[Modpack] Animals Modpack [2.5] -- 2.6 approaching

sapier
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by sapier » Wed Dec 11, 2013 19:11

Sorry another bugfix release for mobf ... if you want to use secondary spawning you have to update to 2.3.3
DON'T mention coding style!
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Mcc457
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by Mcc457 » Wed Dec 11, 2013 21:22

Quick question: are vombies hostile (or supposed to be)?

They die pretty quickly and don't attack....
Working on a sub-game; mostly based texture packs, adventure and soon chemistry...
 

Sokomine
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by Sokomine » Wed Dec 11, 2013 22:43

Vombies are extremly hostile. They try to kill the player.
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Neuromancer
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by Neuromancer » Sat Dec 14, 2013 20:09

Tweaked Butterfly texture:
Image
Last edited by Neuromancer on Sat Dec 14, 2013 20:09, edited 1 time in total.
 

megavex
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by megavex » Wed Dec 25, 2013 11:01

This is probably a real noob question, but...
I can't get the MOB Framework to work. I downloaded both versions (GitHub and the primary link in the first post) and tried them both with the same method:
-Standard minetest game
-Extract to the "mods" folder in the minetest folder (I'm on ubuntu 13.10 by the way, so that should be /home/<username>/.minetest/mods)
-Rename to "animal_modpack"
-"Enable MP" in minetest, save
-"Play"

And then i get this error message: ModError: Failed to load and run /home/<username>/.minetest/mods/animals_modpack/mob_slime/init.lua
I checked the init.lua file and the terminal and the name of the mod(folder) should be right...
I disabled that one mob/mod, but it happens to all of them.

Here is the terminal output (World = WORLDNAME, Username = tobias):
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
tobias@tobias-ubuntu:~$ minetest
Irrlicht Engine version 1.8.0
Linux 3.11.0-14-generic #21-Ubuntu SMP Tue Nov 12 17:04:55 UTC 2013 x86_64
Using renderer: OpenGL 4.3.12614
AMD Radeon HD 6320 Graphics: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Loaded texture: /usr/share/minetest/games/minetest_game/menu/icon.png
Loaded texture: /usr/share/minetest/games/minimal/menu/icon.png
Loaded texture: /home/tobias/.minetest/games/minitest/menu/icon.png
11:56:11: ACTION[main]: Factions mod : sauvegarde des informations de factions dans /home/tobias/.minetest/mods/factions/factions.txt
11:56:11: ACTION[main]: MOD: animalmaterials loading ...
11:56:11: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
11:56:11: ACTION[main]: MOBF: failed to open world specific config file
    registering pattern dont_move
    registering pattern run_and_jump_low
    registering pattern stop_and_go
    registering pattern swim_pattern1
    registering pattern swim_pattern2
    registering pattern flight_pattern1
MOD: mob framework mod 2.3.4 loaded
11:56:11: ACTION[main]: MOD: mobf_settings mod loading ...
11:56:11: ACTION[main]: MOD: mobf_settings mod           version 0.9.1 loaded
11:56:11: ACTION[main]: MOD: mob_slime mod loading ...
11:56:11: ACTION[main]:     adding mob slime_L
[ 29.600000]MOBF: registering new entity: ":mob_slime:slime_L"
11:56:11: ERROR[main]: ========== ERROR FROM LUA ===========
11:56:11: ERROR[main]: Failed to load and run script from
11:56:11: ERROR[main]: /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: attempt to call field 'exists' (a nil value)
11:56:11: ERROR[main]: stack traceback:
11:56:11: ERROR[main]:     ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: in function 'setupmob'
11:56:11: ERROR[main]:     ...e/tobias/.minetest/mods/animals_modpack/mobf/api.lua:126: in function 'mobf_add_mob'
11:56:11: ERROR[main]:     ...as/.minetest/mods/animals_modpack/mob_slime/init.lua:491: in main chunk
11:56:11: ERROR[main]: ======= END OF ERROR FROM LUA ========
11:56:11: ERROR[main]: Server: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
11:56:12: ERROR[main]: ModError: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png



Am I doing doing something wrong? Is it because I'm using Ubuntu/linux? Or is it just a bug in the mod(, I doubt that since I haven't seen anyone else complain about this..)?
 

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Evergreen
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by Evergreen » Wed Dec 25, 2013 11:03

megavex wrote:This is probably a real noob question, but...
I can't get the MOB Framework to work. I downloaded both versions (GitHub and the primary link in the first post) and tried them both with the same method:
-Standard minetest game
-Extract to the "mods" folder in the minetest folder (I'm on ubuntu 13.10 by the way, so that should be /home/<username>/.minetest/mods)
-Rename to "animal_modpack"
-"Enable MP" in minetest, save
-"Play"

And then i get this error message: ModError: Failed to load and run /home/<username>/.minetest/mods/animals_modpack/mob_slime/init.lua
I checked the init.lua file and the terminal and the name of the mod(folder) should be right...
I disabled that one mob/mod, but it happens to all of them.

Here is the terminal output (World = WORLDNAME, Username = tobias):
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
tobias@tobias-ubuntu:~$ minetest
Irrlicht Engine version 1.8.0
Linux 3.11.0-14-generic #21-Ubuntu SMP Tue Nov 12 17:04:55 UTC 2013 x86_64
Using renderer: OpenGL 4.3.12614
AMD Radeon HD 6320 Graphics: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.3
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png
Loaded texture: /usr/share/minetest/games/minetest_game/menu/icon.png
Loaded texture: /usr/share/minetest/games/minimal/menu/icon.png
Loaded texture: /home/tobias/.minetest/games/minitest/menu/icon.png
11:56:11: ACTION[main]: Factions mod : sauvegarde des informations de factions dans /home/tobias/.minetest/mods/factions/factions.txt
11:56:11: ACTION[main]: MOD: animalmaterials loading ...
11:56:11: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
11:56:11: ACTION[main]: MOBF: failed to open world specific config file
    registering pattern dont_move
    registering pattern run_and_jump_low
    registering pattern stop_and_go
    registering pattern swim_pattern1
    registering pattern swim_pattern2
    registering pattern flight_pattern1
MOD: mob framework mod 2.3.4 loaded
11:56:11: ACTION[main]: MOD: mobf_settings mod loading ...
11:56:11: ACTION[main]: MOD: mobf_settings mod           version 0.9.1 loaded
11:56:11: ACTION[main]: MOD: mob_slime mod loading ...
11:56:11: ACTION[main]:     adding mob slime_L
[ 29.600000]MOBF: registering new entity: ":mob_slime:slime_L"
11:56:11: ERROR[main]: ========== ERROR FROM LUA ===========
11:56:11: ERROR[main]: Failed to load and run script from
11:56:11: ERROR[main]: /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua:
11:56:11: ERROR[main]: ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: attempt to call field 'exists' (a nil value)
11:56:11: ERROR[main]: stack traceback:
11:56:11: ERROR[main]:     ...ias/.minetest/mods/animals_modpack/mobf/factions.lua:55: in function 'setupmob'
11:56:11: ERROR[main]:     ...e/tobias/.minetest/mods/animals_modpack/mobf/api.lua:126: in function 'mobf_add_mob'
11:56:11: ERROR[main]:     ...as/.minetest/mods/animals_modpack/mob_slime/init.lua:491: in main chunk
11:56:11: ERROR[main]: ======= END OF ERROR FROM LUA ========
11:56:11: ERROR[main]: Server: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
11:56:12: ERROR[main]: ModError: Failed to load and run /home/tobias/.minetest/mods/animals_modpack/mob_slime/init.lua
Loaded texture: /usr/share/minetest/games/minetest_game/menu/header.png



Am I doing doing something wrong? Is it because I'm using Ubuntu/linux? Or is it just a bug in the mod(, I doubt that since I haven't seen anyone else complain about this..)?
I'm not sure exactly what the problem is, but I do know that it isn't because of linux.
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by Krock » Wed Dec 25, 2013 11:12

megavex wrote:...blabla...


Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.
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megavex
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by megavex » Wed Dec 25, 2013 11:59

Krock wrote:
megavex wrote:...blabla...


Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.

I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.
 

Iqualfragile
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by Iqualfragile » Wed Dec 25, 2013 12:22

megavex wrote:
Krock wrote:
megavex wrote:...blabla...


Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.

I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.

Do you have any other mods installed and enabled, if so: which; which version of minetest are you running? (minetest --version)
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

megavex
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by megavex » Wed Dec 25, 2013 12:37

Iqualfragile wrote:
megavex wrote:
Krock wrote:
Extract all folders in the "animals_modpack" folder and enable each in the mod-control thingie.
Try again.

I've tried that too but it doesn't work either... Strange thing: I tried this on my brother's computer, which is running Windows 7, with the exact same setup and method and it did work there.

Do you have any other mods installed and enabled, if so: which; which version of minetest are you running? (minetest --version)


I have tried it with other mods, with only the MOB Framework and with the MOBF and it's dependencies installed manually, all gave the same result. I'm running version 0.4.8 of Minetest (on Linux/Ubuntu)
 

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LuxAtheris
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by LuxAtheris » Thu Dec 26, 2013 03:25

I think the health bar is a bit small
Believe you can and you’re halfway there.
 

1704626
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by 1704626 » Thu Jan 02, 2014 23:00

WHEN EVER I TRY TO ATTACK THE MOBS WONT DIE
Just Call Me Numbers
 

Azuna
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by Azuna » Fri Jan 03, 2014 17:18

how to get rid of the path markers? one got in my house -_-
 

grey
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by grey » Fri Jan 03, 2014 19:25

This is very cool! You did a good job. I've really been wanting to make some non-hostile mobs to bring some life to the generated world. Like tiny crabs that spawn around beaches and shores. And Little owls that spawn in forests. That would be so cute.
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Sokomine
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by Sokomine » Fri Jan 03, 2014 19:35

grey wrote:job. I've really been wanting to make some non-hostile mobs to bring some life to the generated world. Like tiny crabs that spawn around beaches and shores. And Little owls that spawn in forests.

Please do so! At least we can enjoy them in singleplayer. The mobs make the world far more intresting.
A list of my mods can be found here.
 

EMK123
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by EMK123 » Fri Jan 03, 2014 21:53

please add pigs !
 

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by AMMOnym » Sat Jan 04, 2014 12:03

EMK123 wrote:please add pigs !
Yes i like pigs too and horse
 

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by Azuna » Tue Jan 07, 2014 01:52

night is not so fun; when i walk outside, i die. why? FRIKIN' VOMBIES!
 

grey
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by grey » Tue Jan 07, 2014 09:39

Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals. The integration into mobf isn't perfect yet - getting a swan to swim isn't easy, and some other aspects are not perfect yet either. If you like to test it, get the mobf_animals repro from github.

Rabbits come in brown, grey and white (good for snowy landscapes):
http://mg.viewskew.com/mgoblin_media/media_entries/466/animal_rabbit_brown.pnghttp://mg.viewskew.com/mgoblin_media/media_entries/464/animal_rabbit_snow.pnghttp://mg.viewskew.com/mgoblin_media/media_entries/465/animal_rabbit_grey.png

A donkey you can actually ride on:
http://mg.viewskew.com/mgoblin_media/media_entries/468/animal_donkey.png

Butterflies:
http://mg.viewskew.com/mgoblin_media/media_entries/469/animal_butterfly.png

A swan:
http://mg.viewskew.com/mgoblin_media/media_entries/470/animal_swan.png

A turtle (hides inside its shell if you attack it!):
http://mg.viewskew.com/mgoblin_media/media_entries/467/animal_turtle.png

Although the mobf versions are not perfect yet, they are already more convincing in "behaviour" and movement than the simple mobs versions.

Thanks to AspireMint for the fine models and to sapier for mobf!



These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab. :)
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Sokomine
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by Sokomine » Tue Jan 07, 2014 16:43

grey wrote:These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab. :)

Most of the work consists of creating a model with the program blender plus a texture for that model. Once you got that ready, adding a new mob with mobf is pretty easy. There is a nice wiki that explains mob creation in detail. You can of course also have a look at existing mobs and start from there.
A hermit crab would be very welcome at the shores of my world :-)
A list of my mods can be found here.
 

grey
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by grey » Wed Jan 08, 2014 10:02

Sokomine wrote:
grey wrote:These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab. :)

Most of the work consists of creating a model with the program blender plus a texture for that model. Once you got that ready, adding a new mob with mobf is pretty easy. There is a nice wiki that explains mob creation in detail. You can of course also have a look at existing mobs and start from there.
A hermit crab would be very welcome at the shores of my world :-)



Is there a way to define where exactly a mob will spawn? For example, make hermit crabs spawn only on sand that's near water.
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Topywo
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by Topywo » Wed Jan 08, 2014 14:04

grey wrote:Is there a way to define where exactly a mob will spawn? For example, make hermit crabs spawn only on sand that's near water.


Yes, a possible way to do that is how I do it for my 'whiteshells' (sea-modpack)

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
minetest.register_abm({
    nodenames = {"clams:sandalgae"},
    interval = 60,
    chance = 15,
    action = function(pos, node, active_object_count, active_object_count_wider)
        local y = {x = pos.x, y = pos.y + 1, z = pos.z }
        local yy = {x = pos.x, y = pos.y + 2, z = pos.z }
        if minetest.get_node(pos).name == "clams:sandalgaeused" and
            (minetest.get_node(y).name == "default:water_source" or
            minetest.get_node(y).name == "noairblocks:water_sourcex") then
            if minetest.get_node(pos).name == "clams:sandalgaeused" and
                (minetest.get_node(yy).name == "default:water_source" or
                minetest.get_node(yy).name == "noairblocks:water_sourcex") then
                pos.y=pos.y+1
                minetest.add_entity(pos, "clams:whiteshell") else
                return
            end
        end
        end,
})   


With if, then, and, or, else and your position (pos) you can 'program' conditions.


Probably there are also other (and better) methods used by more talented modders. Just take a look at the different mods that have entities in them.
 

jnharlin
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by jnharlin » Fri Jan 10, 2014 17:59

Running minetest-0.4.9 and getting the following errors regarding
"Could not open file of texture: animal_big_red_mesh.png"

I am not sure what to do, when the game starts up, there don't appear to be any spawns, but I think it is because they are all invisible with the meshes not getting loaded?

Irrlicht Engine version 1.8.0
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 4.4.0
GeForce GTX 650 Ti/PCIe/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 4.4
Resizing window (800 600)
Loaded texture: C:/minetest-0.4.9/games/minetest_game/menu/header.png
Loaded texture: C:/minetest-0.4.9/games/minetest_game/menu/icon.png
Loaded texture: C:/minetest-0.4.9/games/minimal/menu/icon.png
11:52:14: ACTION[main]: MOD: animalmaterials loading ...
11:52:14: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
registering pattern dont_move
registering pattern run_and_jump_low
registering pattern stop_and_go
registering pattern swim_pattern1
registering pattern swim_pattern2
registering pattern flight_pattern1
MOD: mob framework mod 2.3.5 loaded
11:52:14: ACTION[main]: MOD: mobf_settings mod loading ...
11:52:14: ACTION[main]: MOD: mobf_settings mod version 0.9.1 loaded
11:52:14: ACTION[main]: MOD: mob_slime mod loading ...
11:52:14: ACTION[main]: adding mob slime_L
[ 4.058000]MOBF: registering new entity: ":mob_slime:slime_L"
11:52:14: ACTION[main]: adding mob slime_M
[ 4.062000]MOBF: registering new entity: ":mob_slime:slime_M"
11:52:14: ACTION[main]: adding mob slime_S
....
....many lines deleted as not important
....
11:52:14: ACTION[main]: .__ __ __
11:52:14: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
11:52:14: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
11:52:14: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
11:52:14: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
11:52:14: ACTION[main]: \/ \/ \/ \/ \/
11:52:14: ACTION[main]: World at [C:\minetest-0.4.9\bin\..\worlds\test]
11:52:14: ACTION[main]: Server for gameid="minetest" listening on port 53999.
11:52:14: ACTION[ServerThread]: singleplayer [0.0.0.1] joins game. List of playe
rs: singleplayer
Could not open file of texture: animal_big_red_mesh.png
Loaded mesh: animal_big_red.b3d
...
...again deleted lines to save space, same error as "animal_big_red" for each MOB
...
Could not open file of texture: character.png
Loaded mesh: npc_character.b3d
Loaded texture: C:/minetest-0.4.9/textures/base/pack/sunrisebg.png
Font size: 8 17

I Installed by unzipping the zip file into minetest-install-directory/mods and renaming the folder to animals_modpack.
enabled the modpack in my world named test.
click play

thanks
 

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Topywo
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by Topywo » Sat Jan 11, 2014 11:33

jnharlin wrote:Could not open file of texture: character.png
Loaded mesh: npc_character.b3d:


I have the same messages. I don't know the details. I guess it has to do with the animals being loaded as 3d by default. I think I read in this topic, some/a lot of post earlier. To be short: It should just work.

Animals not spawning might be caused when you enabled the modpack in a older world. When you walk, fly fast in one direction they should appear. Creating a world test1 with only the animal modpack enabled is another approach to test if the modpack works.

P.s. press save after enabling (to be complete)
 

jnharlin
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by jnharlin » Sun Jan 12, 2014 13:38

jnharlin wrote:Could not open file of texture: character.png
Loaded mesh: npc_character.b3d:


My main problem is not so much the character.png, but ALL of the mobs this mod installs gets that error.

Are you saying that we cannot open the texture files for any 3d mesh and that it still should work fine?
 

sapier
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by sapier » Sun Jan 12, 2014 17:24

just ignore that error message, it only tells irrlicht is unable to find the texture on it's own, minetest adds it to the model manually
DON'T mention coding style!
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Mcc457
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by Mcc457 » Sat Jan 18, 2014 15:42

With this mod, can you create your own animals/mobs and edit how often they spawn?
Last edited by Mcc457 on Sat Jan 18, 2014 17:02, edited 1 time in total.
Working on a sub-game; mostly based texture packs, adventure and soon chemistry...
 

Iqualfragile
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by Iqualfragile » Sun Jan 19, 2014 02:03

Mcc457 wrote:With this mod, can you create your own animals/mobs and edit how often they spawn?

Yes you can, this is a modpack, all mods besides mobf and animal_materials contain definitions for a single mob (or two to three for things with children and genders) you can take those as a starting point.
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

Nemesis8413
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by Nemesis8413 » Tue Jan 21, 2014 20:20

Awesome!!!But im wondering if you could make some sort of crafting guide for the mod...
 

Landrover110
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by Landrover110 » Sat Feb 01, 2014 09:47

Hi
i like it but you could make it where the wolf can be tamed and obeys instructions just an idea
 

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