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[Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Thu Oct 16, 2014 04:41
by thefamilygrog66
Mob Capture Containment And Release Ball (mccarball) mod for Minetest

by thefamilygrog66

Description:
A spherical device that, when placed next to a mob, captures and contains said mob. The player can then pick up the ball and store it in their inventory until they wish to release the mob by placing the ball on the ground, on a wall, etc. By default, this mod works with PilzAdam's Simple Mobs (mobs) mod, though it will likely work with other mob mods (just adjust the array at the beginning of init.lua accordingly).

Recipe:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
wool:orange | wool:orange | wool:orange
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wool:violet | wool:white  | wool:violet
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wool:green  | wool:green  | wool:green

Mod dependencies: mobs, default, wool

License:
Sourcecode: WTFPL
Graphics: WTFPL
Sounds: by Mike Koenig (CC BY 3.0)

Download: https://github.com/thefamilygrog66/mccarball/archive/master.zip (after unzipping, rename the folder from mccarball-master to mccarball)
View Code: https://github.com/thefamilygrog66/mccarball

Screenshots:

New texture:
Image

Old texture:
Image
Image
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Image
Image
Image

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Thu Oct 16, 2014 08:53
by Topywo
Nice mod!

It works fine, distance placing ball-mob is very well balanced.

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Thu Oct 16, 2014 13:21
by Hybrid Dog
I haven't tested it but I like it.
If you haven't done it yet, may you add something to catch and release mobs with mesecons signals?

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Thu Oct 16, 2014 13:25
by ExeterDad
Great idea. Although not surprising as you have had many creative ideas. Too bad you couldn't rig it to capture a player. I wouldn't mind stashing one of my kids in my inventory for a while when they are acting up.

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Thu Oct 16, 2014 15:57
by thefamilygrog66
Topywo wrote:Nice mod!

It works fine, distance placing ball-mob is very well balanced.


Thanks, Topywo! I've tested a variation of it on my server for the last week or so, and aside from a couple of issues (related to the landrush mod, and doors), it seems to be working pretty smoothly.

Hybrid Dog wrote:I haven't tested it but I like it.
If you haven't done it yet, may you add something to catch and release mobs with mesecons signals?


Hybrid Dog: Thanks - I'm not familiar enough with the lua code behind mesecons to do that sort of thing, but perhaps someone else might be interested in taking a look at it.

ExeterDad wrote:Great idea. Although not surprising as you have had many creative ideas. Too bad you couldn't rig it to capture a player. I wouldn't mind stashing one of my kids in my inventory for a while when they are acting up.


Hey, thanks ExeterDad - I appreciate the kind words. Player capture would indeed be pretty cool, but I'm not sure where they would go exactly!

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Thu Oct 16, 2014 18:25
by twoelk
thefamilygrog66 wrote:...
but I'm not sure where they would go exactly!


wasn't there this hilly countryside near Tesla's laboratory with lots of cloned hats lying around?

nice idea by the way.
Hope I don't have to change that texture to red-black-white for my anime fan nephew ;-P

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Fri Oct 17, 2014 02:47
by Sokomine
Nice mod. It adds something that was missing in simple mobs. Mobf/animals modpack already has the lasso, but some other mob mods come without such tools.

I'm just afraid that nobody's ever going to find the mod if nothing has been posted in its thread for a day. Neither mod name nor name of topic are particulary descriptive.

Merging a copy into simple mobs might be a good idea. Won't help much with those sheep escaping, but it'd be at least a start.

Re: [Mod] MCCAR Ball [1.0] [mccarball]

PostPosted: Fri Oct 17, 2014 03:56
by thefamilygrog66
twoelk wrote:
thefamilygrog66 wrote:...
but I'm not sure where they would go exactly!


wasn't there this hilly countryside near Tesla's laboratory with lots of cloned hats lying around?

nice idea by the way.
Hope I don't have to change that texture to red-black-white for my anime fan nephew ;-P


Haha, exactly!

Sokomine wrote:Nice mod. It adds something that was missing in simple mobs. Mobf/animals modpack already has the lasso, but some other mob mods come without such tools.

I'm just afraid that nobody's ever going to find the mod if nothing has been posted in its thread for a day. Neither mod name nor name of topic are particulary descriptive.

Merging a copy into simple mobs might be a good idea. Won't help much with those sheep escaping, but it'd be at least a start.


Thanks Sokomine - I've changed the topic name to a more descriptive one. Also, I can wrangle 4X size sheep on my server with them, no problem!

Re: [Mod] Mob Catching Ball [1.0] [mccarball]

PostPosted: Fri Oct 17, 2014 15:46
by Sokomine
thefamilygrog66 wrote:I've changed the topic name to a more descriptive one

Thanks! That will help at least a bit so the mod may be found. I'm afraid we'll have to do those categories for the wiki and Krock's mod list soon. There are so many variants of mob mods out there, plus this tool here, and players intrested in them have limited chances of finding what they want.

Re: [Mod] Mob Catching Ball [1.0] [mccarball]

PostPosted: Fri Oct 17, 2014 19:47
by thefamilygrog66
I just fixed the "door issue", so now the balls won't destroy doorframes (i.e. can only be placed in an empty space). Also, I changed the textures a bit, as well as the recipe accordingly.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Oct 19, 2014 22:43
by twoelk
Added your mod to this wiki page: http://wiki.minetest.net/Mobs
Might also give an idea of the minimum number of mob mods to support ;-P

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Mon Oct 20, 2014 20:04
by thefamilygrog66
Thanks. So man mob mods!

I also just added a screenshot with the updated texture.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Tue Oct 21, 2014 02:00
by philipbenr
Are you going to make a meshnode (now that they are supported) for the ball?

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Tue Oct 21, 2014 15:38
by thefamilygrog66
philipbenr wrote:Are you going to make a meshnode (now that they are supported) for the ball?


Good question! I'll have to look into that, since I've never made a meshnode before...

What are the benefits of doing so?

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Tue Oct 21, 2014 22:11
by philipbenr
It uses a blender mesh and UV texturing, but it is not an entity; it is still a node. It will look like a ball, and not really a small, pixelated... thing (nodebox)

VanessaE has a good example here: viewtopic.php?f=9&t=10428 . I an going to start making some for my subgame...

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Wed Oct 22, 2014 01:09
by LandMine
POKEMON!!!!!!!!!!!!

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Wed Oct 22, 2014 16:55
by Hybrid Dog
twoelk wrote:Added your mod to this wiki page: http://wiki.minetest.net/Mobs
Might also give an idea of the minimum number of mob mods to support ;-P

Do you know the mod which adds this ping sphere mob with an antenna?
It caused a burning forest on a server which got very much attention. As already mentioned at the server topic, I caused the fire by walking there and activating this mob.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Tue Oct 28, 2014 03:19
by Sokomine
An alternate model for the catching device might also be great. A cage might be more fitting than a ball. Unless, perhaps, you're planning to catch an annimal that loves to play with balls :-)

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Tue Oct 28, 2014 18:23
by twoelk
Sokomine wrote:An alternate model for the catching device might also be great. A cage might be more fitting than a ball. Unless, perhaps, you're planning to catch an annimal that loves to play with balls :-)



but ...
but ...
"Pokeballs" are firmly rooted in anime lore,
or so I have been told.

although,
a device like the gostbusters use to catch ghosts might also look good :-)

cages? Hmm ... anybody remember Hatari! the film?
now that might be a game worth making - although with the mobs and lag we have at the moment might be an unsolvable task.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Wed Nov 05, 2014 01:55
by Sokomine
The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Wed Nov 05, 2014 17:53
by Hybrid Dog
Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.

I think the technic bug is worse, you can place nodes on frames entities without loosing them from your inventory and without protection testing. So you can easily get infinite mithril chests, hv battery boxes and …

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Nov 09, 2014 01:50
by thefamilygrog66
Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.


I'm aware of this issue, but not sure how to fix it exactly. If anyone can point me to code used in another mod, which might resolve this, it would be greatly appreciated.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Nov 09, 2014 15:41
by startdream
:-D really cool 1+

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Mon Nov 10, 2014 17:58
by Hybrid Dog
thefamilygrog66 wrote:
Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.


I'm aware of this issue, but not sure how to fix it exactly. If anyone can point me to code used in another mod, which might resolve this, it would be greatly appreciated.

http://dev.minetest.net/minetest.is_protected
https://github.com/HybridDog/superpick/ ... it.lua#L82

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Mon Nov 10, 2014 22:52
by thefamilygrog66
Hybrid Dog wrote:
thefamilygrog66 wrote:
Sokomine wrote:The ball doesn't check for protection. Thus, it can be placed inside a protected area - but not again been picked up.


I'm aware of this issue, but not sure how to fix it exactly. If anyone can point me to code used in another mod, which might resolve this, it would be greatly appreciated.

http://dev.minetest.net/minetest.is_protected
https://github.com/HybridDog/superpick/ ... it.lua#L82


Thanks very much - I've fixed the bug. Now, players can only place Mob Catching Balls on their own, or unclaimed, properties.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Nov 16, 2014 01:31
by Jericho
Can I use this to make a pokemon mod? I'll edit it (probably heavily) But I'll give you credit for this part of the mod.

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Nov 16, 2014 08:09
by AMMOnym
Jericho wrote:Can I use this to make a pokemon mod? I'll edit it (probably heavily) But I'll give you credit for this part of the mod.

And do you have some plan, how to make attacking by different moves ?

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Nov 16, 2014 18:37
by Jericho
Not quite yet, but it's still a work in progress

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Sun Nov 16, 2014 19:10
by AMMOnym
Jericho wrote:Not quite yet, but it's still a work in progress

:D .............

Re: [Mod] Mob Catching Ball [1.1] [mccarball]

PostPosted: Mon Nov 17, 2014 06:55
by thefamilygrog66
Jericho wrote:Can I use this to make a pokemon mod? I'll edit it (probably heavily) But I'll give you credit for this part of the mod.


Sure, that's cool. You might also want to check out my server, to see the ones there in action:

Image
Address: familygrog.no-ip.org
Port: 30000