[Mod] Mobs Redo [1.34] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Wed Sep 10, 2014 18:14

Chickens, Rats and Bee's can all be picked up and placed in your inventory... Cows, Sheep and Hogs follow you if you are holding wheat in your hand... Also, you need to tame the last 3 so they do not despawn when you go away...
 

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

by Marshall_maz » Wed Sep 10, 2014 19:47

TenPlus1 wrote:Chickens, Rats and Bee's can all be picked up and placed in your inventory... Cows, Sheep and Hogs follow you if you are holding wheat in your hand... Also, you need to tame the last 3 so they do not despawn when you go away...


Ok thanx , how do you "tame" them ?
 

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

by Kilarin » Wed Sep 10, 2014 22:08

Marshal_maz wrote:Ok thanx , how do you "tame" them ?

You tame cows, sheep, and hogs by feeding them wheat (wield wheat and right click on them)

Is there a way to tame chickens so that they do not despawn?
 

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

by Marshall_maz » Thu Sep 11, 2014 07:14

Kilarin wrote:
Marshal_maz wrote:Ok thanx , how do you "tame" them ?

You tame cows, sheep, and hogs by feeding them wheat (wield wheat and right click on them)

Is there a way to tame chickens so that they do not despawn?


That don't work. It stops them from disapearing while you are in the game , but when I left the game and came back
all my cows and sheep was gone :(
 

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

by TenPlus1 » Thu Sep 11, 2014 07:30

Cows have to be milked (right click with empty bucket) before feeding them wheat, also sheep have to be sheared (right click for wool)... Hogs just need feed wheat until it makes a noise...
 

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

by Marshall_maz » Thu Sep 11, 2014 07:35

TenPlus1 wrote:Cows have to be milked (right click with empty bucket) before feeding them wheat, also sheep have to be sheared (right click for wool)... Hogs just need feed wheat until it makes a noise...


I did that.

My guess is that it's because of a midnight backup and restart of the server. I think that removes them.
 

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

by TenPlus1 » Thu Sep 11, 2014 10:00

Marshall: just checked and everything seems to be working ok, tamed a few animals before going offline and back on again, they were still around...
 

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

by Marshall_maz » Thu Sep 11, 2014 10:02

TenPlus1 wrote:Marshall: just checked and everything seems to be working ok, tamed a few animals before going offline and back on again, they were still around...


Did you reset the server ?

See my previous post
 

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

by TenPlus1 » Thu Sep 11, 2014 13:35

Depends when you tamed them, remember the map was converted to leveldb on Xanadu and ended up being glitchy so we restored to the same map earlier that morning...
 

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

by Achilles » Thu Sep 11, 2014 14:17

+1 Good mod!

Can I recommend that you add two flying hostile mobs, One that is present at all times (Both Day and Night), and another that is only present at Night? It would liven things up a bit and would make quite a few servers a lot better....

Each of the hostile mobs could have a low attack but possibly travel in 3's or 4's....
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Re: [Mod] Mobs Redo [0.3] [mobs]

by Achilles » Thu Sep 11, 2014 14:29

Also there should be a 50-60% chance that hostile mobs should attack you on sight, not just if you attack them first....

You could also have it that a mob, (non-hostile), could be made so that when you attack it, it would summon all the hostile mobs in the area to it- 25*25 - with murder on each of there minds or spawn a 'Gaurdian' which may have an extremely high defense and attack which would protect it...

It would spice the game up hugely if that was so... The mob in particular could drop a rare item that would make it worth the risk...
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Re: [Mod] Mobs Redo [0.3] [mobs]

by TenPlus1 » Thu Sep 11, 2014 16:50

At present hitting a monster while others are in the area will call them to assist the one you're fighting... Attack chance depends on mob timer and if it see's you in it's field of vision... Flying mobs sound good though, gotta look into that, most birds using simple mobs are just high entities that jump around to look like it's flying so gotta change the api to make it fly...
 

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

by Minetestforfun » Thu Sep 11, 2014 17:22

Hi,

I've some ideas for your "mobs mod" :

- the sound of the sheep is too strong compared with other sounds, it hurts the ears :S

- Can you add "zombies mobs" from "Blockmen's mobs" mod and found a solution for let us choose between zombies and dirt monsters, if it's possible ?

- Birds for all times and ghosts for the nights, is also an interresting idea. (The blockmen's mod for ghosts/zombie is very good, but the code is very hard to understand, i can't modifiy it by myself...)

- And personnaly, i love spiders, i know you've extracted your own "spidermob" version from lottmobs, is it possible for an add in this mod ? (im sorry, after reading the 0.3 patchnote, i've found spidermob is already in your mod :))

I think, if you can add this monsters, I will definitely use your "mob mod", and delete my 4/5 mobs mod, because for the moment, i just take parts of other mod for make my own mobs mod, but im not a very good programmer, and this is far from the best solution... :/
(it will be better, more clean and more clear with only your mod)

(EDIT : i attach to my post my changes (spider sounds, spider jungle spawn, blood for warthog, life/damage modified for every mobs, modified move speed, etc... If it can help you ^^)
Attachments
mobsredo-modified.7z
(331.84 KiB) Downloaded 156 times
Last edited by Minetestforfun on Thu Sep 11, 2014 22:46, edited 2 times in total.
 

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

by Sokomine » Thu Sep 11, 2014 19:01

The 4seasons mod has birds of a kind. They sit on leaves and are drawn using plantlike drawtype. It works pretty well. Perhaps some animals could be done without having to resort to entities.
A list of my mods can be found here.
 

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

by AMMOnym » Thu Sep 11, 2014 19:13

Sokomine wrote:The 4seasons mod has birds of a kind. They sit on leaves and are drawn using plantlike drawtype. It works pretty well. Perhaps some animals could be done without having to resort to entities.

Good idea.
 

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

by TenPlus1 » Thu Sep 11, 2014 19:19

+1 on bird nodes :)
 

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

by Kilarin » Thu Sep 11, 2014 22:34

TenPlus1 wrote:Cows have to be milked (right click with empty bucket) before feeding them wheat, also sheep have to be sheared (right click for wool)... Hogs just need feed wheat until it makes a noise...

Is there a way to tame chickens so that they don't despawn?
 

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

by TenPlus1 » Fri Sep 12, 2014 07:36

Chickens as well as Bees and Rats can be right-clicked upon and placed in your inventory so taming them isn't required...
 

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

by Xanthin » Fri Sep 12, 2014 11:24

I thought about the chickens. Collecting them where you find them is nice and similar to the method with letting other mobs follow you by holding wheat in the hand, so you can take them to and have them in your stable. While you prevent cow, sheep and pig from despawning with feeding them wheat by righ-click, you cant actual do that with the chickens (and the two other collectable mobs) cause you pick them up with right-click.
So what about chicken spawning eggs? This would be similar to the bees, where you have the beehive to get easy new ones (for also cooking (sic!) them to get honey), instead of waiting or wandering around to find new ones? If so you can decide if you want to cook the egg or have a new chicken. And those chickens seems to be quite productive so there should be an egg for both purposes possible. But maybe this is useless and only good for some feeling.

I just tested it using on_place from zmobs. It worked well for the first chicken generation, but the second generation produced only "air" eggs (output from nodeinspector), which doesnt appeared in my inventory. So I made it this way, that you can place the collected egg and then righ-click it to spawn the new chicken. I am sure it can be improved by someone with more experiences. But after hours with this I am just a bit proud that I found a grain of corn. :)

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
-- Egg (can be fried in furnace or used as chicken spawner)

minetest.register_node("mobs:egg",
   {
      description = "Chicken Egg",
      tiles = {"mobs_chicken_egg.png"},
      inventory_image  = "mobs_chicken_egg.png",
      visual_scale = 0.7,
      drawtype = "plantlike",
      wield_image = "mobs_chicken_egg.png",
      paramtype = "light",
      walkable = false,
      is_ground_content = true,
      sunlight_propagates = true,
      selection_box = {
         type = "fixed",
         fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
      },
      groups = {snappy=2, dig_immediate=3},
      after_place_node = function(pos, placer, itemstack)
         if placer:is_player() then
            minetest.set_node(pos, {name="mobs:egg", param2=1})
         end
      end,
      on_rightclick = function(pos, node, player, itemstack, pointed_thing)
      --if player:is_player() then
         minetest.env:add_entity(pointed_thing.above, "mobs:chicken")
         minetest.remove_node(pos, {name="mobs:egg", param2=1})
      end,
})
 

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

by davidthecreator » Fri Sep 12, 2014 12:24

I think by using ur script someone could make a boss mob and ofcourse by making a boss summoner and ots crafting recipe and making it hard so New players wont get killed
 

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

by Achilles » Fri Sep 12, 2014 22:06

TenPlus1 wrote:At present hitting a monster while others are in the area will call them to assist the one you're fighting... Attack chance depends on mob timer and if it see's you in it's field of vision... Flying mobs sound good though, gotta look into that, most birds using simple mobs are just high entities that jump around to look like it's flying so gotta change the api to make it fly...


Will definitely have this mod requested on any servers I play on if the update of yours comes about...
 

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

by Kilarin » Fri Sep 12, 2014 23:29

Xanthin wrote: While you prevent cow, sheep and pig from despawning with feeding them wheat by righ-click, you cant actual do that with the chickens (and the two other collectable mobs) cause you pick them up with right-click.

But I don't want to have to pick up my chickens every time I walk away from them. I would like to be able to put some chickens in a pen and leave them there.

By no means a critical issue, of course, Just a nice to have.
 

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

by Minetestforfun » Tue Sep 16, 2014 12:35

Hi,

I've a strange problem when i delete [spidermob] mod for your [mobs] mod (look at the screenshot below)
(i've [unknow nodes] and this message, but im sure i've delete properly [spidermob] and the line in the world.mt, i've also add a line "load_mod_spidermob = false" for try and it doesn't change the issues)
Please, can you help me ?
Attachments
strange.png
strange.png (1.14 MiB) Viewed 2505 times
 

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

by Topywo » Tue Sep 16, 2014 14:45

@Minetestforfun
I think you did not make an error. Those unknown nodes are the spiders that were already activated in those parts of the maps. Those remnants can be 'killed' and will 'die out' or maybe you can use 'clearobjects' (Can't help you with that, I never tried).
 

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

by Minetestforfun » Tue Sep 16, 2014 15:33

@Topywo
Thank you, problem solved ! :)
 

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

by TenPlus1 » Thu Oct 09, 2014 17:20

New sheep sound added...
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Wuzzy » Wed Oct 22, 2014 16:56

The recipe checker says 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
[RECIPE ERROR] mobs:med_cooked in recipe for mobs:med_cooked


It looks like the mod does not provide the item “mobs:med_cooked” at all.
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Calinou » Wed Oct 22, 2014 16:59

I've added troopers (monsters disguised as default players) to Carbone's mobs mod, you could add them too:

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
mobs:register_mob("mobs:trooper", {
   type = "monster",
   hp_max = 20,
   collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.8, 0.3},
   visual = "mesh",
   mesh = "character.x",
   textures = {"character.png"},
   visual_size = {x = 1, y = 1},
   makes_footstep_sound = true,
   view_range = 8,
   lava_damage = 8,
   walk_velocity = 1.6,
   run_velocity = 3.2,
   damage = 2,
   drops = {
      {name = "mobs:trooper",
      chance = 1,
      min = 1,
      max = 1,},
   },
   armor = 100,
   drawtype = "front",
   attack_type = "dogfight",
   animation = {
      speed_normal = 17,
      speed_run = 35,
      stand_start = 0,
      stand_end = 40,
      walk_start = 168,
      walk_end = 187,
      run_start = 168,
      run_end = 187,
      punch_start = 189,
      punch_end = 198,
   }
})

minetest.register_craftitem("mobs:trooper", {
   description = "Trooper",
   inventory_image = "player.png",
   wield_scale = {x = 1.25, y = 1.25, z = 2.5},
   groups = {not_in_creative_inventory = 1},
   
   on_place = function(itemstack, placer, pointed_thing)
      if pointed_thing.above then
         pointed_thing.above.y = pointed_thing.above.y + 0.5
         minetest.add_entity(pointed_thing.above, "mobs:trooper")
         if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
         minetest.log("action", placer:get_player_name() .. " placed a trooper at " .. minetest.pos_to_string(pointed_thing.above) .. ".")
      end
      return itemstack
   end,
})
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by TenPlus1 » Wed Oct 22, 2014 19:35

Wuzzy: mobs:med_cooked is from the old mobs mod and has an alias to mobs:honey
 

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Re: [Mod] Mobs Redo [0.4] [mobs]

by Rochambeau » Thu Oct 23, 2014 09:09

Could you add the feature of reproduction to your mod?

Feed two cows with wheat -> bang -> three cows! :-D
 

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