[Mod] PMobs (progress mobs)

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AMMOnym
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Re: [Mod] SimpleMobs++

by AMMOnym » Wed Oct 22, 2014 04:31

CProgrammerRU wrote:
AMMOnym wrote:Hello,
I would like a little spider. Can you make a magic book, where you will have a full list of aviable pets and if you hit your pet with this book, it will become a pet, which you choose ? More pets = more fun :D

I added littlespider. How to get a littlepider read the description =)

Thnx
 

Martin_Devil
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Re: [Mod] SimpleMobs++

by Martin_Devil » Thu Nov 13, 2014 08:02

Best mod!
Please, add HUD mod support.
 

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Re: [Mod] SimpleMobs++

by fishyWET » Fri Nov 14, 2014 11:32

I spot AspireMint's spider model there which originated from Lord of the Test, it is licensed under CC BY-SA 3.0.
According to the terms of CC BY-SA 3.0, "You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use." and "If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.". I would like to request for you to make the necessary adjustments.
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Re: [Mod] SimpleMobs++

by Martin_Devil » Sat Nov 15, 2014 12:01

Pls, go to new base code (0.5 - Mobs now float in water, die from falling, and some code improvements).
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Fri Mar 27, 2015 05:55

Martin_Devil wrote:Pls, go to new base code (0.5 - Mobs now float in water, die from falling, and some code improvements).

done, thanks
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Fri Mar 27, 2015 07:37

Martin_Devil wrote:Best mod!
Please, add HUD mod support.

Update =)
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Fri Mar 27, 2015 15:41

fishyWET wrote:I spot AspireMint's spider model there which originated from Lord of the Test, it is licensed under CC BY-SA 3.0.
According to the terms of CC BY-SA 3.0, "You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use." and "If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.". I would like to request for you to make the necessary adjustments.


The spider model is from Somple mobs redo. I hadve just modified it
 

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Re: [Mod] SimpleMobs++

by fishyWET » Fri Mar 27, 2015 15:55

fishyWET wrote:I spot AspireMint's spider model there which originated from Lord of the Test, it is licensed under CC BY-SA 3.0.
According to the terms of CC BY-SA 3.0, "You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use." and "If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.". I would like to request for you to make the necessary adjustments.
LOTR Subgame
Some days you flip the table, (ノಥ益ಥ)ノ ︵┻━┻,
Other days, the table flip you, ┳━┳︵(ₒ⁻ₒ).
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Wed Apr 01, 2015 04:29

UPDATE to version 2.0
 

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[Mod] pmobs

by TenPlus1 » Fri Apr 03, 2015 08:52

I've altered your mobs mod to work with Mobs Redo api and run alongside with all features intact... Dog, Npc and Guard follow owner and attack monsters in area, Ninja's spawn on top of tree's to surprise their victim... Added Yeti's also :)

Mobs Redo 1.11
https://forum.minetest.net/viewtopic.php?f=9&t=9917

Notes: cpmobs renamed to pmobs, ninja shuriken and yeti snowballs now use api's new throwing feature.
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pmobs.zip
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Last edited by TenPlus1 on Wed May 06, 2015 08:44, edited 9 times in total.
 

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Re: [Mod] SimpleMobs++

by IceAgeComing » Fri Apr 03, 2015 09:45

Nice! Been waiting for this. Works great with mobs redo.
 

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Re: [Mod] SimpleMobs++

by CProgrammerRU » Fri Apr 03, 2015 12:46

IceAgeComing wrote:Nice! Been waiting for this. Works great with mobs redo.


Update
 

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Re: [Mod] PMobs (progress mobs)

by TenPlus1 » Sat Apr 04, 2015 18:31

Mobs Redo api and Pmobs updated (4th April 2015 @ 19:31)... Api shoot timings fixed...
 

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Re: [Mod] PMobs (progress mobs)

by TenPlus1 » Wed Jun 17, 2015 08:04

Note: Mobs Redo api updated to allow shoot attack on monsters as well as players...

https://github.com/tenplus1/mobs
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pmobs(poke).zip
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Re: [Mod] PMobs (progress mobs)

by amadin » Mon Jun 29, 2015 10:39

del
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Tue Jul 14, 2015 16:44

PMobs updated to version 2.0
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Mon Jul 20, 2015 15:18

PMobs update to version 3.5
 

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Re: [Mod] PMobs (progress mobs)

by greencopper » Mon Aug 03, 2015 16:12

How to shoot the bow? I have tried left-click, right-click, etc. nothing is working. I have arrows too so not missing amo.
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Sun Aug 09, 2015 15:47

the arrows should be the next slot to the bow.
Like this:
bow arrows ... .... ...
 

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Re: [Mod] PMobs (progress mobs)

by linushsao » Mon Aug 10, 2015 08:01

awesome,i had try this mod.

it seems to need more ram or powerful cpu or other.because pmobs's npc(yeti,guard) will attack other mods's mobs , this situation increases loading of cpu and ram. i also notice something strange,npc guard&wolf will suddenly fly to sky very fast,and then server will got full loading and crash. it happen in about 5 min.

anybody got the same problem like me?
 

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Re: [Mod] PMobs (progress mobs)

by KCoombes » Tue Aug 11, 2015 09:26

Updated to 3.5 and I have noticed the basic NPC (and his new girlfriend) are no longer walking around on their own. Also they seem to spawn a bit more frequently - within sight of the next closest NPC (from this mod).
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Fri Aug 14, 2015 18:44

linushsao wrote:awesome,i had try this mod.

it seems to need more ram or powerful cpu or other.because pmobs's npc(yeti,guard) will attack other mods's mobs , this situation increases loading of cpu and ram. i also notice something strange,npc guard&wolf will suddenly fly to sky very fast,and then server will got full loading and crash. it happen in about 5 min.

anybody got the same problem like me?

Try to compile minetest with luajit. It will work better.
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Fri Aug 14, 2015 18:49

KCoombes wrote:Updated to 3.5 and I have noticed the basic NPC (and his new girlfriend) are no longer walking around on their own. Also they seem to spawn a bit more frequently - within sight of the next closest NPC (from this mod).

In the future i will make villages. Npc will spawn only in the villages. Also I will fix the spawn frequency.
 

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Re: [Mod] PMobs (progress mobs)

by Sokomine » Sat Aug 22, 2015 03:58

CProgrammerRU wrote:In the future i will make villages. Npc will spawn only in the villages. Also I will fix the spawn frequency.

My mg_villages mod - in combination with mobf_trader - already adds villages with traders in them. They just don't move around. But: I've added some code so that the npcs from mobs (simple mobs) get the trading function as well. Maybe that can save you some time.
A list of my mods can be found here.
 

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Re: [Mod] PMobs (progress mobs)

by benrob0329 » Sat Aug 22, 2015 04:33

In mobs_redo NPCs can breed now, but I've never seen one spawn....would it be possible to make it so that if they do spawn, they turn into one of the ones from this mod?

And also, could you make it so that it ties in with the throwing mod? I can't make an archer because this mod defines bows and arrows, but i use throwing enhanced, so it doesn't work...
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Mon Aug 24, 2015 17:34

benrob0329 wrote:In mobs_redo NPCs can breed now, but I've never seen one spawn....would it be possible to make it so that if they do spawn, they turn into one of the ones from this mod?

And also, could you make it so that it ties in with the throwing mod? I can't make an archer because this mod defines bows and arrows, but i use throwing enhanced, so it doesn't work...

in mobs redo npc spawning i disabled. The throwing mod is integrated in this mod. I redone some bow textures.
I will make breeding for npc later.
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Mon Aug 24, 2015 17:39

Sokomine wrote:
CProgrammerRU wrote:In the future i will make villages. Npc will spawn only in the villages. Also I will fix the spawn frequency.

My mg_villages mod - in combination with mobf_trader - already adds villages with traders in them. They just don't move around. But: I've added some code so that the npcs from mobs (simple mobs) get the trading function as well. Maybe that can save you some time.

It's great. But my friend want to write an world gen with villages. Some npc will be traders. I think to integrate money mod. But i will maybe write my own (make money from gold ingots).
 

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Re: [Mod] PMobs (progress mobs)

by benrob0329 » Mon Aug 24, 2015 18:53

Could you make it so that if the throwing mod is installed it will use that?
 

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Re: [Mod] PMobs (progress mobs)

by CProgrammerRU » Tue Aug 25, 2015 16:51

benrob0329 wrote:Could you make it so that if the throwing mod is installed it will use that?

Ok. I will make it.
 

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Re: [Mod] PMobs (progress mobs)

by benrob0329 » Tue Aug 25, 2015 17:02

Thanks! I'm sorry if I came off rood, I'm trying to get better at not being rood.
 

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