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[Mod] KPGMobs [kpgmobs]

PostPosted: Fri Mar 14, 2014 09:37
by krupnovpavel
KPGMobs by KrupnovPavel
ImageImageImageImage
Based on MOBS-MOD by PilzAdam

Little has changed: added animal and deleted monster.
Removed some bugs, when attacking now overcomes obstacles.
The game now many living creatures.
The sheep and the rat from MOBS-MOD
Deer by Pavel_S

Version info:
+ Spoiler


Add in v5:
  • To ride a horse
  • beehive
+ Spoiler


Add in v6:

  • rename my mod to "kpgmobs"
  • jump on horse
  • species of the horses
Screen:

+ Spoiler

[/spoiler]

Comment:
+ Spoiler

If you like, please the post to me in this forum! For me it is important what you think. Thanks in advance!

License

The MIT License (MIT) https://www.dropbox.com/s/mij0dptwvvztl5b/README.txt

PostPosted: Fri Mar 14, 2014 13:25
by Inocudom
Well, the new animals are certainly an improvement.

PostPosted: Fri Mar 14, 2014 23:23
by Sokomine
A very nice mod! You ought to show more screenshots, and show them more direct (without having to click on the dropbox link). Else players might miss your mod. And that would be a pity.

The boar model and texture are especially fine. Deer, horses and giraffe fit well together in style, and the wolf also looks fine. But my favorite is the boar :-)

Animation of the models works very fine. Unfortionately, the movement of the animals does seem to be a bit hectic - they're always running around and moving in strange ways. That is due to the simple mobs api - simple mobs does it that way, and it's fine for the aggressive creatures that mod adds, but does not work well for sheep and other peaceful creatures. For such things, mobf is far superior. Perhaps you may take a look at it and offer your mobs for mobf as well? The sheep from Blockmen's creatures mod also know how to stop once in a while and eat a bit of grass. That makes them appear more realistic.

With animals around, there's also the desire to catch some and place them in a fenced off area on your farm. mobf provides a lasso for that; perhaps a wooden cage might do. Breeding is also pretty intresting, and horses invite to ride on them. That's currently beyound what the simple mobs api can provide. mobf has it :-)

Animals that usually live in herds (sheep, horses) ought to do so in Minetest as well. Especially at night. It might be pretty intresting and impressive to watch a herd of sheep actually becoming a herd :-) To my knowledge, no mob api can do something like that so far.

Thanks again for the nice mod. It is a very good start, especially for someone new to the forum. And please see my suggestions above only as what they are - the desire to get something already pretty good to improve even further :-)

PostPosted: Sat Mar 15, 2014 11:18
by krupnovpavel
Thank you for this nice post. :) A lot of interesting stressed from your words. About mobf and screenshots will try to do as you said.

PostPosted: Fri Mar 21, 2014 15:09
by krupnovpavel
Added a new version, now bears and cows. First decided on the number of animals to work, then I will be the quality of work.

PostPosted: Fri Mar 21, 2014 15:40
by Inocudom
How about the male carpenter bee as a mob? He is lovable:
http://youtu.be/rmN52-EIIpI

Can any of these mobs be kept as pets?

PostPosted: Fri Mar 21, 2014 16:08
by AMMOnym
before
Inocudom wrote:How about the male carpenter bee as a mob? He is lovable:
http://youtu.be/rmN52-EIIpI

Can any of these mobs be kept as pets?

after : https://www.youtube.com/watch?v=wz-bzQSKkP0

PostPosted: Fri Mar 21, 2014 18:52
by Inocudom
Male carpenter bees do not have stingers, only the female carpenter bees do (and carpenter bees aren't aggressive anyway.)

PostPosted: Fri Mar 21, 2014 20:18
by AMMOnym
Inocudom wrote:Male carpenter bees do not have stingers, only the female carpenter bees do (and carpenter bees aren't aggressive anyway.)
Thanks for info

PostPosted: Sat Mar 22, 2014 11:13
by krupnovpavel
I will try to do the bee for you. :) Soon it will be possible to include Pets animal in the game. Now increase the total number of species mobs. Later do this work.

PostPosted: Sat Mar 22, 2014 14:55
by TenPlus1
Great mod krupnovpavel although I did miss the old baddies and put them back in :) Could you have the cow give milk if you right-click it with a bucket ? Also if you add chickens we can make cake :)

PostPosted: Sat Mar 22, 2014 15:49
by Sokomine
krupnovpavel wrote:Added a new version, now bears and cows. First decided on the number of animals to work, then I will be the quality of work.

Nice! The bears are especially fine. They could be a bit larger, though. Bears are huge, impressive animals you don't want to approach too close :) The model and its animation is very fine.

PostPosted: Sun Mar 23, 2014 20:27
by TenPlus1
I've added a function where if you click a cow with an empty bucket you will receive a bucket of milk and a moo sound, drinking a bucket of milk replenishes 4 hearts and returns an empty bucket :)

We are running your mod with the original mobs also on Xanadu server...

PostPosted: Mon Mar 24, 2014 08:32
by linushsao
the mod looks great,but ...how do i install this new mobs? i had install PilzAdam's [Mod] Simple Mobs & sapier's [Mod] MOB Framework [2.3.6] .it seems can't just put this new mobs's folder into /MODS? i mean could this mod works with other two mod?

PostPosted: Mon Mar 24, 2014 15:14
by Sainx
Mod good but still moist. Offering to make a version of the mod. Be there to correct deficiencies. Still, you can add new mobs. In general, I liked mod.

PostPosted: Mon Mar 24, 2014 15:18
by Enke
This is a neat mod!

PostPosted: Mon Mar 24, 2014 15:29
by CWz
linushsao wrote:the mod looks great,but ...how do i install this new mobs? i had install PilzAdam's [Mod] Simple Mobs & sapier's [Mod] MOB Framework [2.3.6] .it seems can't just put this new mobs's folder into /MODS? i mean could this mod works with other two mod?


I use a modified version that allows this mod to work alongside simplemobs.

PostPosted: Mon Mar 24, 2014 17:11
by TenPlus1
Here's Krupnovpavel's animals AND PilzAdam's monsters in the same mod for those who want it... The file 'original.lua' has all the PilzAdam mobs with the rest contained within 'init.lua'...

Also, would it be possible to add Rabbits to your mod :)

PostPosted: Thu Mar 27, 2014 08:37
by krupnovpavel
TenPlus1 Thank you friend, I checked your modification with milk, cool!!! And against the monsters, I took them away from fashion, because I am a believer in God, man. This in my projects I have removed all evil. On account of wild animals I have no objections.
P. S.:
Please when adding a new mod, use the version without the monsters. So I won't clean up every time, of fashion monsters. Thanks for understanding! And thank you for cooperation!

PostPosted: Thu Mar 27, 2014 20:33
by krupnovpavel
Meet new mob! I think he will delight you! All day it was done. The bee be kept as pets!

PostPosted: Fri Mar 28, 2014 02:29
by Inocudom
krupnovpavel wrote:Meet new mob! I think he will delight you! All day it was done. The bee be kept as pets!

And an absolutely lovable companion he be too.

PostPosted: Fri Mar 28, 2014 08:16
by krupnovpavel
the mod looks great,but ...how do i install this new mobs? i had install PilzAdam's [Mod] Simple Mobs & sapier's [Mod] MOB Framework [2.3.6] .it seems can't just put this new mobs's folder into /MODS? i mean could this mod works with other two mod?

This mod can work collectively with other mods and separately. It does not depend on other mods. But you cannot rename folder. Should be /mobs/

PostPosted: Fri Mar 28, 2014 13:39
by Sokomine
linushsao wrote:the mod looks great,but ...how do i install this new mobs? i had install PilzAdam's [Mod] Simple Mobs & sapier's [Mod] MOB Framework [2.3.6] .it seems can't just put this new mobs's folder into /MODS? i mean could this mod works with other two mod?

You can use mobf in combination with any of the mobs mods, but you currently cannot use mobs (by PilzAdam) and mobs (by krupnovpavels) simulatneously as they share the same namespace.

krupnovpavel wrote:And against the monsters, I took them away from fashion, because I am a believer in God, man. This in my projects I have removed all evil. On account of wild animals I have no objections.

I feel similar to a degree. In my singleplayer worlds, I use mobf - and usually disable all the monsters and only keep the animals - including the wolf. The wolf also attacks players who come close, but at least he has a reason for it (hungry and/or defending territory).
The sandmobs from mobs sometimes fail to attack - and when they wander the streets of a server peacefully, they may almost pass as inhabitants of the desert. Aliens (the dungeon masters may be some) are ok as well. And even the flying mese creatures from zmobs work - they're more funny than anything else :-)

krupnovpavel wrote:Meet new mob! I think he will delight you! All day it was done. The bee be kept as pets!

Excellent! I love the bee :-) Hope to see many of them on servers soon. The movement of the bees is convincing - real ones are usually flying around busily as well :-)

krupnovpavel wrote:This mod can work collectively with other mods and separately. It does not depend on other mods. But you cannot rename folder. Should be /mobs/

Hm, yes. This is a more basic problem. It would have been easy to use both mobs mods simultaneously if you'd have given your mod a diffrent name (i.e. kmobs). See for example zmobs. I'm not sure if minetest.register_alias may help here in order to keep backward compatibility.

Whenever someone writes a mod that also provides an api for other mods (or even mainly consists of said api), it's difficult to decide which path to take. There are several options, and none of them is optimal.

Simple mobs mixes api (mobs/api.lua) and usage of it (the creatures in init.lua plus models and textures) in one mod. The disadvantage here is that you can't get just the api without the creations - you either have to depend on mobs (and get the full package; zmobs does this) or copy the api to your own mod (which you did here). Using a dependency is the cleanest solution as it avoids copies of the same file which will over time divergate and lead to chaos. The problem is that it may confuse unexperienced players who may hesistate to install a mod which depends on others, or they not manage to install it at all.

Sapiers animals modpack mobf uses a cleaner solution here by beeing a modpack and offering its api as a mod (namely mobf). That makes it possible to use the api without the mobs that come with it. At least in theory. Downloading the full package and deleting all other folders exept mobf (plus animalmaterials..) may be far too difficult for clueless users.

There are some standalone libraries which barely get usesd due to modders fearing that their mods won't be used if it gets too complicated. Perhaps at least some of those libs ought to be included in minetest_game - at least the smaller ones.

I'm facing the same problem with my trader - most of the code could be used by other mob mods to a degree, and npcf provides features that'd be great for the traders as well.

PostPosted: Tue Apr 01, 2014 19:04
by krupnovpavel
Dreamed of a fast ride on the horse through the woods and fields? Your dream has come true! Now you can train your horse and then to ride on it. And also you will find the yellow square friend on his way. Immediately say that he is delighted with apples. Favorite character of my nephew. And also added the ability to build a hive for bees. Have fun friends!

PostPosted: Tue Apr 01, 2014 19:26
by hoodedice
krupnovpavel wrote:Dreamed of a fast ride on the horse through the woods and fields? Your dream has come true! Now you can train your horse and then to ride on it. And also you will find the yellow square friend on his way. Immediately say that he is delighted with apples. Favorite character of my nephew. And also added the ability to build a hive for bees. Have fun friends!


Yaay! *hugs*

To post images on the forums, use the [ img ] [ / img ] tags, without spaces in between

PostPosted: Tue Apr 01, 2014 19:34
by spillz
Any chance you can put this up on github? Assume license is unchanged? Also, what about changing the name so that it will play nicely with other the other mobs mod?

PostPosted: Tue Apr 01, 2014 20:46
by TenPlus1
Is it possible to have the horse jump 2 blocks high instead of moving up 1 block at a time, it's very easy to get stuck while on horseback...

PostPosted: Wed Apr 02, 2014 13:10
by krupnovpavel
Added kinds of horses, and the ability to jump. Also changed the name of fashion, and accordingly the main folder should be "kpgmobs".

PostPosted: Wed Apr 02, 2014 13:45
by spillz
krupnovpavel wrote:Who moderator or admin on forum? I heed help?
about spanchbob made at the request of his nephew. I should have posted. I want to uninstall it! Please help! The rights to the character don't belong to me. Accordingly, the license is not distributed. The request of the administrator, please remove mobs_v5.zip file. I can't! I'll post it later, just be away from him for this character.


Just a friendly community service announcement that you would have much more control of your work if you used github.... :)

PostPosted: Wed Apr 02, 2014 16:52
by krupnovpavel
Just a friendly community service announcement that you would have much more control of your work if you used github.... :)

I have registered on github, but I don't understand how to put files there. The fact that my native language is Russian, a lot for me is a mystery. And I can't put images on this forum. Also, the reason is not clear.