[Mod] Not So Simple Mobs [3.0] [nssm]

npx
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[Mod] Not So Simple Mobs [3.0] [nssm]

by npx » Thu Apr 09, 2015 21:45

It is time for Not So Simple Mobs v3.0!
Image

Trailer of the mod!!!
https://www.youtube.com/watch?v=ZBuAi1sQJxQ
Old trailer:
https://www.youtube.com/watch?v=ccLUt58mo0k

The mod now contains more than 50 different mobs!
The biggest addition in this release is a new dimension called "Morlendor" (available only if you use nssb also):
Image

We suggest that you play nssm with:
- nssb (Not So Simple Buildings, our second mod that adds many blocks and Morlendor, the new dimension):
- 3d_armors (with which you can use nssm armors):
- unified_inventory (useful to discover all the new recipes and to use the armors):
- a throwing mod (a mod that add bows) if compatible with the Tenplus1's damage_system

In case of problems please report here.

Thanks to:
- PilzAdam;
- Tenplus1
- Echoes91
- Taikedz

Dependencies:
- default
- mobs_redo
- fire
- tnt

License:
- Code: LGPL
- Textures, models and sounds: CC BY-SA 4.0

GitHub page:
GitHub: https://github.com/NPXcoot/nssm

Downloads:
- https://github.com/NPXcoot/nssm/archive/master.zip
- The guide we had written has not been updated because we are waiting to have the permission to directly write the wiki page of the mod.
For now what you should know is that:
- the mod makes the game really difficult!
- there are many mobs, but also a lot of special weapons and armors to fight them (so we suggest to check the recipes guide in unified inventory);
- you can modify the mod difficulty by modifying some parameters going in the advanced settings of minetest

Changelog:
Code: Select all
v3.0 (22-11-16):
 - rewritten to add the dependency from mobs_redo. The mobs now directly use the mobs api;
 - added the mobs Morlu, Morvy, Morgut, Mode, Mordain, Morwa, Morgre and Morvalar for the "Morlendor" dimension (that you can find playing with nssb);
 - added the "Felucco", to spawn in the savannah;
 - added the armors made from the drops of mobs (you need 3d_armor to use them);
 - added two new sets of weapons:
    -> bombs: you can throw and when they hit the ground they activate special functions;
    -> normal weapons (like swords and axes) with special functions you can enable by typing "q";
 - new tools (picks, shovels...) and drops;
 - a lot of other things (new explosion function, parameters to set difficulty)...

v2.4 (01-05-16):
 - new energy weapon: hellzone_grenade (It follows the target: you can shoot some of them and then activate them by pressing q);
 - the mobs now honors the protected blocks and areas (Thanks to TenPlus1 for his suggestion);
 - fixed the Irrlicht problem with png textures;
 - fixed various bugs with materials and recipes also thanks to Amianthoidal and Telesight;
 - the counters now use os.time() instead of minetest globalstep to count time;
 - added the custom_attack function to the api.lua;
 - added custom on_step function for some projectiles of the mobs and fixed various related bugs;
 - updated api and fixed bugs.

v2.3 (22-03-16):
 - new mobs (Desert Boss: giant sandworm (removed the dahaka), changed sandworm model and added sand_bloco and xgaloctopus)
 - new special weapons (added the spirit_ball which look for enemies around it and follow them and updated kamehameha and kienzan)
 - api updated to 19-03 version (thanks to Tenplus1 for his hard work on it)
 - fixed some bugs
 - tidied up the code (nssm_materials, nssm_weapons, nssm_api...

v2.2.1:
 - updated the api.lua following the updates of Tenplus1's mobs (version of 17th February 2016);
 - fixed lava_titan movements;
 - tidied up the code;
 - uploaded the mod to github;

v2.2:
 - Spawn eggs
 - Spiderduck and Enderduck are smaller.
 - Phoenix shoot less fire.
 - When the Tarantula become weaker evolves.
 - From Sun feather or Moon feather and a diamond with a stick you can craft amazing swords.
 - Stoneaters and Ants drop their mandibles, with them it is possible to craft a powerful pick and a sword
 - Six spears are now available thank to Spears mod made by Echoes91! (Mantis spear ([wood][wood][mantis_claw]), Ant spear (ant mandible), Duck beak spear (duck beak dropped by ducks), Manticore spear (manticore spine), Little ice tooth spear (little ice tooth dropped by ice amphibians), Ice tooth spear (ice tooth dropped by Icelamander)).

v2.1:
 - All the sounds are now mono as suggested by Fixerol;
 - The Pumpking has a new way to attack: he puts around him (and you) some pumpkins that are soon going to explode!
 - Improved the attacks of the mods that are "dogshoot". The problem was that they never moved to approach to the player: now every 3 distance attack they come next to you to attack in melee
   (with this modification also the duckking spawns less ducks)
 - Made some mobs rarer and increased their hp and damage (in particular: mese_dragon, night_master and Phoenix)


v2.0:
 - rewritten the mod basing it on mobs_redo's api, you don't need mobf anymore;
 - the mod is not a modpack anymore, if you want to disable a monster you need to comment the correct line in         init.lua;
 - added many mobs: they are 42 now;
 - removed the chinese dragon and the bacteriofage;
 - new gameplay based on boss fight (read the guide for more info);
 - new special attacks for the mobs.


v1.1:
 - the mobs are rarer;
 - made the kienzan fast;
 - removed the particle_spawner from the kamehameha (it could slow your pc);
 - added the inventory images for the mobs based on mobf;


Initial release
Attachments
screenshot_20161123_000551.png
(895.67 KiB) Not downloaded yet
Last edited by npx on Tue Nov 22, 2016 23:58, edited 23 times in total.
 

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Re: [WIP][MOD] Not-so-simple-mobs

by npx » Thu Apr 09, 2015 21:51

Here you can find all the media of the mod:
https://github.com/NPXcoot/Nssm-models-textures-sounds
Last edited by npx on Tue Mar 22, 2016 23:19, edited 3 times in total.
 

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Re: [WIP][MOD] Not-so-simple-mobs

by Sokomine » Thu Apr 09, 2015 22:11

I like the mantis and the duck most. Hope they'll also be available as friendly mobs! Maybe you'll also be intrested in mobf, which has already some complex handling of mobs.
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Re: [WIP][MOD] Not-so-simple-mobs

by Don » Sat Apr 11, 2015 03:26

Love them all. Great work
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: [WIP][MOD] Not-so-simple-mobs

by TG-MyinaWD » Sat Apr 11, 2015 14:09

Not bad. now all we need have on here is an Bat to make Don super happy ;)
But the dahaka looks like an Giant.
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Re: [WIP][MOD] Not-so-simple-mobs

by Don » Sat Apr 11, 2015 14:40

Alt. Tester wrote:Not bad. now all we need have on here is an Bat to make Don super happy ;)
But the dahaka looks like an Giant.

A bat would be awesome.
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Re: [WIP][MOD] Not-so-simple-mobs

by mahmutelmas06 » Sat Apr 11, 2015 19:39

Don wrote:
Alt. Tester wrote:Not bad. now all we need have on here is an Bat to make Don super happy ;)
But the dahaka looks like an Giant.

A bat would be awesome.


There is already bat mob in Minetest Defense subgame
viewtopic.php?f=50&t=11030
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Re: [WIP][MOD] Not-so-simple-mobs

by pandaro » Sat Apr 11, 2015 20:06

ciao, molto lieto di vedere italiani attivi sul forum.
buona fortuna
 

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Re: [WIP][MOD] Not-so-simple-mobs

by Minetestforfun » Sat Apr 11, 2015 20:40

Welcome in Minetest community :)

Great models ! I think you need better textures, and do you animate the models ?

Keep up the good work
 

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Re: [WIP][MOD] Not-so-simple-mobs

by npx » Sun Apr 12, 2015 17:43

Thank you
We are going to release them as soon as they are ready (they are 14 or 15).
Sokomine wrote:Maybe you'll also be intrested in mobf, which has already some complex handling of mobs.

We are already using mobf for some of them, it's very useful!

Minetestforfun wrote:Great models ! I think you need better textures, and do you animate the models ?

Yes, they are animated and the new textures are arriving!

pandaro wrote:ciao, molto lieto di vedere italiani attivi sul forum.
buona fortuna

Grazie per il sostegno!
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Re: [WIP][MOD] Not-so-simple-mobs [released] 1.0

by mahmutelmas06 » Thu Apr 30, 2015 23:03

Awesome, i will test it asap

Edit: You should add dependecies to page
adwspawning
mobf


Edit2: Bro your mobs sizes are too big.
They should spawn more rare
When i try to kill a mob, game crashes.
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Re: [WIP][MOD] Not-so-simple-mobs [released] 1.0

by npx » Mon May 04, 2015 20:04

mahmutelmas06 wrote:Awesome, i will test it asap

Edit: You should add dependecies to page
adwspawning
mobf


Edit2: Bro your mobs sizes are too big.
They should spawn more rare
When i try to kill a mob, game crashes.


Thanks for the report! Please post the crash debug info, so that we can correct it.
 

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Re: [WIP][MOD] Not-so-simple-mobs [released] 1.0

by mahmutelmas06 » Mon May 04, 2015 22:28

npx wrote:
mahmutelmas06 wrote:Awesome, i will test it asap

Edit: You should add dependecies to page
adwspawning
mobf


Edit2: Bro your mobs sizes are too big.
They should spawn more rare
When i try to kill a mob, game crashes.


Thanks for the report! Please post the crash debug info, so that we can correct it.



There is not any crash debug, thats why i didnt share.
If i hit a mob it sends me to desktop with no error. Debug file also does not have error code.

Windows 7 64 bit
Stefan's Build 64bit


BTW models are awesome
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Re: [WIP][MOD] Not-so-simple-mobs [released] 1.0

by npx » Fri Jun 05, 2015 07:29

mahmutelmas06 wrote:
There is not any crash debug, thats why i didnt share.
If i hit a mob it sends me to desktop with no error. Debug file also does not have error code.

Windows 7 64 bit
Stefan's Build 64bit

BTW models are awesome

Thank you, does it still crash in the new release?
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Wuzzy » Sat Jun 06, 2015 20:50

Spiderduck, haha, this is an amazing idea. I certainly have to look through these mobs and I'll consider adding a few of these mobs into my Weird subgame. Weird is in desperate need for some unique mobs. So thanks for your work and creativity.
But I fear this may take some time, because you used MOBF, and Weird doesn't (and won't).

PS: Your screenshots are too dark.
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Mon Jun 08, 2015 19:21

Wuzzy wrote:Spiderduck, haha, this is an amazing idea. I certainly have to look through these mobs and I'll consider adding a few of these mobs into my Weird subgame. Weird is in desperate need for some unique mobs. So thanks for your work and creativity.
But I fear this may take some time, because you used MOBF, and Weird doesn't (and won't).

PS: Your screenshots are too dark.



Thank you for the appreciation! We would be honored if you decided to put them in your subgame...
Not all of them use mobf!
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Inocudom » Thu Jun 11, 2015 00:13

The variety of creatures in this mod is very welcoming. Still, it is a shame that all of the different mobs mods can't interact with each other.
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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Glünggi » Sat Jun 20, 2015 14:08

hrr Sandworms... its time for a Dune Game :D ahh too many wip projects... need spice...
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by philipbenr » Sat Jun 20, 2015 20:40

Glünggi wrote:hrr Sandworms... its time for a Dune Game :D ahh too many wip projects... need spice...


Whoever controls the spice controls Dune. You should check out dunelegacy, if you haven't already. My brother wrote a fork of it which is probably one of the best forks of the game I have ever seen.


http://sourceforge.net/u/sudobash1/dune ... ster/tree/
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Hobb3s » Thu Jul 02, 2015 18:52

I'm getting some errors on load.. not sure what I messed up with the mod. Any ideas?
Code: Select all
14:47:38: ERROR[main]: mod "bacteriofage" has unsatisfied dependencies:  "mobf"
14:47:38: ERROR[main]: mod "crocodile" has unsatisfied dependencies:  "adv_spawning"
14:47:38: ERROR[main]: mod "dragon" has unsatisfied dependencies:  "mobf"
14:47:38: ERROR[main]: mod "flying_duck" has unsatisfied dependencies:  "mobf"
14:47:38: ERROR[main]: mod "manticore" has unsatisfied dependencies:  "mobf"
14:47:38: ERROR[main]: mod "pumpboom" has unsatisfied dependencies:  "mobf"
14:47:38: ERROR[main]: mod "spiderduck" has unsatisfied dependencies:  "mobf"
14:47:38: ERROR[main]: mod "werewolf" has unsatisfied dependencies:  "mobf"


...nevermind, just read through the list of posts, and saw the dependancies.. I guess I downloaded this before that post awhile back.
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Splizard » Mon Jul 06, 2015 07:23

What's the strange person looking thing that runs at you really fast? :/
And this makes the game really creepy!!! +1
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