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[Mod] Domobs [20120810][domob]

PostPosted: Fri Aug 03, 2012 13:43
by mauvebic
Image

Friendly mobs to keep you company. Right now they just move around, look silly and make funny noises :P they spawn to your position by using /domob (so you can spawn them in buildings)

Any ideas for adding friendly interaction are welcomed

PostPosted: Fri Aug 03, 2012 13:44
by PilzAdam
Maybe they could place randomly some flowers.

PostPosted: Fri Aug 03, 2012 13:49
by mauvebic
I could, though i'd create a unique flower to include in the mod - hate dependencies lol

I also thought of letting/making users feed them :-)

PostPosted: Fri Aug 03, 2012 14:17
by Topywo
You could let the make shoot "healing balls" that gives you a 1/2 heart.

Later on you might try letting them follow a player.

PostPosted: Sat Aug 04, 2012 19:43
by mrtux
I like this mod, maybe I could change it up a bit to add pets. :)

PostPosted: Sun Aug 05, 2012 00:59
by mauvebic
this pretty much is a pet lol

PostPosted: Fri Aug 10, 2012 16:55
by mauvebic
updated posted - added 2 stage reproduction : brown domob turns pink, then begins multiplying :p

Image

PostPosted: Fri Aug 10, 2012 23:10
by cornernote
Is that only if you feed them after midnight?

PostPosted: Sat Aug 11, 2012 00:17
by pagliaccio
we can kill it?

PostPosted: Sat Aug 11, 2012 01:03
by InfinityProject
Hey Mauvebic just an idea here. You use /domob to spawn domos so what would happen if you put that in an abm and created a monster spawner?

PostPosted: Sat Aug 11, 2012 02:13
by sapier
@InfinityProject
if you wanna know what happens if adding an abm have a look at early animals mod versions (about 0.2.X ++).
It's nealy got the same evolution stages until it's current state ;-).

PostPosted: Sat Aug 11, 2012 10:41
by mauvebic
well if you're talking about having lua entities spawn and walk around the map then yeah, you could say evolution is about the same :P there aren't a dozen ways to do it. But this is actually based off celerons' simpler dungeon master mod. I considered making this an addon to animals, but your mod grinds my server to a halt and i dont want to write an addon that barely processes when i can write a minimal mod that just works.

As for adding spawnblocks, i try to avoid abusing ABMs. But that doesn't mean you can't write your own, any mod can call another mods' entities :-)

PostPosted: Sat Aug 11, 2012 14:40
by sapier
What animals mod version was the last you tried?
I've done lots of performance tweaks in 1.2.90 hoping to work around the problems of prior versions. By now just noone gave me feedback if I've been successfull ... using animals mod in single player isn't quite a good testcase.

Of course a simple mod doing simpler movement and less checks will always be faster than a more complex one.

PostPosted: Sun Aug 12, 2012 20:42
by Rickmor
i do /domob than i hear them but i dont see them


can someone tell me why???

PostPosted: Mon Aug 13, 2012 10:04
by mauvebic
@sapier yeah its been awhile, i think i tried it in jan or february :-/ though i figured animals was more for farming, food, raising herds and such, i didn't really intend for domobs to be edible (or to even be taken seriously as mobs/animals) lol but if you want we could port it as an addon to your other animals

PostPosted: Mon Oct 08, 2012 15:13
by chris36202
CUTE

PostPosted: Sat Mar 16, 2013 07:08
by xavier108
mauvebic wrote:Image

Friendly mobs to keep you company. Right now they just move around, look silly and make funny noises :P they spawn to your position by using /domob (so you can spawn them in buildings)

Any ideas for adding friendly interaction are welcomed

Weird when i was looking at the picture.I feel like it was half life

PostPosted: Sat Mar 16, 2013 16:54
by 12Me21
how do you download it?

PostPosted: Sat Mar 23, 2013 21:23
by oxenfreedan
12Me21 wrote:how do you download it?
yeah where da download!!!???

PostPosted: Thu Mar 28, 2013 11:09
by deivan
I have the same question... :-/

PostPosted: Thu Mar 28, 2013 13:25
by Topywo
oxenfreedan wrote:
12Me21 wrote:how do you download it?
yeah where da download!!!???
deivan wrote:I have the same question... :-/


Enjoy!

http://dl.dropbox.com/u/65428713/domob-20120810.zip

PostPosted: Thu Mar 28, 2013 19:07
by mauvebic
Why would anyone still want to play with 2D mobs? :p

PostPosted: Thu Mar 28, 2013 20:52
by deivan
Well. I like read code from other mods to gain more experience with LUA and with the minetest script procedure. :D
Maybe I make better mods. But is a nice mod to. :D

PostPosted: Thu Mar 28, 2013 21:36
by mauvebic
Hybrid Dog wrote:maybe they've got a lag problem


Strangely not surprised considering the mod lists people post :p

deivan wrote:Well. I like read code from other mods to gain more experience with LUA and with the minetest script procedure. :D
Maybe I make better mods. But is a nice mod to. :D


Shouldn't be too hard, i put all of five minutes into this :p

PostPosted: Thu Jun 06, 2013 18:06
by miner
yea

PostPosted: Thu Jun 06, 2013 20:54
by Evergreen
miner wrote:yea

Don't bump old topics.

PostPosted: Fri Jun 07, 2013 16:10
by mauvebic
They should close all the topics in Old Mods - it's an archive after all, not like you're going to see any new developments :p

PostPosted: Fri Jun 07, 2013 18:56
by VanessaE
Old mods could conceivably be moved back to releases or modding general if someone else decides to take up the cause and fix the mod in question, as long as the original author didn't get childish and just delete it.

PostPosted: Fri Jun 07, 2013 20:03
by mauvebic
In *this* case i doubt anyone's interested in 2D mobs that don't do anything :p

Re: [Mod] Domobs [20120810][domob]

PostPosted: Mon Jun 02, 2014 22:32
by Zsoltisawesome
mauvebic wrote:In *this* case i doubt anyone's interested in 2D mobs that don't do anything :p


I am! I will revive this! I swear upon Mese that I will revive this!

In fact: I will start working on it exactly when that ^^ post was made!