[Mod] Not So Simple Mobs [3.0] [nssm]

Kazooo
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Kazooo » Post

Are there any plans to add the extra mobs/features added in the development 2 github branch to the codeberg version?

Some include Chog, Riverlord, Tartacia, Albino Spider, Crystal Slug, Icelizard, Kele and Black Scorpion.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

@Kazoo - NSSM and NSSBs codebase are both maintained by myself, but adding new mobs will be up to those who can use blender and submit models and textures for them :)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Kazooo » Post

TenPlus1 wrote:
Mon Jul 15, 2024 04:38
@Kazoo - NSSM and NSSBs codebase are both maintained by myself, but adding new mobs will be up to those who can use blender and submit models and textures for them :)
These models textures are already made/added by the mod's original creator here: https://github.com/NPXcoot/nssm/tree/development2
They dropped the mod before adding to master branch. They do also have some blender only models/textures in there model repository, but that's allot more in depth. I was wondering if there are plans to add some of these missing mobs back to the mod?

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

@Kazoo - I've separated the new mobs from the development release and made an nssm_extra mod that can be installed alongside the original to add these new monsters into the world:

https://codeberg.org/tenplus1/nssm_extra

Note: This is an initial release with some bugfixes and code updates, so expect a few glitches here and there until it's final.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Kazooo » Post

TenPlus1 wrote:
Mon Jul 15, 2024 15:33
@Kazoo - I've separated the new mobs from the development release and made an nssm_extra mod that can be installed alongside the original to add these new monsters into the world:

https://codeberg.org/tenplus1/nssm_extra

Note: This is an initial release with some bugfixes and code updates, so expect a few glitches here and there until it's final.
Looks good so far! Its missing black scorpion atm. Black scorpion is rideable but needs offset adjustments as player appears floating.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

Oops! missed that one, Black Scorpion has been added and riding offsets fixed :P

All going well the official mod will be included on ContentDB here:

https://content.minetest.net/packages/T ... ssm_extra/

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Kazooo » Post

TenPlus1 wrote:
Tue Jul 16, 2024 06:24
Oops! missed that one, Black Scorpion has been added and riding offsets fixed :P

All going well the official mod will be included on ContentDB here:

https://content.minetest.net/packages/T ... ssm_extra/
Nice!
There's a few others here but they aren't anywhere near complete: https://github.com/NPXcoot/Nssm-models- ... ree/master

None of them have code so we can only guess what original authors intent for them was.

Ahuizotl, Aquatic Horror, bacteriofage, Unicorn, sand_blocco, blocco_tree, mese_blocco, chinese dragon, triceratops, peteradactylus, stegosaurus, dahaka, sandworm_old, have blends and textures.

Horse has textures, blends and exported model. Pony and stallion probably use horse textures.

Pupomolle, rinobear, boubleb, blocco_dirt, blocco_obsidian, lava_blocco, turtlehilll(might be same as accaia turtle thing), rinoceronte, just have blends.

Considering dolidosaurus was removed from test branch I wonder if they wanted a revival mechanic or what. Horse has a rearing animation, no clue if they wanted it to tame like minecraft horse or like mob_horse. Either way figured I'd at least link these here so there more visible!

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by TenPlus1 » Post

@Kazooo - If someone were to import them into blender and explore a minetest model with animation information then it would be possible to add them slow but sure, until then it's up to the nssm fans to fill in the gaps.

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Update:

by TenPlus1 » Post

- Added {eatable} groups to food items.
Last edited by TenPlus1 on Tue Aug 20, 2024 16:44, edited 1 time in total.

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Update:

by TenPlus1 » Post

- Fixed nil check bug in nssm.
- Reduced Abm latency in nssb.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by SFENCE » Post

nssm_extra does not depend on the bow mod in mod.conf file.
Causes random errors on world loading.
cdb_3P0AYqjEIn68

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Update:

by TenPlus1 » Post

- Added bows as optional dependency to nssm_extra (thx SFence)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Chem871 » Post

minetest/mods/nssm/nssm_materials.lua:87: attempt to call field 'add_eatable' (a nil value)

minetest/mods/nssm/nssm_materials.lua:87: in function 'nssm_craftitem_eat'

minetest/mods/nssm/nssm_materials.lua:90: in main chunk

Mod is having errors.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

@Chem871 - Please make sure you are using the latest Mobs Redo API.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Chem871 » Post

Mobs Redo was outdated version 1.57 on CDB, updated to newest 1.62 and it works fine, thanks!
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Twilit140 » Post

When using Nssm Extra, i was attacked by a light blue/cyan monster thing with sharp teeth. Upon it's attack animation playing, my game crashed. Attempts to reload the game result in an instant crash too. Thankfully just a test world, but still.
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

@Twilit140 - It looks like the TNT mod wasnt active in your game for the explosion from the ice lizard, so I've added a check in the main NSSM mod functions that should help :)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Twilit140 » Post

I was using a tnt overhaul mod. That mightve caused the issue. Regardless i will update and test later. :)

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Don » Post

Can you please add settings for to deactivate some mobs. I lost a few good builds. I had to go into the init file and disable the bad mobs
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

Which mobs are causing you grief ? and are you using a protection mod cause that stops them blowing things up ? Also mobs:mob_repellent node exists to stop them spawning within a 16 node area.

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Don » Post

I think it was the pumpking.
I am not using any protection mods because it is singleplayer
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by TenPlus1 » Post

@Don - Okies, I've added an 'nssm.enable_pumpking_spawn' setting that's true by default which you can turn off :)

also... anything inside a protected area, even in singleplayer stops mobs griefing that area by blowing it up, you can also set the protection radius to something huge like 20 to cover large areas with a single protector :P

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Don » Post

Thanks
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Update:

by TenPlus1 » Post

- Simplify spawn egg function.
- Spawn eggs check for node on_rightclick before spawning.
- Use mob api functions to save duplication.

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Update:

by TenPlus1 » Post

- Added nil check in custom_attack functions.

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