[Mod] Senderman [senderman]

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DevynCJohnson
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[Mod] Senderman [senderman]

by DevynCJohnson » Sat Jun 28, 2014 14:42

Updated
The Senderegg mod has been merged with this mod.

Description:

This mod provides a chance to meet Senderman (a.k.a. Slenderman/Enderman) on Minetest.

License:

WTFPL (Based on the Mobs-Mod by PilzAdam and the SpawnEggs mod by thefamilygrog66)

Mod Dependencies: default, spawneggs

Download:

Github: https://github.com/DevynCJohnson/DCJ-Minetest-Mods
Github (link to zip): https://github.com/DevynCJohnson/DCJ-Mi ... master.zip

Recipes:

Senderegg (senderman:senderegg) - "shapeless" craft
spawneggs:egg + default:nyancat

Screenshots:

Image


I hope that this mod can make it on here (mmdb/) and become a standard part of Minetest.
Attachments
senderman.jpg
senderman.jpg (138.82 KiB) Viewed 3749 times
Last edited by DevynCJohnson on Sat Jun 28, 2014 22:40, edited 2 times in total.
 

Sokomine
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Re: [Mod] Senderman [senderman]

by Sokomine » Sat Jun 28, 2014 16:00

Looks frightening! Some players seem to constantly ask for such creatures. I think they'll enjoy your mod greatly.
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DevynCJohnson
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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Sat Jun 28, 2014 22:01

Sokomine wrote:Looks frightening! Some players seem to constantly ask for such creatures. I think they'll enjoy your mod greatly.


Thanks for the compliment.
 

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Re: [Mod] Senderman [senderman]

by AMMOnym » Sun Jun 29, 2014 17:43

Can they use teleport like real enderman ?
 

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Re: [Mod] Senderman [senderman]

by trainwrecktony » Sun Jun 29, 2014 18:47

nice model ! i added code to my simple mobs install , slowed them down a bit, gave some chance drops, and have them spawn at bedrock layer on my server
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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Sun Jun 29, 2014 20:09

AMMOnym wrote:Can they use teleport like real enderman ?


Not yet. I am still figuring out how to tweak the Mobs API to get it to work better like add the ability to jump while chasing a player. The Mobs API needs to be re-written. My "Senderman" uses the same API that PilzAdam's "Simple Mobs" uses. My Senderman is a start. I hope he continues to get better.
 

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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Sun Jul 06, 2014 04:43

What can I do to get this mod moved to "Mod Releases"?
 

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Re: [Mod] Senderman [senderman]

by kaeza » Sun Jul 06, 2014 04:50

DevynCJohnson wrote:What can I do to get this mod moved to "Mod Releases"?

The requirements are here.

It seems it fulfills all requirements, so I moved them (both this mod and your nuclear_material mod).

In the future, post your move requests here, as that makes it more likely a moderator will see it :)
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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Sun Jul 06, 2014 15:28

@kaeza Thank you very much. Now, I am motivated to write more mods. Now that I have a better understanding of the Minetest API and the management and policies of the Minetest community, I can spend more time on making more detailed/large mods.
 

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Re: [Mod] Senderman [senderman]

by asdfref » Mon Jul 07, 2014 16:41

It wont work on my minetest. (I use minetest 0.4.9)
 

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Re: [Mod] Senderman [senderman]

by Krock » Mon Jul 07, 2014 16:49

asdfref wrote:It wont work on my minetest. (I use minetest 0.4.9)

debug.txt or it didn't happen
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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Tue Jul 08, 2014 13:32

asdfref wrote:It wont work on my minetest. (I use minetest 0.4.9)


Do you have spawneggs and its dependencies enabled? I am not having issues on my system. Is there an error message in debug.txt?
Last edited by DevynCJohnson on Thu Jul 10, 2014 12:10, edited 1 time in total.
 

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Re: [Mod] Senderman [senderman]

by onpon4 » Tue Jul 08, 2014 13:57

I tried this yesterday, and it's a scary mob! It felt like they were invincible, and they move fast.

Just one problem: why are they showing up in the daytime? I'm not familiar with the Enderman from Minecraft, but shouldn't dangerous creatures generally be out only at night? I had to disable this mod because them being out in the daytime makes it near impossible to progress.

Also, shouldn't they be more rare? I saw two of them rather close together. It seems like Senderman would work best as a rare, very deadly threat that makes you afraid of the dark, so to speak.
 

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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Tue Jul 08, 2014 14:13

onpon4 wrote:I tried this yesterday, and it's a scary mob! It felt like they were invincible, and they move fast.

Just one problem: why are they showing up in the daytime? I'm not familiar with the Enderman from Minecraft, but shouldn't dangerous creatures generally be out only at night? I had to disable this mod because them being out in the daytime makes it near impossible to progress.

Also, shouldn't they be more rare? I saw two of them rather close together. It seems like Senderman would work best as a rare, very deadly threat that makes you afraid of the dark, so to speak.


Perfect timing. Just as I committed an update to Github for Senderman, you made your post. Well, I applied your idea while you were probably typing that. (Are you spying on me? (^u^))

I still need to figure out how to make him teleport.
 

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Re: [Mod] Senderman [senderman]

by AMMOnym » Tue Jul 08, 2014 14:33

I still need to figure out how to make him teleport.

I think that he can throw something like arrow to set his possition.But this idea make him unattackable so you have to remake a mobs api first :)
 

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Re: [Mod] Senderman [senderman]

by asdfref » Tue Jul 08, 2014 15:11

DevynCJohnson wrote:
asdfref wrote:It wont work on my minetest. (I use minetest 0.4.9)


Do you have spawneggs and its dependancies enabled? I am not having issues on my system. Is there an error message in debug.txt?

yes
 

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Re: [Mod] Senderman [senderman]

by philipbenr » Tue Jul 08, 2014 21:46

Krock wrote:...or it didn't happen


*sigh* ... Not again. Do you even know who said this?

@Devyn: Looks very nice, and ominous. It will add to a survival themed game. Not to mention the fact that it would freak anybody out to be faced with a ton of these.
 

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Re: [Mod] Senderman [senderman]

by Krock » Wed Jul 09, 2014 11:10

philipbenr wrote:
Krock wrote:...or it didn't happen


*sigh* ... Not again. Do you even know who said this?

Much people say it.
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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Wed Jul 09, 2014 13:52

Thanks for the comments and compliments everyone.

@asdfref I wish I could figure out why you are having issues.
 

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Re: [Mod] Senderman [senderman]

by asdfref » Wed Jul 09, 2014 20:22

mese cons dose not work for me ether, and I said yes to this earler " Is there an error message in debug.txt?" and I did not understand this "Do you have spawneggs and its dependancies enabled?"
 

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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Thu Jul 10, 2014 12:03

@asdfref My Senderman mod depends on spawneggs, and spawneggs has dependencies of its own. What is the error message in debug.txt?
 

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Re: [Mod] Senderman [senderman]

by asdfref » Thu Jul 10, 2014 15:08

It said that there is a file int.lua in the DCJ-Minetest-Mods-master (it tolled me that that is were the debug.txt is) but the only int.lua is in the slender man, curancy, and nuclear matryale folders so..... I can not finded out. and i do have spawn eggs.
 

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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Fri Jul 11, 2014 13:25

asdfref wrote:It said that there is a file int.lua in the DCJ-Minetest-Mods-master (it tolled me that that is were the debug.txt is) but the only int.lua is in the slender man, curancy, and nuclear matryale folders so..... I can not finded out. and i do have spawn eggs.


If you read the "README" on Github, it says that each folder is a mod. Copy the "senderman" folder out and paste it with your mods. Github only allows me so many project-hostings for free, so all of my Minetest mods are in one project.
 

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Re: [Mod] Senderman [senderman]

by asdfref » Mon Jul 14, 2014 21:47

O thanks.
 

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Re: [Mod] Senderman [senderman]

by DevynCJohnson » Sun Jul 27, 2014 14:22

Well, some of my other programming projects are doing well and I have been learning C++. This means my Minetest projects will not be too active. I want to spend more time on my other projects, so you will all see me very rarely. If any of you have really enjoyed my mods (Nuclear Material, Senderman, and anything else on my Github Minetest project), feel free to adopt the project. (Since they are licensed under WTFPL, I cannot legally stop you anyway). I hope that I have made some kind of positive impression on the Minetest project and community. I thank you all for your time and kind comments/replies. I wish all of you and Minetest the best of luck.

DevynCJohnson@Gmail.com

https://github.com/DevynCJohnson/DCJ-Minetest-Mods
 

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Re: [Mod] Senderman [senderman]

by whtemple1959 » Sat Nov 14, 2015 20:38

what is interesting is that your senderman requires spawneggs yet you failed to post a link to the spawneggs mod and when a search is done from within the Board index ‹ User-contributed Content ‹ Mods ‹ Mod Releases for spaweggs all references return to you. would it be too much trouble to at least post a link to the mods that your mod depends on?
 

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Re: [Mod] Senderman [senderman]

by Shadow_The_Hedgehog » Wed Feb 08, 2017 21:52

There is no detection box therefore I cannot attack them except with arrows. They disappear shortly after spawning with an egg. They are not damaged by lava or fire. They spawn too often. This last one is just my opinion, but could you add a cool animation so that he catches fire when in lava and flashes red and/or bounces back when attacked? If these bugs could be fixed, this would be an awesome mob to have in the nether. :)
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