[Mod] Mobs Redo [1.34] [mobs]

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TenPlus1
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[Mod] Mobs Redo [1.34] [mobs]

by TenPlus1 » Thu Aug 14, 2014 10:09

Image
Pilzadam's simple mobs has been a great addition to Minetest over the years and thankfully many people have built upon his work to create the latest mob api with many new features and items...

The API itself is a standalone mod which players can use to add their own mobs to the world through mob-packs. This must be installed and running for mobs to work.

https://github.com/tenplus1/mobs_redo <-- Mobs Redo API
https://github.com/tenplus1/mobs_animal <-- Farm Animals
https://github.com/tenplus1/mobs_monster <-- Monsters
https://github.com/tenplus1/mobs_npc <-- Simple NPC and Trader


+ features

+ mobs and items

Note: Try not to use different mob mods alongside this one unless compatibility stated.
License: MIT
Lucky Blocks: 37
Last edited by TenPlus1 on Sat Feb 25, 2017 10:01, edited 255 times in total.
 

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Re: Mobs Redo 0.1 [mod]

by Inocudom » Thu Aug 14, 2014 16:16

Were those cute little bees added?
 

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Re: Mobs Redo 0.3 [mod]

by TenPlus1 » Thu Aug 14, 2014 17:54

Lol, sadly no as I was aiming for a basic mob pack with default food items for the player... If enough people want it I can easily add it...

Here are the hunger values to be included in the Better HUD mod's hunger.lua file:

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
if minetest.get_modpath("mobs") then
if mobs.mod and mobs.mod == "redo" then
   overwrite("mobs:cheese", 4)
   overwrite("mobs:meat", 8)
   overwrite("mobs:meat_raw", 4)
   overwrite("mobs:rat_cooked", 4)
   overwrite("mobs:honey", 2)
   overwrite("mobs:pork_raw", 3, "", 3)
   overwrite("mobs:pork_cooked", 8)
   overwrite("mobs:chicken_cooked", 6)
   overwrite("mobs:chicken_raw", 2, "", 3)
   overwrite("mobs:chicken_egg_fried", 2)
   overwrite("mobs:bucket_milk", 3, "bucket:bucket_empty")
else
   overwrite("mobs:meat", 4)
   overwrite("mobs:meat_raw", 1)
   overwrite("mobs:rat_cooked", 3)
end
end
Last edited by TenPlus1 on Thu Sep 18, 2014 08:19, edited 3 times in total.
 

4aiman
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Re: Mobs Redo 0.1 [mod]

by 4aiman » Fri Aug 15, 2014 11:10

So, I'm the only one using MC-like hunger ))
 

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Re: Mobs Redo 0.1 [mod]

by Minetestforfun » Fri Aug 15, 2014 15:26

i think chickens in your mod have a little problem : http://hpics.li/4867535
with the texture error : http://hpics.li/2333a50

i've also found this, and it's very strange : http://hpics.li/5f53ebc

I haven't other mobs mod in my minetest server,
my minetest server runs 0.4.10

im very happy about your mod, it's a animals/monsters all-in-one mod i need in my server, thank you for your work, but can you fix this problems with chickens ? :)
 

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Re: Mobs Redo 0.1 [mod]

by lightonflux » Fri Aug 15, 2014 16:00

Blue chicken! Message was something around the lines of "failed to create ?dummy? texture".
 

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Re: Mobs Redo 0.1 [mod]

by Minetestforfun » Fri Aug 15, 2014 16:08

it is exactly this sentence (http://hpics.li/2333a50)
 

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Re: Mobs Redo 0.1 [mod]

by TenPlus1 » Fri Aug 15, 2014 19:29

Chicken bug was a texture that I forgot to rename in the final build, is working now...
 

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Re: Mobs Redo 0.1 [mod]

by Minetestforfun » Sat Aug 16, 2014 00:07

Ok, fast reaction, thank you TemPlus1 !
 

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Re: Mobs Redo 0.1 [mod]

by Kilarin » Sat Aug 16, 2014 01:14

Love these mobs!

My "wish list" for mobs: A way to make them not expire. Would be really great if you could keep cows and chickens in pens on your farm. Perhaps something like the protection block that would stop mobs from expiring within it's area? Or some device that could be wielded and clicked on a specific mob that would make it not expire?

Not necessary, of course, they are lots of fun as is. Just a fond wish. :)
 

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Re: Mobs Redo 0.1 [mod]

by lightonflux » Sat Aug 16, 2014 08:51

Would be great if you could create a git repo on github, gitorious or bitbucket so users can easily update.
 

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Re: Mobs Redo 0.1 [mod]

by Sokomine » Sat Aug 16, 2014 16:58

Kilarin wrote:My "wish list" for mobs: A way to make them not expire. Would be really great if you could keep cows and chickens in pens on your farm.

With Sapiers animals modpack, keeping annimals in a pen works mostly.

Kilarin wrote:Perhaps something like the protection block that would stop mobs from expiring within it's area? Or some device that could be wielded and clicked on a specific mob that would make it not expire?

Good idea. I still think we ought to add a small, specialized mod that never spawns mobs on its own (apart from newborns), handles ownership well, and has a far more limited movement algorithm. If the owner of the pen didn't care about covering holes, well, the mobs wouldn't survive...
A list of my mods can be found here.
 

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Re: Mobs Redo 0.1 [mod]

by Inocudom » Thu Sep 04, 2014 23:38

lightonflux wrote:Would be great if you could create a git repo on github, gitorious or bitbucket so users can easily update.

TenPlus1 is not interested in those services, from what I understand. Someone else would have to do that for this mod.

A configuration mod to enable/disable individual mob types would be a good addition.
 

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Re: [Mod] Mobs Redo [0.2] [mobs]

by TenPlus1 » Fri Sep 05, 2014 07:37

Inocudom: the init.lua file contains a line for each mob in the pack, if a player or server owner doesn't want a particular mob they can easily comment out the line :)

Am tinkering with mobs that don't expire near certain blocks, like in the Slimes mod so pets could be an option... The mob api is already on github in the Lord of the Test [game] so I wont upload another to confuse coders, I made this pack to add simple mobs to the basic game...
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Fri Sep 05, 2014 10:37

ADDED (by popular demand):
  • Lord of the Test's Spider mob which spawns in desert caves, also craftable cobwebs with slowdown effect...
  • KPavel's Bee mob has been added as well which gives you honey and a craftable beehive with a new texture
  • Taming a warthog, milked cow or shaved sheep with 8 wheat means it stays around for good, pets are here
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Minetestforfun » Fri Sep 05, 2014 15:15

Nice adds, pets fight with us or not ?
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Fri Sep 05, 2014 16:00

Pets will be tame although the chickens have been giving me dirty looks lately...
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Gattina18_ » Fri Sep 05, 2014 22:21

Sorry, but this version of mod is available for 0.4.10 Minetest?
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Kilarin » Fri Sep 05, 2014 23:08

TenPlus1 wrote:Taming a warthog, milked cow or shaved sheep with 8 wheat means it stays around for good, pets are here

Huzzah! Can chickens be tamed the same way?
And how exactly do you give the animal the wheat?
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Sat Sep 06, 2014 07:08

Chickens, Rats and Bee's can be right-clicked on and placed in inventory to keep hold of so I didn't add taming for those... To feed the animals right-click on milked cow, shaved sheep or pig 8 times with wheat until it makes a noise...
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Gattina18_ » Sat Sep 06, 2014 12:08

This version is available for Minetest 0.4.10 ???!!
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by CraigyDavi » Sat Sep 06, 2014 12:43

Gattina18_ wrote:This version is available for Minetest 0.4.10 ???!!

Yes
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Gattina18_ » Sat Sep 06, 2014 12:48

Thankyou :)
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Inocudom » Tue Sep 09, 2014 01:28

Your monsters don't have sounds currently, so you might find the topic linked to below useful:
https://forum.minetest.net/viewtopic.php?f=17&t=10013
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Tue Sep 09, 2014 07:23

Inocudom: the only sounds in-game are the cow, sheep and hog noises...
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by davidthecreator » Tue Sep 09, 2014 11:47

cool but il make a better one one day when il be not so lazy and not busy in other stuff
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Tue Sep 09, 2014 13:23

what do you mean david ?
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Megaf » Tue Sep 09, 2014 22:59

Why you no use github or gitorious!?
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by davidthecreator » Wed Sep 10, 2014 02:44

i mean well sometimes i got some stuff todo and i cant sit on the computer but im making a mob mod at my free time (mostly weekends) and i can totaly make something good if i try so i think this is gona end up like modmaking battle :)
 

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Re: [Mod] Mobs Redo [0.3] [mobs]

by Marshall_maz » Wed Sep 10, 2014 17:47

Is the chicken the only one that can be picked up ?

I wanted to make a little farm area with chickens , cows and sheep with an encampment for each.
But how would one get the cows and sheep there ?
 

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