[Mod] Mobs Redo [1.34] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Sun Feb 28, 2016 21:26

goblins mod adds a few nodes to the game which when disabled will display errors and unknown items...
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by KCoombes » Sun Feb 28, 2016 23:38

Go ahead and disable goblins, then enter your world - first thing to be done is /clearobjects and wait..... once it's done, you're all set. Then you can delete the goblins folder.
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Mon Feb 29, 2016 07:24

FYI the new sheep textures have som weird black pixels around her neck where is the wool texture warpping up.

IDEA for your mod:
- if hostile mobs enabled, make possible to tame them? i.e. with rotten flesh what they will drop...more dangerous mobs with something different..?
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Re: [Mod] Mobs Redo [1.26] [mobs]

by JingoJagget » Tue Mar 01, 2016 17:07

Hello. Great mob mod.
Question: How do you tame kittens?
I'm usually not-so-grump. :3
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by blackjack » Tue Mar 01, 2016 20:09

JingoJagget wrote:Hello. Great mob mod.
Question: How do you tame kittens?

Just feed them with a few rats.
Best regards
blackjack
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by JingoJagget » Tue Mar 01, 2016 20:37

blackjack wrote:
JingoJagget wrote:Hello. Great mob mod.
Question: How do you tame kittens?

Just feed them with a few rats.

Wow. The answer was so obvious. Gosh darn my dumbness. XD
Thank you so much. :3

Edit:
Follow up question: You find rats underground, yes?
I'm usually not-so-grump. :3
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by ufa » Wed Mar 02, 2016 14:40

JingoJagget wrote:
blackjack wrote:
JingoJagget wrote:Hello. Great mob mod.
Question: How do you tame kittens?

Just feed them with a few rats.

Wow. The answer was so obvious. Gosh darn my dumbness. XD
Thank you so much. :3

Edit:
Follow up question: You find rats underground, yes?


lol thank you ppl. Gonna tame an army of cats now
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Wed Mar 02, 2016 21:17

Update:

- Mobs explosion now supports on_blast function, thanks to MT-Modder
 

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Re: [Mod] Mobs Redo [1.26] [mobs]

by SaKeL » Wed Mar 02, 2016 22:59

Fixed sheep textures
..and created pull request

  • fixed transparent pixels on sheep wool texture
  • overlay "naked" body with wool (not the other way around), this way the square face can be covered with wool texture too

+ screenshots
Attachments
sheep_after.jpg
sheep_after
sheep_after.jpg (45.25 KiB) Viewed 3890 times
sheep_transparent.jpg
sheep_transparent
sheep_transparent.jpg (58.06 KiB) Viewed 3890 times
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Re: [Mod] Mobs Redo [1.26] [mobs]

by TenPlus1 » Thu Mar 03, 2016 14:15

Update:

- Sheep textures have been fixed and added to the mod :) thanks to SaKeL
- New lava flan and spawn egg textures added :) thanks to JurajVajda
- Added Lava Pick tool to smelt what it digs (3 lava orbs and 2 obsidian shards to craft)
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by FreeLikeGNU » Sun Mar 06, 2016 00:22

Very cool! I like the new sheep texture, SaKel!
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by SaKeL » Sun Mar 06, 2016 01:05

FreeLikeGNU wrote:Very cool! I like the new sheep texture, SaKel!


Thanks, i have just adjusted the one what was there ;) but i created some new ones for other mobs, nothing too exciting, just a bit more refreshed the current look. ;)
+ screenshots new vs. current
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cow.jpg
cow
cow.jpg (131.65 KiB) Viewed 3890 times
mobs_redo_textures.jpg
mob redo textures
mobs_redo_textures.jpg (281.29 KiB) Viewed 3890 times
Last edited by SaKeL on Sun Mar 06, 2016 21:27, edited 1 time in total.
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Re: [Mod] Mobs Redo [1.27] [mobs]

by ErrorNull » Sun Mar 06, 2016 07:14

tenplus1 - this mod is great! i added it to minetest for play with my two kids and brother and they love the mobs. please don't stop supporting your creation here. i read through all 26 pages of this thread just so i didn't miss anything. It's so sad to find that blockmen has left. he made lots of very effective mods. i hope you don't share his fate. keep up the good work!
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by TenPlus1 » Sun Mar 06, 2016 21:17

Update:

- new cow texture added
- new tree monster texture added
- new lava pick texture added (all thanks to JurajVajda)
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by SaKeL » Mon Mar 07, 2016 07:57

@TenPlus1 do you maybe have the blender files for those mobs, with them would be making textures much more easier than trying to adjust the already mapped texture.
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Re: [Mod] Mobs Redo [1.27] [mobs]

by TenPlus1 » Mon Mar 07, 2016 20:39

Sorry no I don't... Pilzadam has the original blender models for the default mobs, krupnopavel has the hog, cow and bee models, zeg9 has the lavaflan and mese monster models and exeterdad the kitten and bunny :)
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by sofar » Mon Mar 07, 2016 23:09

TenPlus1 wrote:Sorry no I don't... Pilzadam has the original blender models for the default mobs, krupnopavel has the hog, cow and bee models, zeg9 has the lavaflan and mese monster models and exeterdad the kitten and bunny :)


I'd suggest keeping these in a github repository. If nobody has the source, nobody can edit them and improve them, and that's the idea of OSS.
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by SaKeL » Mon Mar 07, 2016 23:42

sofar wrote:
TenPlus1 wrote:Sorry no I don't... Pilzadam has the original blender models for the default mobs, krupnopavel has the hog, cow and bee models, zeg9 has the lavaflan and mese monster models and exeterdad the kitten and bunny :)


I'd suggest keeping these in a github repository. If nobody has the source, nobody can edit them and improve them, and that's the idea of OSS.


Very good idea!
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Re: [Mod] Mobs Redo [1.27] [mobs]

by jmoon224 » Wed Mar 09, 2016 10:30

Hi,

I'm planning to use this mod in school but wanted to turn the blood off. I've added 'mobs_enable_blood = false' to the .conf file but I'm still seeing blood effects. Am I missing something?

Edit: I searched the thread and found someone posted the command /set -n mobs_enable_blood false which does remove the blood but when you restart the game, the blood is enabled again.

Also, with blood turned off, the animal dies with one hit but with blood on, it takes a few hits.

Thanks.
Last edited by jmoon224 on Wed Mar 09, 2016 10:49, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by Christian9 » Wed Mar 09, 2016 10:47

Use your image editor, and erase the blood and then save it.
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by mahmutelmas06 » Wed Mar 09, 2016 10:48

try this

mobs_disable_blood = true
My Mods:

Beverage
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by jmoon224 » Wed Mar 09, 2016 10:50

Christian9 wrote:Use your image editor, and erase the blood and then save it.


Ah! Good thinking!
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by jmoon224 » Wed Mar 09, 2016 10:58

mahmutelmas06 wrote:try this

mobs_disable_blood = true


That works! Thanks.
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by benrob0329 » Wed Mar 09, 2016 21:53

I think I found a bug:

Image

I killed one DM with a bow from the [simple_shooter] mod, has happened every time.
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screenshot_20160309_165058.png
screenshot_20160309_165058.png (762.81 KiB) Viewed 3891 times
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by Napiophelios » Thu Mar 10, 2016 01:18

benrob0329 wrote:I think I found a bug:

[img]https://forum.minetest.net/download/file.php?mode=view&id=5322[/img

I killed one DM with a bow from the [simple_shooter] mod, has happened every time.



I dont think Simple Shooter mod has a bow.

And I dont think its a bug, thats what the DM drops.
https://github.com/tenplus1/mobs/blob/m ... er.lua#L33
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by benrob0329 » Thu Mar 10, 2016 01:41

Oh, whoops. I meant the [basic_bow] mod, and it drops a lot more than usual if you spam arrows.
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by Napiophelios » Thu Mar 10, 2016 02:09

weird. I dont know what could allow the arrow to do this every time.
The arrow's tool caps are very limited (fleshy damage only)
..I guess thats what makes it a bug huh? :)
 

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Re: [Mod] Mobs Redo [1.27] [mobs]

by burli » Thu Mar 10, 2016 07:38

I like this mod, but mobs should make more noise, even if they are idle. I was attacked from behind without any noise
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Thu Mar 10, 2016 10:45

Update to version 1.28:

- New damage system added
- Ability for mob to be immune to certain weapons or healed by them
- Knock-back effect only works on full punch now
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Thu Mar 10, 2016 17:33

IDEA: Would be great if mobs would have the ability of poison the player (slow down, teleport away, make him hungry, steal items...)
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