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

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Sat Feb 01, 2014 16:03

Landrover110 wrote:i like it but you could make it where the wolf can be tamed and obeys instructions just an idea

It can already be tamed if you catch it with a net. When you do so, you get a tamed wolf that will follow you araound if you place him somewhere. Which further instructions did you have in mind?
A list of my mods can be found here.
 

boybryon2278
New member
 
Posts: 6
Joined: Fri Jun 28, 2013 22:14

by boybryon2278 » Mon Feb 03, 2014 08:28

i just wanted to let you know that for some reason the mod will not download on my clients version 4.9.0 can you tell me what i need to do for it to work will i have to downgrade for it to work right
 

nayef_mazraani
New member
 
Posts: 6
Joined: Fri Feb 07, 2014 15:24

by nayef_mazraani » Tue Feb 11, 2014 13:27

awseome mod ! gives a life feeling to minetest ! congratz on http://www.youtube.com/watch?v=AD6ErFNBlXM   ur mod got featured in the top 5 mods :D  just because it gives us a feelin' of life and not alone :D this has a great potential and well i hope u keep it going well ! Good job my friend :)
 

materbrad
New member
 
Posts: 4
Joined: Sat Feb 23, 2013 09:30

by materbrad » Wed Feb 19, 2014 19:45

I think you should make the creepers look more like minecraft creepers
and I think you should make it so there are pigs and you ride them not an ostrich for gods sake.
 

thetoon
Member
 
Posts: 106
Joined: Tue Dec 11, 2012 12:55

by thetoon » Wed Feb 19, 2014 21:46

materbrad wrote:I think you should make the creepers look more like minecraft creepers


You'd really like Mojang sueing us, don't you?
 

User avatar
Enke
Member
 
Posts: 469
Joined: Fri Nov 15, 2013 02:56
GitHub: NANOsoldierEnke
IRC: Enke
In-game: Enke

by Enke » Thu Feb 20, 2014 02:26

materbrad wrote:I think you should make the creepers look more like minecraft creepers
and I think you should make it so there are pigs and you ride them not an ostrich for gods sake.

Welcome to Minetest, where a good portion of us want this to be different from Minecraft. You'd do well to take note of that.
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Thu Feb 20, 2014 04:19

Enke wrote:
materbrad wrote:I think you should make the creepers look more like minecraft creepers
and I think you should make it so there are pigs and you ride them not an ostrich for gods sake.

Welcome to Minetest, where a good portion of us want this to be different from Minecraft. You'd do well to take note of that.

Minetest isn't Minecraft, materbrad. We seek to be unique.
 

grey
Member
 
Posts: 19
Joined: Fri Jan 03, 2014 18:51

by grey » Thu Feb 20, 2014 22:51

thetoon wrote:
materbrad wrote:I think you should make the creepers look more like minecraft creepers


You'd really like Mojang sueing us, don't you?


Lol.
Lay back and feel the wind on your skin ~ http://afternoon.heliohost.org
 

User avatar
.Luke
Member
 
Posts: 14
Joined: Wed Jan 09, 2013 22:12

by .Luke » Sat Feb 22, 2014 02:31

materbrad wrote:and I think you should make it so there are pigs and you ride them not an ostrich for gods sake.


In real life, riding a pig with a carrot for navigation would be as equally ridiculous as riding an ostrich, if you ask me. This is a game about block people, for the love of dirt, real life logic need not apply.
 

kaurdump
New member
 
Posts: 9
Joined: Tue Jul 02, 2013 20:36

by kaurdump » Mon Mar 03, 2014 14:51

thanks for fixing the factions crash bug!
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Mon Mar 03, 2014 15:21

But... people actually ride ostriches... so there is no logical flaw with riding ostriches in minetest.

Image
Last edited by BrandonReese on Mon Mar 03, 2014 15:22, edited 1 time in total.
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

by Krock » Mon Mar 03, 2014 16:08

BrandonReese wrote:But... people actually ride ostriches... so there is no logical flaw with riding ostriches in minetest.

http://i275.photobucket.com/albums/jj317/scottibaraki/The%20Garden%20Route%20and%20Rugby%20Game/IMG_0299.jpg

I liked the other picture, but this one is good too :)
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

by JPRuehmann » Tue Apr 01, 2014 17:58

Hello

I get the following message at start.
item 'animalmaterials:glass' not found
How can I disable that?

Thanks,
JPR
 

UOAbigail
Member
 
Posts: 19
Joined: Mon Feb 24, 2014 13:07

by UOAbigail » Tue Apr 01, 2014 23:32

Greetings ;)

JPRuehmann wrote:Hello

I get the following message at start.
item 'animalmaterials:glass' not found
How can I disable that?

Thanks,
JPR



I am not sure if my copy of the animals modpack is the most recent, but I was unable to find animalmaterials:glass within the animalmaterials.lua file.

However, you could define a 'dummy' material and add it to the file with something like this:

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_craftitem("animalmaterials:glass", {
    description = "Animal Glass",
    image = "animalmaterials_glass.png",
    stack_max=99
})


Now, the actual .png image likely does not exist, and your server will state that it has an error loading texture or somesuch and it will generate a 'dummy image' for it. (Basically a solid color image.. like a white sheet of paper.. orwhatever color it chooses.

This should stop the error but may cause other issues if you have mods that depend on the actual material being properly defined.

Peace
UOAbigail
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

by JPRuehmann » Wed Apr 02, 2014 10:58

Hello

Found it
the Food mod references animalmaterials:glass
in init.lua at Row 123
commented it out and the message is gone

Thanks,
JPR
 

xcrow
New member
 
Posts: 6
Joined: Sat Apr 12, 2014 14:43

by xcrow » Sat Apr 12, 2014 15:27

Hello everyone,

I come to Minetest looking an good alternative to Minecraft, and I found this gold mine! In my opinion, the game is far away better and greater than this.

Obviusly, I'm trying to add some mods, and I found this mobf.

I have installed the Simple Mobs and it works. But for mobf, I have no changes after activate it.

My (noob) question is: How can I activate the mobf menu window?

Thanks for any help,
Grettings!
 

alcipri
Member
 
Posts: 15
Joined: Sat Apr 12, 2014 15:27

by alcipri » Sat Apr 12, 2014 15:50

I've been playing minetest with this mod and I would like propose some improvements or a list of some errors :

-1. When I kill some mob by a sword, the sword isn't worn
-2 When I kill some animal and it give me food, it can't be cooked.
-3 I only do damage if I hit mobs by a sword. I can't do damage with other tools or blocks

Others
-1 The textures can be improved
-2 The mob's movement can be improved

I think, some fixes can be picked from de Creatures mod (especially the point 1 and textures and movements)
I don't know how to make mods but I want to colaborate to improve this mod.

Thanks for the mod

PD: Sorry for my English, I'm from Spain
Last edited by alcipri on Sat Apr 12, 2014 16:52, edited 1 time in total.
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

by JPRuehmann » Sat Apr 12, 2014 17:49

Hello
If the Butterflys and the pet_rat from the old animals package could be reanimated I would be happy
because the old animals mod as same as the animals 3D mod could at least in my opinion not be reworket to fit to all the new thinks.
Thanks,
JPR
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

by JPRuehmann » Thu Apr 17, 2014 07:25

Hello
I have a Question about mobf_settings and Invenory_plus.

I am using unified_inventory and modmenu, modmenu has an compatibility mod fir inventory_plus that wors perfectly with other inventory_plus mods such as the home_gui but not with mobf_settings. Zhere is no Button for it and if I try to add him manualy I got him displayed but don´t get the formspec opened. the {buton, button} as hook are not working and I can´t find any other way to open the formspec.

Could you tel me where to look for that hook, such as an valid field name to open the formspec?
Thanks,
JPR
 

Xanthin
Member
 
Posts: 121
Joined: Fri Mar 07, 2014 14:05
GitHub: Xanthin
IRC: Xanthin
In-game: Xanthin

by Xanthin » Thu Apr 17, 2014 11:11

alcipri wrote:I've been playing minetest with this mod and I would like propose some improvements or a list of some errors :

[...]
-2 When I kill some animal and it give me food, it can't be cooked.

[...]


Maybe the mobfcooking mod (https://forum.minetest.net/viewtopic.php?id=7944) could help you. HUD mod and Food mod support it.

And @ JPRuehmann:

I´m curious about the "old animals package" you mentioned (a pet rat sounds interesting :)). I only know Sokomines mobf_animal (https://github.com/Sokomine/mobf_animals.

And you don´t want to use /mobf as chat command to reach the mobf_setting, correct?
 

User avatar
JPRuehmann
Member
 
Posts: 334
Joined: Fri Mar 21, 2014 21:40

by JPRuehmann » Thu Apr 17, 2014 11:30

Right
But through a Button in modmenu or in unified_inventory.
Thanks,
JPR
 

User avatar
Mad Jackal
New member
 
Posts: 2
Joined: Fri Mar 28, 2014 18:02

by Mad Jackal » Fri Apr 18, 2014 20:05

Whenever I create a world and enable mobf on it, the terrain doesn't generate right. It drops me into a completely flat map made up of nothing but grass. If I choose to enable mobf on a pre-existing map, I'm flooded with errors and no changes occur.

Not sure if this has been mentioned before, but I'm not about to sift through upwards of a thousand comments, lol.
I'm using Minetest 0.4.8 along with the newest version of this mod.
 

Glünggi
Member
 
Posts: 126
Joined: Wed Apr 16, 2014 08:13

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Glünggi » Thu Apr 24, 2014 09:56

Image
This Gull is down on Dungeonmasterlevel... is it a new Species called Undergroundgull or the Dungeonmaster use carrier pigeon ? :D
(bugreport)
 

User avatar
Linxx
Member
 
Posts: 401
Joined: Wed May 16, 2012 00:37

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Linxx » Thu Apr 24, 2014 10:34

it's DM's hostage!!! D:
 

dgm5555
Member
 
Posts: 244
Joined: Tue Apr 08, 2014 19:45

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by dgm5555 » Sat Apr 26, 2014 08:30

I made a couple more (very basic) animals which can be extracted into the modpack, a kiwi and a rabbit.

Image
Attachments
rabbit.zip
(123.9 KiB) Downloaded 313 times
kiwi.zip
(195.67 KiB) Downloaded 310 times
 

dgm5555
Member
 
Posts: 244
Joined: Tue Apr 08, 2014 19:45

Re:

by dgm5555 » Sat Apr 26, 2014 08:34

Xanthin wrote:
alcipri wrote:-2 When I kill some animal and it give me food, it can't be cooked.

Basic cooking is already updated in the github version and sapier says will be integrated into 2.4
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re:

by Inocudom » Sat Apr 26, 2014 12:49

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):
ImageImageImage

A donkey you can actually ride on:
Image

Butterflies:
Image

A swan:
Image

A turtle (hides inside its shell if you attack it!):
Image

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!

It seems that people have forgotten these new animals for mobf. Kindly consider using these too.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Sokomine » Mon Apr 28, 2014 15:57

dgm555 wrote:I made a couple more (very basic) animals which can be extracted into the modpack, a kiwi and a rabbit.

The rabbit looks very cute. The kiwi could use a bit more color (but it seems real kiwi look a lot like this).

Perhaps these two mobs ought to be added to simple mobs and/or the new animals mod with the giraffe and boar etc. rather than to mobf. That way, they'll be available on more servers. The disadvantages of simple mobs play no role for small, tiny animals that are known for jumping around. It's large creatures where you definitely want mobf.

Inocudom wrote:It seems that people have forgotten these new animals for mobf. Kindly consider using these too.

Unfortionately, the screenshots of all what I did are no longer directly available. Image hosters are somehow hard to come by. I'm moving everything possible to the MMDB once I get the time.
 

dgm5555
Member
 
Posts: 244
Joined: Tue Apr 08, 2014 19:45

Re: Re:

by dgm5555 » Tue Apr 29, 2014 09:24

Inocudom wrote:
Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals.

The rabbits are much cooler than mine, so use them. An awesome little pack - wish I'd seen in before now.
It will be even more awesome when the butterflys don't fly high into the sky never to be seen again - Perhaps if they guarded their spawn spot and stayed close to the ground, or even better if they were attracted to flowers...
I'm also hoping the different turtle and swan models can be merged to convert modes when entering/exiting water!
There are still a few slight glitches:-
There are no icons for the inventory, but you can spot them by the block of random plain colours.
Butterflys are named 'gulls' in the inventory.
Rabbits walk about 2 inches off the ground.
Swimming swans can swim quite high above the water.
Bounding boxes don't fit the animals, which may be why the positioning is a little odd.

Some are hard to shoot, esp the butterflys, but some screenshots for https://github.com/Sokomine/mobf_animals are:-
Image
A swan swimming in air:-
Image
Hovering rabbits (and a hovering sheep):
Image
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by MirceaKitsune » Tue Apr 29, 2014 10:55

I'd love these mobs... if only the models were of better quality and would all be boxes. Diagonal parts / bent limbs / etc. break the default Minetest style IMO. Still love the idea though... hopefully the nature of Minetest will eventually be full of various critters!
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 74 guests

cron