IIRC the wolf can be tamedhajo wrote:For mobs-animal, can you add a donkey,
eg. as a 'new' horse with gray texture ?
Also, it would be nice if the wolf could be tamed
(eg. with meat?), so we could also have a dog.
[Mod] Mobs Redo [1.62] [mobs]
- Lone_Wolf
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Re: [Mod] Mobs Redo [1.40] [mobs]
Re: [Mod] Mobs Redo [1.40] [mobs]
I had a quick look at the code, but didn't find the part about the wolf.Lone_Wolf wrote:IIRC the wolf can be tamedhajo wrote:Also, it would be nice if the wolf could be tamed
Now that you mention it, I found a posting about taming the wolf.
I need to try that, next time I meet one...
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Re: [Mod] Mobs Redo [1.40] [mobs]
Update:
- Mob HP will only be shown when it has been punched.
- Mob HP will only be shown when it has been punched.
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Re: [Mod] Mobs Redo [1.40] [mobs]
Yo . Where is the download link ? I only see the other ad ons !
Or where's the mob mod ? Everything i download has this dependence and the ''mob mod'' is nowhere !!!
Or where's the mob mod ? Everything i download has this dependence and the ''mob mod'' is nowhere !!!
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Re: [Mod] Mobs Redo [1.40] [mobs]
from first page is this what you were looking for
- Chem871
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Re: [Mod] Mobs Redo [1.40] [mobs]
Will any other mobs be added? Like a hard mode version? I'd use Nssm for that, but it's just too laggy for me.
Living in the Human Village, Gensokyo
Re: [Mod] Mobs Redo [1.40] [mobs]
You could try the mc_mobs mod, that adds all of the mobs from minecraft and has many monsters available :) viewtopic.php?f=9&t=17751
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Re: [Mod] Mobs Redo [1.40] [mobs]
Tenplus1 I updated the mobs api and my chickens and rabbits started to glitch through
solid nods like obsidian glass where on github do I put a formal complaint
solid nods like obsidian glass where on github do I put a formal complaint
- azekill_DIABLO
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Re: [Mod] Mobs Redo [1.40] [mobs]
duane made a small mod that makes mob harder the further from spawn you are. it's very interesting, but at the end of the world, monsters are beasts!Chem871 wrote:Like a hard mode version?
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Mod] Mobs Redo [1.40] [mobs]
chibi: sadly it seems to be a glitch with collision detection and step height for all entities, not just mobs... Will look into it and if anything you could reduce stepheight to 0.6 for all mobs concerned in the meantime.
Update: I've added a mob fence which looks like a normal fence but has a 2x block high collisionbox to stop mobs glitching through (craft using 4x normal fences with 2x stick in middle), also I've lowered animal stepheights so they cant simply walk up slopes but need to jump... Hope it helps.
Update: I've added a mob fence which looks like a normal fence but has a 2x block high collisionbox to stop mobs glitching through (craft using 4x normal fences with 2x stick in middle), also I've lowered animal stepheights so they cant simply walk up slopes but need to jump... Hope it helps.
Re: [Mod] Mobs Redo [1.40] [mobs]
Update:
- Added 'mob_chance_multiplier' value to minetest.conf that allows for spawn rate changes.
usage: setting to 0.5 halves the spawn chance and causes mobs to spawn more, a setting of 2.0 double spawn chance and causes mobs to spawn less. e.g. chance = 7000 (1 in 7000) * 0.5 = 1 in 3500 so mobs spawn more.
- Added 'mob_chance_multiplier' value to minetest.conf that allows for spawn rate changes.
usage: setting to 0.5 halves the spawn chance and causes mobs to spawn more, a setting of 2.0 double spawn chance and causes mobs to spawn less. e.g. chance = 7000 (1 in 7000) * 0.5 = 1 in 3500 so mobs spawn more.
Re: [Mod] Mobs Redo [1.40] [mobs]
Tried the new update. Mobs started appearing at increased rate causing my game to lag. Know I have to change config setting to fix that, so no problem there. But birds and bats started appearing in my house. That shouldn't happen? So I went back to the previous version.
Re: [Mod] Mobs Redo [1.40] [mobs]
Drgnrdr: Please download the latest Mobs Redo API, after it's initial change many fallback checks were added so that spawning works properly :)
Re: [Mod] Mobs Redo [1.40] [mobs]
Fixed. Thank You.
Re: [Mod] Mobs Redo [1.40] [mobs]
Update:
- The API now checks for height clearance before spawning mobs, so chickens can spawn inside a single gap whereas cows need 2 high.
- The API now checks for height clearance before spawning mobs, so chickens can spawn inside a single gap whereas cows need 2 high.
Re: [Mod] Mobs Redo [1.40] [mobs]
The fence is brill but now some mobs can't jump up one node at all like the sheep chickens cats and rabbits..... so they can only go down hill lol
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Re: [Mod] Mobs Redo [1.40] [mobs]
Hello User avatar
TenPlus1
I have issue with the added zombie mod not working with mobs redo this is the error i get and i am wondering what is causing it ... i have used your updated zip file but i did alter it and so it worked for awhile til i uploaded 4.16... now i have issues... here is first a screenshot of error a nil value one i added in depends mobs redo? which allowed the zombie to be in game... and i have included a screenshot of what i changed cause i had zombies more cooler looking meat and a unique way to make it eatable and trophys and magick items i am added for another mod i will work on later... they were all working in 4.15 and dev .5 but something it don't like about api in Mobs redo ... now ... sigh... I tried everything .... so can you help now.. i have included a link to my google drive screenshots of the issue...https://drive.google.com/open?id=18uFsR ... Y3aDoM9NHZ
Basically when I attack as in punch it this error comes up....
so how do i fix the zombie file to work with the new updated mobs_redo and the zombie file... it worked before... so i don't know why its not working now... hope this helps ... i am at a hard spot... thanks for any help ... this is just for my game version but if i can get it working right I would be glad to share my images and updates but I was still working the bugs out of the objects that are gathered but ... is it cause i use two drop items now or some other issue... i attempted to put it in mobs redo textures and crafts and linked it to there but that didn't work either and in the depends i added mob_redo ? but that didn't work either so its something that just doesn't recognize the zombie obj when punched sigh... the screenshots below are the items i have added and the crafting list in the lua... if that helps any...
https://drive.google.com/open?id=1_JHQr ... 8i4fUdS56Ghttps://drive.google.com/open?id=1F9LIc ... FPprQf-_U3
https://drive.google.com/open?id=1uIrFL ... WsR2LgZnG3
https://drive.google.com/open?id=1tE4yv ... wVE3OpVGS9
https://drive.google.com/open?id=1ZueW- ... ceFx2zGQA_
https://drive.google.com/open?id=1e5uft ... -xg0DGJBiJ
THINK I FIXED IT BY ADDING S INTILIB TO ZOMBIE OBJECTS SIGH LOL!
TenPlus1
I have issue with the added zombie mod not working with mobs redo this is the error i get and i am wondering what is causing it ... i have used your updated zip file but i did alter it and so it worked for awhile til i uploaded 4.16... now i have issues... here is first a screenshot of error a nil value one i added in depends mobs redo? which allowed the zombie to be in game... and i have included a screenshot of what i changed cause i had zombies more cooler looking meat and a unique way to make it eatable and trophys and magick items i am added for another mod i will work on later... they were all working in 4.15 and dev .5 but something it don't like about api in Mobs redo ... now ... sigh... I tried everything .... so can you help now.. i have included a link to my google drive screenshots of the issue...https://drive.google.com/open?id=18uFsR ... Y3aDoM9NHZ
Basically when I attack as in punch it this error comes up....
Code: Select all
An error occured: AsyncErr: ServerThread::run Lua: Runtime error from mod 'zombie' in callback lueaentity_Step() :mobs_redo/api.lua363: attempt to index local 'obj' (a nil value)
in function 'item_drop'
in api.lua 411 in function 'check_for_de.... (cutoff)
and api.lua 610 in function'do_env_damage' (cutoff)
https://drive.google.com/open?id=1_JHQr ... 8i4fUdS56Ghttps://drive.google.com/open?id=1F9LIc ... FPprQf-_U3
https://drive.google.com/open?id=1uIrFL ... WsR2LgZnG3
https://drive.google.com/open?id=1tE4yv ... wVE3OpVGS9
https://drive.google.com/open?id=1ZueW- ... ceFx2zGQA_
https://drive.google.com/open?id=1e5uft ... -xg0DGJBiJ
THINK I FIXED IT BY ADDING S INTILIB TO ZOMBIE OBJECTS SIGH LOL!
- SaKeL
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Re: [Mod] Mobs Redo [1.40] [mobs]
Hi 10+1, i was just wondering if you can give me some advice on how to make mobs on_punch function perform better, at the moment its taking a lot of processing power, what is so complex or what could be improved/disabled in order to make the on_punch function faster ?
from profiler the mobs_monster are taking 45% average of the processing power and most of it 45% is on punch_function.
Code: Select all
mobs_monster: | 0 | 235100 | 2395 | 0.0 | 98.4 | 45.1
- ABM 'mobs_monster:spider spawning' ................ | 15 | 1690 | 281 | 0.0 | 11.3 | 1.0
- on_activate[8] .................................... | 29 | 5235 | 96 | 0.0 | 8.0 | 0.7
- on_step[8] ........................................ | 7 | 1572 | 48 | 0.0 | 20.4 | 0.8
- on_punch[3] ....................................... | 27 | 4534 | 546 | 0.1 | 55.0 | 14.6
- ABM 'mobs_monster:lava_flan spawning' ............. | 20 | 944 | 282 | 0.0 | 5.3 | 1.0
- ABM 'mobs_monster:dungeon_master spawning' ........ | 1 | 31160 | 847 | 0.0 | 89.1 | 5.7
- on_step[7] ........................................ | 269 | 490 | 407 | 1.0 | 15.2 | 6.5
- get_staticdata[5] ................................. | 7 | 2531 | 160 | 0.0 | 10.9 | 1.1
- get_staticdata[8] ................................. | 7 | 2275 | 181 | 0.0 | 17.2 | 1.3
- on_punch[2] ....................................... | 46 | 11349 | 677 | 0.1 | 64.2 | 16.0
- on_step[16] ....................................... | 42 | 77817 | 613 | 0.0 | 97.5 | 11.5
- on_activate[3] .................................... | 28 | 1712 | 92 | 0.0 | 6.2 | 0.7
- get_staticdata[6] ................................. | 100 | 148 | 126 | 0.2 | 0.6 | 0.4
- get_staticdata[9] ................................. | 8 | 1867 | 158 | 0.0 | 21.1 | 1.1
- on_step[18] ....................................... | 10 | 969 | 49 | 0.0 | 28.7 | 1.6
- get_staticdata[2] ................................. | 7 | 784 | 105 | 0.0 | 11.0 | 0.8
- on_step[21] ....................................... | 11 | 961 | 146 | 0.0 | 30.0 | 4.6
- on_punch[5] ....................................... | 33 | 5561 | 503 | 0.0 | 59.1 | 13.9
- ABM 'mobs_monster:stone_monster spawning' ......... | 4 | 12966 | 467 | 0.0 | 79.6 | 3.9
- on_activate[9] .................................... | 29 | 730 | 98 | 0.0 | 8.3 | 0.6
- get_staticdata[7] ................................. | 8 | 1023 | 100 | 0.0 | 8.6 | 0.7
- on_activate[2] .................................... | 30 | 364 | 69 | 0.0 | 4.5 | 0.5
- on_step[10] ....................................... | 38 | 80747 | 649 | 0.0 | 96.5 | 12.8
- on_step[5] ........................................ | 28 | 34645 | 439 | 0.0 | 82.8 | 5.3
- get_staticdata[3] ................................. | 7 | 28630 | 178 | 0.0 | 39.5 | 1.3
- on_activate[1] .................................... | 29 | 740 | 84 | 0.0 | 5.0 | 0.7
- on_step[1] ........................................ | 6 | 77737 | 134 | 0.0 | 96.4 | 2.6
- ABM 'mobs_monster:dirt_monster spawning' .......... | 1 | 6841 | 435 | 0.0 | 58.3 | 5.3
- on_step[19] ....................................... | 7 | 74941 | 178 | 0.0 | 94.0 | 3.6
- on_activate[4] .................................... | 32 | 80 | 42 | 0.1 | 0.8 | 0.3
- ABM 'mobs_monster:mese_monster spawning' .......... | 1 | 69538 | 586 | 0.0 | 77.0 | 4.0
- get_staticdata[4] ................................. | 17 | 206 | 89 | 0.0 | 2.1 | 0.6
- ABM 'mobs_monster:oerkki spawning' ................ | 1 | 25078 | 667 | 0.0 | 83.3 | 5.4
- on_punch[8] ....................................... | 88 | 6954 | 599 | 0.1 | 69.0 | 13.5
- on_step[12] ....................................... | 6 | 1190 | 68 | 0.0 | 14.0 | 0.8
- on_activate[6] .................................... | 42 | 62 | 51 | 0.1 | 0.2 | 0.2
- on_activate[5] .................................... | 29 | 1122 | 86 | 0.0 | 5.1 | 0.6
- on_punch[1] ....................................... | 275 | 4606 | 645 | 0.2 | 73.6 | 16.8
- get_staticdata[1] ................................. | 8 | 5678 | 133 | 0.0 | 11.6 | 1.0
- on_activate[7] .................................... | 32 | 359 | 73 | 0.0 | 3.7 | 0.5
- on_step[6] ........................................ | 40 | 82919 | 723 | 0.0 | 95.9 | 14.2
- on_step[14] ....................................... | 6 | 38235 | 29 | 0.0 | 84.2 | 0.6
- on_punch[9] ....................................... | 38 | 3158 | 635 | 0.0 | 47.0 | 17.4
- on_step[3] ........................................ | 6 | 65198 | 95 | 0.0 | 86.2 | 1.8
Re: [Mod] Mobs Redo [1.40] [mobs]
There's a problem with mobs. If you stay too long in one place, mobs start to accumulate and slow down the performance of the game.
Re: [Mod] Mobs Redo [1.40] [mobs]
Azazel: This all depends on mob definitions, sheep for instance are counted and if so many appear in a loaded area then no more will spawn... Some mods have this limit set high but in general the default mobs have 1 or 2 per area set.
- SaKeL
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Re: [Mod] Mobs Redo [1.40] [mobs]
i have balanced mobs_monsters like this:
* downsized the mobs (removed few kinds of mobs from the map and prevented spawning)
* disabled all pathfinding
* disabled all 'follow' functionality for mobs_monster
* lower the view_range to 5 in most of the mobs (2 of them have 10)
* removed drops from mobs on environmental death
* increased damage on environmnetal cause
* added day toogle true || false to all of them
* higher the chance of spawning between 7000 - 10000
* limited the height - mobs are spawnin in different height layers
* limited the light values
* limited the object count between 1 and 2
* removing far mobs
* downsized the nodes on which are the mobs spawning to 1 or 2
* lower the knockback values
* disabled 'replace'/'breeding' functionality
* replaced blood particle texture to low-res
previous profiler from 20180110T085620 used more than 50% of the processing power (8 cores):
after balancing (points from above) its a bit better (33%) but it was only after 8hrs of running server, so ill keep an eye on it:
The most of the 33% processing power is used for on_punch and on_step functions - this should be the main focus for optimization! If you have any ideas please share them with me. i.e. looking for nodes/entities in radius or getting the node definitions on on_step is highly cost inefficient - could be limited to every 10-20 sec. or only when met certain conditions.
* downsized the mobs (removed few kinds of mobs from the map and prevented spawning)
* disabled all pathfinding
* disabled all 'follow' functionality for mobs_monster
* lower the view_range to 5 in most of the mobs (2 of them have 10)
* removed drops from mobs on environmental death
* increased damage on environmnetal cause
* added day toogle true || false to all of them
* higher the chance of spawning between 7000 - 10000
* limited the height - mobs are spawnin in different height layers
* limited the light values
* limited the object count between 1 and 2
* removing far mobs
* downsized the nodes on which are the mobs spawning to 1 or 2
* lower the knockback values
* disabled 'replace'/'breeding' functionality
* replaced blood particle texture to low-res
previous profiler from 20180110T085620 used more than 50% of the processing power (8 cores):
Code: Select all
mobs_monster: | 62 | 94748 | 2780 | 0.1 | 97.4 | 52.4
Code: Select all
mobs_monster: | 0 | 106309 | 766 | 0.0 | 99.6 | 33.0
- ABM 'mobs_monster:spider spawning' ....... | 13 | 1532 | 247 | 0.0 | 50.2 | 5.9
- on_activate[8] ........................... | 28 | 772 | 76 | 0.0 | 21.4 | 1.1
- on_punch[3] .............................. | 34 | 1262 | 357 | 0.5 | 74.1 | 22.0
- ABM 'mobs_monster:lava_flan spawning' .... | 4 | 314 | 70 | 0.0 | 9.6 | 1.3
- ABM 'mobs_monster:dungeon_master spawning' | 2 | 10394 | 367 | 0.0 | 88.8 | 5.9
- on_step[7] ............................... | 285 | 1050 | 473 | 13.7 | 41.1 | 28.5
- get_staticdata[5] ........................ | 3 | 19969 | 144 | 0.0 | 34.6 | 1.9
- get_staticdata[8] ........................ | 7 | 6153 | 118 | 0.0 | 35.1 | 1.7
- on_step[20] .............................. | 250 | 1041 | 467 | 2.1 | 40.8 | 25.0
- on_punch[2] .............................. | 52 | 5369 | 461 | 0.3 | 76.7 | 22.7
- on_step[16] .............................. | 4 | 73488 | 234 | 0.0 | 98.9 | 10.3
- on_activate[3] ........................... | 28 | 1020 | 77 | 0.0 | 22.7 | 1.0
- get_staticdata[9] ........................ | 7 | 1007 | 119 | 0.0 | 20.5 | 2.4
- on_step[18] .............................. | 8 | 357 | 31 | 0.0 | 27.1 | 1.8
- get_staticdata[2] ........................ | 7 | 11850 | 112 | 0.0 | 12.9 | 1.2
- on_step[21] .............................. | 28 | 8088 | 107 | 0.0 | 44.5 | 6.7
- on_punch[5] .............................. | 64 | 3350 | 456 | 0.3 | 70.8 | 21.3
- ABM 'mobs_monster:stone_monster spawning' | 1 | 15152 | 344 | 0.0 | 75.6 | 5.5
- get_staticdata[1] ........................ | 7 | 988 | 108 | 0.0 | 20.2 | 2.1
- on_punch[9] .............................. | 31 | 2578 | 332 | 0.2 | 79.2 | 20.3
- on_activate[2] ........................... | 29 | 1107 | 72 | 0.0 | 17.5 | 0.9
- on_step[10] .............................. | 5 | 72344 | 328 | 0.0 | 99.3 | 15.0
- on_step[5] ............................... | 31 | 15464 | 547 | 0.0 | 87.5 | 8.1
- get_staticdata[3] ........................ | 7 | 6877 | 119 | 0.0 | 53.0 | 1.5
- on_activate[1] ........................... | 29 | 2266 | 75 | 0.0 | 31.9 | 1.4
- on_step[1] ............................... | 5 | 23728 | 56 | 0.0 | 96.3 | 3.2
- ABM 'mobs_monster:dirt_monster spawning' . | 4 | 2453 | 202 | 0.0 | 56.0 | 5.2
- on_step[19] .............................. | 5 | 61173 | 99 | 0.0 | 98.0 | 4.2
- ABM 'mobs_monster:mese_monster spawning' . | 2 | 6515 | 295 | 0.0 | 83.5 | 5.5
- ABM 'mobs_monster:oerkki spawning' ....... | 2 | 8657 | 377 | 0.0 | 85.3 | 6.3
- on_punch[8] .............................. | 67 | 1612 | 449 | 0.1 | 51.7 | 21.1
- on_activate[5] ........................... | 28 | 2111 | 86 | 0.0 | 15.1 | 1.2
- on_step[6] ............................... | 5 | 65934 | 98 | 0.0 | 95.5 | 4.2
- on_activate[9] ........................... | 29 | 471 | 80 | 0.0 | 8.3 | 1.6
- on_punch[1] .............................. | 275 | 2409 | 496 | 0.7 | 66.7 | 19.8
- on_step[3] ............................... | 5 | 23959 | 60 | 0.0 | 98.3 | 2.6
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Re: [Mod] Mobs Redo [1.40] [mobs]
Anyone else having these crashes with the latest version? https://github.com/tenplus1/mobs_redo/issues/138
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
Re: [Mod] Mobs Redo [1.40] [mobs]
Update:
- Fixed colbox nil issue
- Added multiple blood texture feature
- New fireball texture for Dungeon Master
- Fixed colbox nil issue
- Added multiple blood texture feature
- New fireball texture for Dungeon Master
- JNEITRONS
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Re: [Mod] Mobs Redo [1.40] [mobs]
If i join and see mese monster i see this :
Code: Select all
2018-01-17 18:03:07: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Step(): ...ames/minetest/games/ethereal_game/mods/mobs_redo/api.lua:369: bad argument #2 to 'random' (number expected, got nil)
2018-01-17 18:03:07: ERROR[Main]: stack traceback:
2018-01-17 18:03:07: ERROR[Main]: [C]: in function 'random'
2018-01-17 18:03:07: ERROR[Main]: ...ames/minetest/games/ethereal_game/mods/mobs_redo/api.lua:369: in function 'item_drop'
2018-01-17 18:03:07: ERROR[Main]: ...ames/minetest/games/ethereal_game/mods/mobs_redo/api.lua:446: in function 'check_for_death'
2018-01-17 18:03:07: ERROR[Main]: ...ames/minetest/games/ethereal_game/mods/mobs_redo/api.lua:678: in function 'do_env_damage'
2018-01-17 18:03:07: ERROR[Main]: ...ames/minetest/games/ethereal_game/mods/mobs_redo/api.lua:2656: in function <...ames/minetest/games/ethereal_game/mods/mobs_redo/api.lua:2560>
Re: [Mod] Mobs Redo [1.40] [mobs]
Jneitrons: It seems that the mese monster drops have been altered on server with a bogus max value which causes the error, so I have added a fallback just incase to the latest mobs redo api.