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[mod] Nodebox Mob API [nmobs]

PostPosted: Wed Feb 01, 2017 03:15
by duane
This is a very primitive mob API for use with nodebox mobs only. I started from scratch (as much as I can, given that I've already seen most of the other APIs).

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Mobs are defined with a nodebox table and a name as the only requirements. You can add a set of nodes that they're interested in and will travel to. This is where they spawn, by default. You can also specify hit dice and armor class, among other things. (AD&D 1st since 1982! Woot!)

The mobs will attack players if attack_player is set. They will always fight back when attacked if they have double-digit hit points, otherwise they panic and run.

There are only a handful of mobs at the moment, mostly copied from Cute Cubic Mobs (so cute!).

"What?!", I hear you cry. "Another f***ing mob API?! We need another mob API like a hole in the head!" Relax, and take your medication, Phil. This is more of an experiment than a serious API. It is not ready for anyone (except me) to use in actual play. Consider it a chance to observe all the things that you shouldn't do in a real mod.

"But... it doesn't have [feature]...", you say? It doesn't, and it probably won't, and if it eventually does, it won't be implemented the way you want... and will be buggy. Check out Mobs Redo, which has [feature] already.

"Nodeboxes!", you sneer. "Nodeboxes are a**. I wouldn't stink up my professional server with a nodebox mob. They don't even animate. You suck!" Hey, my sexual proclivities are none of your beeswax, Charlie. Anyway, Blender has always bamboozled me, so I love the idea of making all of my mobs nodeboxes (which I'm reasonably good at). Again, you're looking for Mobs Redo.


The source is available on github.

Code: LGPL2

Mod dependencies: default

Download: https://github.com/duane-r/nmobs/archive/master.zip

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Wed Feb 01, 2017 03:16
by duane
Problems:

- mobs may be spawning in solid earth (?)
- mobs may be submarining (possibly nothing I can do about this)
- mobs are not removed when out of player range
- taming doesn't use the tames table yet

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Wed Feb 01, 2017 03:40
by TumeniNodes
duane wrote:Problems: Oh yes! Lots of them!


Pssst..., hey....
Wanna buy a duck?

Problems can be lots of fun though.... sometimes. Not all the time though..., that's why they call it "some"times... and not "allthe"times......

Yeh.. soooooooooo when will you add ducks? They should be ducks with guns... makes gameplay a little more challenging... and wierd
Hit a duck and he pulls a gun on you.... what's more awesome than that?! :D

edit> or ninja ducks.... those are cool too

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Wed Feb 01, 2017 03:48
by duane
Nope. Instead, I'm adding Disco Ducks. They play an annoying one-hit wonder in an endless loop every time you log in.

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Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Wed Feb 01, 2017 04:05
by TumeniNodes
duane wrote:Nope. Instead, I'm adding Disco Ducks. They play an annoying one-hit wonder in an endless loop every time you log in.

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Disco..., disco duck... (that was my jam)

yet another edit> The easiest mob to create would be an air mob which attacks randomly, and just enough to annoy you. Or a leaf mob which flings sharp leaves at you

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Wed Feb 01, 2017 04:11
by Napiophelios
Well I use mobs_redo for my survival worlds, but this is what I want for creative.
Just cute animals grazing and milling about.
I hope you can work in animal sounds.


I met Gary Gygax when I was a kid,
he signed my copy Unearthed Arcana (1st edition).

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Thu Feb 02, 2017 05:55
by duane
I added sound, an animate boulder, and some basic documentation.

You can now tame some mobs by right-clicking them. Once tame, they will follow you. When you right-click them again, they will stay within about five meters of where you left them. This is as close as I'm going to get to dealing with fences. You can put one up for looks, but the mob won't leave the area regardless.

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Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Thu Feb 02, 2017 15:01
by duane
Now I'm adding goblins. I'm going for a vaguely toad-like look.

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Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Thu Feb 02, 2017 15:23
by Napiophelios
PEPE!!!

I made some changes to make the pig more..pig like.

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screenshot_20170202_094218.png
screenshot_20170202_094218.png (87.85 KiB) Viewed 5557 times

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Thu Feb 02, 2017 16:41
by TumeniNodes
Napiophelios wrote:PEPE!!!

I made some changes to make the pig more..pig like.

Image
screenshot_20170202_094218.png


I'm looking at this pic and something catches my eye from the corner....
Innocent, harmless looking tulips..... and I'm thinking.... (hmmmm, tulip mobs?)
They settle near tulips and you won't notice them... until they attack you

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Fri Feb 03, 2017 14:56
by duane
Something for the sandy spots.

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Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Fri Feb 03, 2017 16:21
by texmex
duane wrote:Something for the sandy spots.

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Yaaas! Out of a lot of mob designs, this actually looks like it's made for Minetest.

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 04, 2017 00:23
by duane
texmex wrote:Yaaas! Out of a lot of mob designs, this actually looks like it's made for Minetest.


It does sort of have that old-school Lego feel.

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 04, 2017 14:45
by duane
Dem bones, dem bones...

Still working on this.

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Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 04, 2017 14:57
by burli
lol, makes me lough, not fear ;-)

Great job

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 04, 2017 20:11
by the_raven_262
I actually like this idea more than the original model based mobs, i think these fit into minetest perfectly :D

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Tue Feb 07, 2017 04:26
by duane
The Goblin Garden

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Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Tue Feb 07, 2017 14:24
by ErrorNull
very cool! watching this closely...

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Thu Feb 16, 2017 22:47
by the_raven_262
Got attacked by a little chocolate harpsichord!
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Might be friendly oO

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Fri Feb 17, 2017 11:27
by azekill_DIABLO
duane wrote:Problems:

- mobs may be spawning in solid earth (?)
- mobs may be submarining (possibly nothing I can do about this)
- mobs are not removed when out of player range
- taming doesn't use the tames table yet


for solid earth spawn : add a wider air check
submobing : make them float with node check
out of range? add a check that delete them after idk 200 nodes!
taming? taming? TAMING?!

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 00:11
by duane
the_raven_262 wrote:Got attacked by a little chocolate harpsichord!
Image
Might be friendly oO


That would definitely scare me.

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 02:22
by TheInformer
I have to agree this is a very good Mob Mod and it fits minetest perfectly

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 06:58
by duane
Image

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 07:08
by ExeterDad
duane wrote:Image

I instantly got a particular "Bangles" song stuck in my head.

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 09:39
by texmex
Perhaps the mobs can do very small hops while moving to make up for them not moving their legs? Like chess pieces during an earth quake.

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 11:49
by azekill_DIABLO
would they only move during the jump? or they would move and jump?

Re: [mod] Nodebox Mob API [nmobs]

PostPosted: Sat Feb 18, 2017 16:09
by burli
duane wrote:Dem bones, dem bones...

Still working on this.

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@duane: found this. Maybe an inspiration

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