TenPlus1 » Fri Apr 12, 2019 11:32 am

It could be that the profiler is making additional function calls as my own tests (using simple print statements inside the function itself) only appears once when a mob is punched. The functions themselves are not intensive.
TenPlus1
Member
 
Posts: 2533
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

Postby Sokomine » Fri Apr 12, 2019 1:58 pm

sirrobzeroone wrote:The cows themselves have two standing animations and then one of each walking, running, attacking and death animation.

The textures are very nice, and it's good to have more variety in cows. But what I'm missing is a lie-down-animation. Real cows can sometimes be seen lying on the ground, re-chewing their food.
Sokomine
Member
 
Posts: 3750
Joined: Sun Sep 09, 2012 5:31 pm
GitHub: Sokomine



Return to Mod Releases



Who is online

Users browsing this forum: Bing Bot [Bot] and 0 guests