[Mod] Mobs Redo [1.62] [mobs]

xifu
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Re: [Mod] Mobs Redo [1.61] [mobs]

by xifu » Post

TenPlus1 wrote:
Thu Jan 18, 2024 09:14
@xifu - Just finished testing Mobs Redo with Animals, Monsters and Wilhelms Animal World and none of the mobs glow in the dark apart from the Lava Flan which should.

Could you please tell me which Minetest client version you are using and on what system ?

Also are they full on glowing or slightly glowing on land under the moonlight ?
I misspoke in my previous message about your mod Mobs Animals glowing in the dark. The animals do not glow in the dark with the Shaders option turned on or off.

Liil's Wihelmines Animal World mod is where the animals fully glow in the dark. I found out that it is because I turned off Shaders in the Settings menu. If I turn on Shaders then the animals in Liil's mod do not glow in the dark. If I turn off Shaders, they glow. It might be related to:

https://github.com/Skandarella/animalworld/issues/1

I'm using Minetest 5.7.0 on Windows 10. My graphics chip is not the best: Intel HD 4400. I usually turn off Shaders and other fancy graphics settings because of my graphics chip.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@xifu - That could be the issue indeed, all I can recommend is updating your graphics drivers if possible, using the latest Minetest 5.8.0 client and hoping it all works out :)

If that doesn't help then maybe try booting from a live flash-drive containing Linux Mint and testing that out for better compatibility with your system.

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Update:

by TenPlus1 » Post

- Added self.node_damage flag, True by default it enables damage_per_second nodes to harm mobs.
- Set self.node_damage to False for Spiders to stop crystal spikes harming them in Ethereal.
- Added some missing mineclone/mineclonia groups.
- Change Nametag texture and description to stand out from mineclone version.
- Reduce mob properties calls (thx Whosit)
Last edited by TenPlus1 on Wed Jan 31, 2024 10:02, edited 1 time in total.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by TechnoWolfTV » Post

Hey TenPlus1, thanks for all your great mods. In mobs_npc, do untamed/no owner NPC's spawned by the mod eventually despawn? I understand/hope that tamed/owned NPC's do not. My concern is that over time, hundreds or more of these untamed/no owner NPC's will wander out of sight and lag the world/server.
Thanks!

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Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

Npc's are the only mob that dont have a lifetimer and expire, so yes the more that spawn they will stick around unless killed or a custom function removes them. People and [games] tend to spawn loads of monsters but never Npc's.

Quick note though, the mob:spawn active_object_count should limit any mob that spawns by counting how many are in an area first, and if it's over that amount they stop spawning.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by TechnoWolfTV » Post

Thanks for the confirmation. In that case, I'm looking to deactivate spawning of mobs_npc:npc, mobs_npc:igor and mobs_npc:trader. What's the cleanest way to do so? Use spawn.lua and comment them out, change all their nodes to "default:lava_source", change chance to 9999999999 or some such?

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Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

Adding a spawn.lua and commenting them out will work fine :)

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Trog
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Trog » Post

Since last update, problem with monsters remaining peaceful despite box unticked . only attack when i "revokeme all" which disables right click on chest and doors etc .
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Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@Trog - Mobs Redo API adds a 'peaceful_player' privelage which will be added if you give yourself ALL privs, you have to revoke this for mobs to see you as a threat.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by Trog » Post

TenPlus1 wrote:
Fri Feb 23, 2024 06:36
@Trog - Mobs Redo API adds a 'peaceful_player' privelage which will be added if you give yourself ALL privs, you have to revoke this for mobs to see you as a threat.
Thankyou ,spent ages trying to revoke 'peaceful_player' privilege globally , simpler to grant the pivs i require than lazily grant and revoke all as it causes to many conflicts . many thanks for your efforts here . MT appears to have greatly improved in the past year or so .
It would be nice to see a megapack covering the timeline of all minetest mobs . some of the earlier entities i really miss . still hunting the hooded monk in purple and black with the white blazing eyes. he would creep about the oak wood biomes and stare at you and make a really terrifying noise . Ps not so simple fungi is also missing from DB ,sad to see such a high quality mod missing .
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Blockhead » Post

Trog wrote:
Fri Feb 23, 2024 11:03
Some of the earlier entities i really miss . still hunting the hooded monk in purple and black with the white blazing eyes. he would creep about the oak wood biomes and stare at you and make a really terrifying noise
Do you mean the Oerkki? I think there's a mod for that (maybe, hopefully, one more recent than 2017 as well).
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Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@Trog - The purple hooded monk is the Oerkki as Blockhead mentioned and is still in the mobs_monster mod, you'll unfortunately stumble across one soon enough or hear them whisper through the walls :)

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Updated:

by TenPlus1 » Post

- Tweaked player detection (thanks Whosit)

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Trog
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Trog » Post

Blockhead wrote:
Fri Feb 23, 2024 11:13
Do you mean the Oerkki? I think there's a mod for that (maybe, hopefully, one more recent than 2017 as well).
No as they only spawn in caves not in oak woods .also they instantly attack whereas this mob watched from a distance and made a very loud bellowing noise . if you approached it would retreat and disappear. i caught up with it once and attacked it and was one shotted . pretty sure it not in any current mob pack.
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Blockhead » Post

There is also the Dungeon master in the "0.3 mobs" category on the wiki. That might be it. There's only 2 pages in that category, so no idea what else it could be.
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Trog » Post

Blockhead wrote:
Sat Feb 24, 2024 11:02
There is also the Dungeon master in the "0.3 mobs" category on the wiki. That might be it. There's only 2 pages in that category, so no idea what else it could be.
you are being silly . clearly the dungeon master is nothing like i described .
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Re: [Mod] Mobs Redo [1.61] [mobs]

by SaKeL » Post

Is it intentional to make all mobs physical false (or nil) by default?

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Re: [Mod] Mobs Redo [1.61] [mobs]

by TenPlus1 » Post

@SaKeL - Physical value by default is true for each mob which is now stored in initial_properties.

local phys_chk = self.object:get_properties().physical

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Re: [Mod] Mobs Redo [1.61] [mobs]

by SaKeL » Post

What i am trying to say is that for me and other players its false/nil from fresh new git clone of mobs api/monsters/animals since they cannot hit them with the bow anymore

Never mind, i see that getting the "physical" has 2 ways of getting it now, will verify the one from initial props.

Update: getting it from initial properties works fine, thank you.

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Update:

by TenPlus1 » Post

- Fix default self.state for new mobs.
- Change from using :distance to get_distance() function.
- Added 'attack_ignore' setting to mob definition which contains string or table of mobs NOT to attack! (thx ShadowOfHassen)
- Changed saddle recipe to use group:leather
Last edited by TenPlus1 on Tue Apr 02, 2024 08:20, edited 1 time in total.

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Update:

by TenPlus1 » Post

- Oerkki model fixed (thanks BlaBoing)
- Flying/Swimming mobs should now stay inside their own medium.
- Stop swimming mobs from going above water level.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by MirceaKitsune » Post

Hi! Where I can I find the latest Git repository for this API, as well as the mobs using it? I run Minetest from Git and as such prefer having all mods from it as well: My repo is very old, initially I thought this was discontinued but I'm happy to see it's still maintained which makes me feel better about possibly using it in my own projects.

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Re: [Mod] Mobs Redo [1.61] [mobs]

by Blockhead » Post

MirceaKitsune wrote:
Sat Apr 13, 2024 16:50
Hi! Where I can I find the latest Git repository for this API, as well as the mobs using it? I run Minetest from Git and as such prefer having all mods from it as well: My repo is very old, initially I thought this was discontinued but I'm happy to see it's still maintained which makes me feel better about possibly using it in my own projects.
Though it should be linked in OP, it is listed on ContentDB's source link. Mods redo lives on Tenplus1's codeberg (he was previously on NotABug, but that site has become quite unreliable).
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Nininik » Post

Does anyone here have an older cow? I liked the texture of old cows and old sheep better. And the models too.
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Re: [Mod] Mobs Redo [1.61] [mobs]

by Trog » Post

Nininik wrote:
Sun Apr 14, 2024 03:16
Does anyone here have an older cow? I liked the texture of old cows and old sheep better. And the models too.
you can find all the mobs with images on the old minetest wiki site
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