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[Mod] Spawners [0.6] [spawners]

PostPosted: Thu Jan 07, 2016 23:59
by SaKeL
Spawners

This Mod for Minetest let the player craft mob and ore Spawner blocks. Mobs/Ores are spawning randomly in a short intervals.
Easy to implement new mob mods just look in to config.lua.

NEW from v0.6
Inherited BlockMen Pyramids. Pyramids can be spawned in desert and environmental spwaners are added. Environmental spawners are used for spawning inside of temples and dungeons (mapgen v6 default minetest game). - Thanks to BlockMen. These kind of spawners are very rarely dropping real mob spawners, in any other case they don't drop anything. Mummy mob was redone with mobs redo API and drops more interesting items.

NEW from v0.4
If you know that feeling when you end up with full stacks of ingots and then you need a lump for recipe (or whatever else) and you don't have any this will be your solution! NEW ore spawners (gold, iron and copper) will spawn stone with ore if there is an default stone around. Just put the right ingot in the right spawner and wait for spawner to do its work. There is something extra, you have a chance that 2 ores get spawned from 1 ingot. See the changelog for more info. Enjoy.

Currently it works with Pyramids Mummy, Mobs Redo and Creatures. (Easy to add more mobs mods, just look in to config.lua)

YouTube video v0.1 Minetest - spawners Mod

Image
Image Image

Inspired from:

Links

License
code and textures: WTFPL

Mod dependencies
  • default
  • fake_fire?
  • xpanes?
  • mobs?
  • creatures?
mobs redo, creatures are supported mods
fake_fire, xpanes for recipes

+ Changelog

Download

Re: [Mod] Spawners

PostPosted: Fri Jan 08, 2016 21:40
by SaKeL
Updated to v0.2 - see the changelog

Re: [Mod] Spawners [0.2] [spawners]

PostPosted: Sat Jan 09, 2016 02:08
by Nathan.S
Nice work

Re: [Mod] Spawners [0.2] [spawners]

PostPosted: Sat Jan 09, 2016 03:27
by SaKeL
Thanks Nathan ;)

Re: [Mod] Spawners [0.2] [spawners]

PostPosted: Sun Jan 10, 2016 09:49
by Krock
Not an original idea but how you realized it as a mod - wow, well done!
It's great to see that you took the time to create those animations and a youtube video too :)

Re: [Mod] Spawners [0.2] [spawners]

PostPosted: Sun Jan 10, 2016 14:46
by SaKeL
Thanks Krock, this is my firs MOD and first time in LUA programming so i wanted to make it nice ...lol
Always missed some solid MOD for spawners and i was waiting long enough for it... so here it is ;)

Re: [Mod] Spawners [0.2] [spawners]

PostPosted: Thu Jan 14, 2016 20:04
by SaKeL
Updated to v0.3 - see the changelog

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Wed Feb 03, 2016 23:27
by SaKeL
NEW version 0.4 is out
If you know that feeling when you end up with full stacks of ingots and then you need a lump for recipe (or whatever else) and you don't have any this will be your solution! NEW ore spawners (gold, iron and copper) will spawn stone with ore if there is an default stone around. Just put the right ingot in the right spawner and wait for spawner to do its work. There is something extra, you have a chance that 2 ores get spawned from 1 ingot. See the changelog for more info. Enjoy.

Image

0.4
  • NEW added ore spawners - iron, gold and copper
  • ore spawners have chance to spawn 2 ores from 1 ingot
  • ore spawners have formspec
  • new sounds for ore spawners
  • added particle effect for ore spawners
  • re-done all textures from scratch (mob and ore spawners)
  • adjusted mob spawners ABM
  • added maximum stacked items to 1
  • mob spawners fixed name conflicts in config file warthog vs. pumba

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Wed Feb 03, 2016 23:45
by SaKeL
If someone know about a way how to set max stack for node i would really appreciate it ! (so not 99 stacks together but only 1 at all times)

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Thu Feb 04, 2016 17:04
by Nathan.S
I believe you need to add stack_max to the node definition.

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Thu Feb 04, 2016 17:06
by SaKeL
That works on the nodes also? Though that is only for items/tools. I will double check, thanks.

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Thu Feb 04, 2016 18:25
by SaKeL
Thanks Nathan it worked, i have never tried it because it was mentioned only for items on the wiki page and note for nodes. Added it to this release.

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Thu Feb 04, 2016 21:12
by Nathan.S
Glad to help, actually kinda surprised I was right, as I didn't check any references and left that comment while at work and far away from my computer.

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Fri Feb 05, 2016 06:38
by SaKeL
Well then you just nailed it ;)

Re: [Mod] Spawners [0.4] [spawners]

PostPosted: Fri Feb 12, 2016 07:11
by SaKeL
UPDATE
  • added screenshot image for in-game mod tab
  • added description for in-game mod tab
  • icluded Pyramids Mod as an optional dependency

Re: [Mod] Spawners [0.5] [spawners]

PostPosted: Thu Feb 18, 2016 20:48
by SaKeL
UPDATE v0.5
  • new mobs redo sheep textures
  • added mobs redo spider spawner
  • added oerrki spawner for creatures mod
  • added screenshot and description for MODs in-game tab
  • added pyramids mod to optional dependencies

If you are using older version of mobs redo then the new sheep texture will not show correctly!

Re: [Mod] Spawners [0.5] [spawners]

PostPosted: Fri Feb 19, 2016 06:11
by xeranas
From youtube video you mentioned that some light needed for spawner to be active. Is this requirement is for all kinds of spawners or just for pasive mobs? Btw, nice work!

Re: [Mod] Spawners [0.5] [spawners]

PostPosted: Fri Feb 19, 2016 07:15
by SaKeL
Indeed, only for mobs spawners what have set
Code: Select all
night_only=false
in the config.lua file, thus the mobs will spawn only during the day...or you can 'fake' a day by putting some light source close to the spawner ;)

On other hand if you set
Code: Select all
night_only=true
in config file, then you need 'dark' for the spawner to work, thus mobs will spawn in the night only, unless you put them in the dark room somewhere.

Both of the mentioned above works only for mob spawners. Ore spawners spawning anytime, anywhere until they have enough Ingots in them and of course stone around where they can spawn the ore in to.

And Thanks ;)

Re: [Mod] Spawners [0.5] [spawners]

PostPosted: Fri Feb 19, 2016 09:06
by azekill_DIABLO
looks really nice and usefull! good job!

Re: [Mod] Spawners [0.5] [spawners]

PostPosted: Fri Feb 19, 2016 19:21
by SaKeL
Thanks, have fun with it !

Re: [Mod] Spawners [0.5.1] [spawners]

PostPosted: Sat Feb 20, 2016 12:22
by SaKeL
UPDATE v0.5.1
  • Added mobs redo stone monster spawner.

Spawners and some other Mods for Minetest became a separate project therefore all previous releases were removed :/ Starting from Spawners v0.5.1 as an initial version. If you are a developer what likes to actively contribute to one of the Mods in the project, perhaps add some more, don't hesitate to contact me.

Enjoy.

Re: [Mod] Spawners [0.5.1] [spawners]

PostPosted: Wed Mar 02, 2016 13:05
by Minetest Sam
Can you make this guy?
He will be like a black golem and will be called obsidian guard ( I have not thought of his name yet )
After he dies he will drop 3 diamonds and 5 obsidian
You can make his spawner too that will come handy in some Factions ( If possible )
And when you will right-click with an obsidian shard on the diamond it will spawn

Here is the link for how he will look when building it in MT : https://www.dropbox.com/s/fepajoqpbbjie ... 5.png?dl=0

And about MT textures I am not sure but I think this image looks nice:
https://www.dropbox.com/s/0dwqtiepw2noa ... m.jpg?dl=0

I hope you can make its MT textures

If you are thinking to make it then thanks and Good Luck :)

Re: [Mod] Spawners [0.5.1] [spawners]

PostPosted: Fri Mar 04, 2016 20:16
by SaKeL
nice idea, i could use my spawners for it instead since the MC spawning is not implemented in the ones im making right now. i will also need a 3d model and textures + animations for it. Now im a bit in the middle of new spawners release - added mummy mob (depends on mobs redo api) from pyramids and merging pyramids mod to spawners and creating a new type of spawners, after that when i have time i would like to focus more on the modeling part so maybe then ill have opportunity to think of a new golem model. ;)

Re: [Mod] Spawners [0.6] [spawners]

PostPosted: Sat Mar 05, 2016 19:05
by SaKeL
NEW version 0.6
Inherited BlockMen Pyramids. Pyramids can be spawned in desert and environmental spwaners are added. Environmental spawners are used for spawning inside of temples and dungeons (mapgen v6 default minetest game). - Thanks to BlockMen. These kind of spawners are very rarely dropping real mob spawners, in any other case they don't drop anything. Mummy mob was redone with mobs redo API and drops more interesting items.

Will be added today to SaKeL World Server.

Image

0.6
  • inherited BlockMen Pyramid mod, so now Spawners can spawn Pyramids in desert (mapgen v6)
  • spawning Pyramids work independently from BlockMen Pyramids mod (can be removed) but works also besides BlockMen Pyramid mod
  • added more various loot (default) in pyramids chests and higher up the chance of spawning more loot
  • added new environmental spawners
  • added generation of environmental spawners for default mapgen v6 temples and dungeons
  • addend new config parameter 'disable' for night_only attribute in config file
  • added new attribute 'env' in config file for defining environmental spawners
  • added settings.txt file for enable/disable new features (pyramids, mapgen spawners..)
  • fixed abm catch_up (disabled), now it works

Re: [Mod] Spawners [0.6] [spawners]

PostPosted: Wed May 18, 2016 10:20
by xeranas
Strange, if I set both SPAWNERS_GENERATE and CHESTS_GENERATE to true it only generates spawners (but no chest).
Code: Select all
SPAWNERS_GENERATE = true
CHESTS_GENERATE = true

If I disable SPAWNERS_GENERATE (by setting it to false) chest generation then works. Tried on 0.4.14 MT.