[Mod] D00Med mobs [dmobs]

Re: [Mod] D00Med mobs [dmobs]

Postby D00Med » Sat May 05, 2018 10:32 am

Yes
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Re: [Mod] D00Med mobs [dmobs]

Postby Astrobe » Sat May 05, 2018 10:51 am

If you lack inspiration, a hostile water mob that would spawn in cave lakes would be nice to have ;-).
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Re: [Mod] D00Med mobs [dmobs]

Postby D00Med » Sat May 05, 2018 8:44 pm

Yeah that would be good :) the problem with water mobs is that they can spawn in very small ponds, or in player's farms. And they get stuck a lot.
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Re: [Mod] D00Med mobs [dmobs]

Postby texmex » Sat May 05, 2018 9:09 pm

D00Med wrote:Yeah that would be good :) the problem with water mobs is that they can spawn in very small ponds, or in player's farms. And they get stuck a lot.

What about spawning them on a maximum Y level of say -15 in order to drastically increase the chance of the water mass being quite large?
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Re: [Mod] D00Med mobs [dmobs]

Postby D00Med » Sun May 06, 2018 1:08 am

That would certainly help
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Re: [Mod] D00Med mobs [dmobs]

Postby azekill_DIABLO » Mon May 07, 2018 4:30 pm

taikedz wrote:Giant phytoplankton.

Sorry I didn't saw this earlier. WTF

D00Med wrote:What about giant phytoplankton...that eat whales.

WTF intensifies

texmex wrote:What about spawning them on a maximum Y level of say -15 in order to drastically increase the chance of the water mass being quite large?

This is an excellent idea. This person is too clever.
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Re: [Mod] D00Med mobs [dmobs]

Postby Astrobe » Mon May 07, 2018 4:46 pm

texmex wrote:
D00Med wrote:Yeah that would be good :) the problem with water mobs is that they can spawn in very small ponds, or in player's farms. And they get stuck a lot.

What about spawning them on a maximum Y level of say -15 in order to drastically increase the chance of the water mass being quite large?


That's what I did for sharks when I switched to Valleys MG (sharks in rivers!?). Not perfect, but that's an improvement.
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Re: [Mod] D00Med mobs [dmobs]

Postby SAMIAMNOT » Mon Aug 06, 2018 4:01 pm

This mod looks cool, I'll check it out.
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Re: [Mod] D00Med mobs [dmobs]

Postby grecaandreievich » Sun Sep 02, 2018 12:26 pm

Hi, I am trying to use this mod but everytime I activate it on the game, I can see a tiny window that says there were an error to activate this mod because it has non allowed characters. Only the a-z 0-9 characters are permitted.
Can you help me with that?
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Re: [Mod] D00Med mobs [dmobs]

Postby Krock » Sun Sep 02, 2018 1:20 pm

grecaandreievich wrote:Only the a-z 0-9 characters are permitted.

Rename the mod directory to "dmobs". https://wiki.minetest.net/Installing_Mo ... ling_a_mod
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Re: [Mod] D00Med mobs [dmobs]

Postby timdorohin » Mon Sep 03, 2018 9:57 am

Got this error when trying to use saddle on tamed dragon (red):
Code: Select all
2018-09-03 12:54:22: ACTION[Server]: singleplayer right-clicks object 28: LuaEntitySAO at (63.2976,186.586,-22.8375)
2018-09-03 12:54:22: WARNING[Server]: Undeclared global variable "set_animation" accessed at /home/tim/.minetest/mods/dmobs/api.lua:201
2018-09-03 12:54:22: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'dmobs' in callback luaentity_Step(): /home/tim/.minetest/mods/dmobs/api.lua:201: attempt to call global 'set_animation' (a nil value)
2018-09-03 12:54:22: ERROR[Main]: stack traceback:
2018-09-03 12:54:22: ERROR[Main]:       /home/tim/.minetest/mods/dmobs/api.lua:201: in function 'object_fly'
2018-09-03 12:54:22: ERROR[Main]:       /home/tim/.minetest/mods/dmobs/dragons/piloting.lua:52: in function 'do_custom'
2018-09-03 12:54:22: ERROR[Main]:       /home/tim/.minetest/mods/mobs_redo/api.lua:2934: in function </home/tim/.minetest/mods/mobs_redo/api.lua:2816>

It's a bug or i do something wrong?
UPD:fixed by using mobs:set_animation instead of set_animation in dmobs/api.lua
UPD2:ZOMG UBERLOL - wrong nest material - server crash
Question: how to heal my dragon?
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Re: [Mod] D00Med mobs [dmobs]

Postby wziard » Sat Dec 01, 2018 10:25 am

Hi.

First, thanks for the wonderful mobs.

But... We have a true infestation of dragons badgers and pandas now :D

Is there an easy way to decrease the spawn rate (especially for the dragons?) somewhat?

And maybe increase the elephants :-)

edit: Hm, I looked in the code and the spawn rate of dragons is set to 64000, which seems very low. but still there's loads of them around. Maybe I need to update my mobs_redo? I'll experiment.
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Re: [Mod] D00Med mobs [dmobs]

Postby gigomaf » Wed Mar 13, 2019 7:33 pm

D00Med wrote:Yes that would work, but you can also go into init.lua and there will be a list of mob names in quotation marks, that you can just remove their names from.


Hi, I want to remove specific mobs (bad ones) and I get errors. I try to remove mob names from quotation marks, also I try to delete whole lines, no luck so far. Can you help?
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Re: [Mod] D00Med mobs [dmobs]

Postby Astrobe » Wed Mar 13, 2019 8:15 pm

You have to remove the whole line, not what's inside the quotes; or comment-out the lines with a double-dash like this:
local mobslist = {
-- friendlies
"pig",
"panda",
"tortoise",
"golem_friendly",
"nyan",
"gnorm",
"hedgehog",
"owl",
"whale",
"badger",
"butterfly",
"elephant",

-- baddies : go away! Double-dash sword best weapon!
-- "pig_evil",
-- "fox",
-- "rat",
-- "wasps",
-- "treeman",
-- "golem",
-- "skeleton",
-- "orc",
-- "ogre",
}
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Re: [Mod] D00Med mobs [dmobs]

Postby gigomaf » Thu Mar 14, 2019 6:39 am

I did it, I still get ingame errors:

2019-03-14 07:36:33: ERROR[Server]: LuaEntity name "dmobs:ogre" not defined
2019-03-14 07:36:43: ERROR[Server]: LuaEntity name "dmobs:rat" not defined


I'm using Minetest 5.0.
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Re: [Mod] D00Med mobs [dmobs]

Postby ShadMOrdre » Thu Mar 14, 2019 4:24 pm

gigomaf,

try redownloading the mod. the error you show indicates that something may not be installed.
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Re: [Mod] D00Med mobs [dmobs]

Postby gigomaf » Thu Mar 14, 2019 5:42 pm

ShadMOrdre wrote:gigomaf,

try redownloading the mod. the error you show indicates that something may not be installed.

It works perfectly fine until I will not comment-out certain lines, like below:
https://ibb.co/25R7Wxy
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Re: [Mod] D00Med mobs [dmobs]

Postby Astrobe » Thu Mar 14, 2019 7:25 pm

Hmmm... the scripts look inconsistent because in spawns.lua they try to spawn all mobs without checking mobslist (maybe it used to work fine with older versions of MobsRedo?). Try to comment-out the corresponding lines in spawns.lua too.
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Re: [Mod] D00Med mobs [dmobs]

Postby gigomaf » Fri Mar 15, 2019 12:20 am

Removing mobs from init.lua working :) but I have to create new world (new game). When I try to remove some mobs from existing world, then I get errors. How to get rid of these errors, because I dont wan't to start over.
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Re: [Mod] D00Med mobs [dmobs]

Postby Astrobe » Fri Mar 15, 2019 6:06 pm

That's another story then. There are some "world cleaner" mods around, but they are more or less easy to use.

There's also the /clearobjects command, but it will remove all mobs indiscriminately (that may also include things you don't expect to be like mobs, but actually are) and you can't undo it.

A simple solution is to leave the mob definitions enabled but disable their spawning (in spawn.lua). No more will spawn, and the existing ones will disappear slowly because MobsRedo despawns mobs after some time.

If you only have animals and NPCs in your world, you can also try to enable the "only peaceful mobs" option of MobsRedo. If I understand the details correctly, it should remove any monster that comes in sight of a player.
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