[Mod] Mobs Redo [1.34] [mobs]

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TenPlus1
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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Thu Mar 10, 2016 17:56

All good ideas, will look into that :)
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by twoelk » Thu Mar 10, 2016 18:11

them nasty little jungle spiders in Adventure-Test have a nice slowly increasing poisoning.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by sofar » Thu Mar 10, 2016 18:30

raymoo has written some excellent stuff that allows stackable player effects that's entirely reusable as a component:

https://github.com/minetest-mods/monoidal_effects
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Thu Mar 10, 2016 19:31

TenPlus1 wrote:Update to version 1.28:

- New damage system added
- Ability for mob to be immune to certain weapons or healed by them
- Knock-back effect only works on full punch now


the check_for_death() is now running continuously and also playing the "damage" sound continuously :( i think this should stay how it was ?

Created an issue for this.
Last edited by SaKeL on Thu Mar 10, 2016 20:21, edited 1 time in total.
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Re: [Mod] Mobs Redo [1.28] [mobs]

by afflatus » Thu Mar 10, 2016 20:14

Napiophelios, benrob0329

I'm using basic_bow and the latest mobs_redo on grailtest.
If any of the players have noticed this, they are sure keeping quiet about it (which is possible)

I'll test.
Grailtest is sleeping ...
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Thu Mar 10, 2016 21:00

Update: I've added a health comparison check for mobs to stop hurt sounds looping.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Thu Mar 10, 2016 21:33

TenPlus1 wrote:Update: I've added a health comparison check for mobs to stop hurt sounds looping.

*thumbs up
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Re: [Mod] Mobs Redo [1.10] [mobs]

by burli » Fri Mar 11, 2016 07:15

TenPlus1 wrote:Update: Added explosion routine for exploding mobs (and Dungeon Master)... Removed footstep feature (use replace instead)...

And for good show here's an exploding mob to try out, Davedevil's Creeper mod...


I had an invisible Creeper here. I walk around at day, saw a 2 nodes high bounding box an two seconds later... booom

What's going wrong?

I use Minetest 0.4.13 from Ubuntu PPA, Mobs Redo 1.28 and some other Mods
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Fri Mar 11, 2016 07:45

The creeper mod uses the treemonster.x model which has been replaced with the treemonster.b3d model now, just need to change model name in creeper's mod definition for it to work/show properly.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Fri Mar 11, 2016 07:53

Thx for your quick answer. That explains this message

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
2016-03-11 08:49:50: ERROR[main]: Client::getMesh(): Mesh not found: "mobs_tree_monster.x"
2016-03-11 08:49:50: ERROR[main]: GenericCAO::addToScene(): Could not load mesh mobs_tree_monster.x
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by benrob0329 » Fri Mar 11, 2016 14:36

I edited the mobs_redo vertion to use the original creeper model and textures:

download/file.php?id=4342
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Fri Mar 11, 2016 16:14

Creepers are a little bit buggy. They are huge and sink into the ground.

screenshot_20160311_170556.jpg
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screenshot_20160311_170603.jpg
screenshot_20160311_170603.jpg (499.76 KiB) Viewed 4352 times

screenshot_20160311_170627.jpg
screenshot_20160311_170627.jpg (679.91 KiB) Viewed 4352 times
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by everamzah » Fri Mar 11, 2016 18:01

I dunno if this was covered somewhere else but I just realized that when you nametag a mob it shows up on your minimap as a player marker! Ha!
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Fri Mar 11, 2016 19:17

With the new .b3d model you need new collision box, replace the one for the creeper with the following and it'll stop the creeper from sinking:

collisionbox = {-0.4, -1, -0.4, 0.4, 0.8, 0.4},

Update: Mobs now have a visual colour change when punched, entity_physics have been fixed and 'explode' attack now has explosion_radius setting.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Mon Mar 14, 2016 18:00

The mobs are checking for "fence" so they will no jump over them and stay inside the fences. Could you please implement this also for the new fence gates so we can start using them in this matter also?
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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Mon Mar 14, 2016 18:13

Already done SaKeL, checks for fence and gate :)
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Mon Mar 14, 2016 20:41

TenPlus1 wrote:Already done SaKeL, checks for fence and gate :)

wow you are quick :) thanks ...i will pull the repo ;)
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Re: [Mod] Mobs Redo [1.28] [mobs]

by afflatus » Sat Mar 19, 2016 07:40

SaKeL wrote:
TenPlus1 wrote:Already done SaKeL, checks for fence and gate :)

wow you are quick :) thanks ...i will pull the repo ;)


It is quite a struggle keeping up. I'm not complaining mind ... ;-)
Grailtest is sleeping ...
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Sat Mar 19, 2016 09:38

Update:

- Mobs cannot jump over fences AND gates
- Fixed mob damage when getting blown up
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by Badger » Sat Mar 19, 2016 15:36

Who knows what the definition of minetest.register_entity sets the distance at which the mob deals damage to the player? In the wiki I found nothing.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Sat Mar 19, 2016 18:18

You have view_range and reach available to use, view_range is how far the mob can see player and the attack, reach is how far mob can be from player while attacking.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by SaKeL » Sat Mar 19, 2016 23:44

suggestion: when you cut the wool from sheep (with steel shears) and kill her, it will still drop another wool block (even though you cut it off before). Not a big deal but it would me more real if the "naked" sheep wouldn't drop a wool after you kill it ;)
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Re: [Mod] Mobs Redo [1.28] [mobs]

by TheReaperKing » Fri Mar 25, 2016 22:59

Hopefully this hasn't been asked before because I didn't find it scrolling through the many pages but..

- When setting the spawners, what time in game time does min and max light correspond to?
- Is there a way to make the NPCs say things?

There are two main things I want to do:
1) Make a version for the kiddos and even put some of them in saying things as NPCs.
2) Make set monster waves to attack players in a fort/castle/stronghold.

Edit - Found in the wiki, whoops :)
- How do you make the mobs immortal? I realize I can make the HP really high but I saw that you posted there is a way to make them immune to weapons. (Found immune_to I imagine that is what I need!)
- Is there an easy way to spawn only friendly mobs? (Whoops found only_peaceful_mobs in the wiki!)

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Re: [Mod] Mobs Redo [1.28] [mobs]

by mahmutelmas06 » Sat Mar 26, 2016 13:16

Seems you have got your own answer to question 1
for question 2 use this subgame viewtopic.php?f=50&t=11030
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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Mon Apr 04, 2016 15:53

Update:

- Added option to remove certain spawn eggs from creative games (dungeon master)
- Added new checks to hopefully stop any serialize.h errors from happening
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by TheReaperKing » Wed Apr 06, 2016 00:38

To update my previous questions with this new stuff.. I am working on a Princess game for the girl who lost her 6 year old brother in a car crash and I was wondering if it is possible already to do a few things.
1) Add bosses and specific mobs to a dungeon/area. Perhaps even defeating the boss triggers the opening of a door.
2) When "killing" a mob instead of it disappearing and dying, turn it into a friendly mob or a butterfly
3) Do you know of any horse models so that I could try to make a unicorn?
4) When setting the spawners, what time in game time does min and max light correspond to? Is it possible to assign the spawners a specific game time instead? (For monster waves)
5) Is it possible to make custom (potentially unique) NPCs that can say things to the player?
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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Wed Apr 06, 2016 05:20

Search for "minecraft horse model". You can find some free models for download. You can convert it to minetest
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by blackjack » Wed Apr 06, 2016 06:51

The mod KPGmobs which works well with the Mobs Redo includes a horse and a deer which might be very close to a unicorn. It has a very nice animation and I'm sure it would look cool as a unicorn!
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Re: [Mod] Mobs Redo [1.28] [mobs]

by TenPlus1 » Wed Apr 06, 2016 10:27

Update:

- Changed beehive to produce 20 honey max
- Tweaked mob spawn numbers ( too many were appearing in one area )
- Added ability to add trails to mob arrows, kinda like streaking fireballs etc.
Last edited by TenPlus1 on Wed Apr 06, 2016 14:14, edited 2 times in total.
 

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Re: [Mod] Mobs Redo [1.28] [mobs]

by burli » Wed Apr 06, 2016 11:40

TenPlus1 wrote: - Tweaked mob spawn numbers

To what?
 

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